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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

Merge branch 'milek-dev' into gfx-work

This commit is contained in:
milek7
2018-10-11 16:02:01 +02:00
6 changed files with 25 additions and 18 deletions

View File

@@ -965,7 +965,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
// modelview
camera.position() = Global.pCamera.Pos;
Global.pCamera.SetMatrix(viewmatrix);
// projection
// projection
float znear = 0.1f * Global.ZoomFactor;
float zfar = Config.draw_range * Global.fDistanceFactor;
camera.projection() = perspective_projection(fovy, aspect, znear, zfar);
@@ -980,7 +980,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
glm::dvec3 const cubefaceupvectors[6] = {{0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}};
auto const cubefaceindex = m_environmentcubetextureface;
viewmatrix *= glm::lookAt(camera.position(), camera.position() + cubefacetargetvectors[cubefaceindex], cubefaceupvectors[cubefaceindex]);
// projection
// projection
float znear = 0.1f * Global.ZoomFactor;
float zfar = Config.draw_range * Global.fDistanceFactor;
camera.projection() = perspective_projection(glm::radians(90.f), 1.f, znear, zfar);
@@ -2242,28 +2242,32 @@ void opengl_renderer::Render(TSubModel *Submodel)
// view angle attenuation
float const anglefactor = clamp((Submodel->fCosViewAngle - Submodel->fCosFalloffAngle) / (Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle), 0.f, 1.f);
lightlevel *= anglefactor;
float const precipitationfactor{interpolate(1.f, 0.25f, clamp(Global.Overcast * 0.75f - 0.5f, 0.f, 1.f))};
lightlevel *= precipitationfactor;
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor{std::max(0.5f, (Submodel->fSquareMaxDist - TSubModel::fSquareDist) / Submodel->fSquareMaxDist)};
auto const pointsize{std::max(3.f, 5.f * distancefactor * anglefactor)};
// additionally reduce light strength for farther sources in rain or snow
if (Global.Overcast > 0.75f)
{
float const precipitationfactor{interpolate(interpolate(1.f, 0.25f, clamp(Global.Overcast * 0.75f - 0.5f, 0.f, 1.f)), 1.f, distancefactor)};
lightlevel *= precipitationfactor;
}
if (lightlevel > 0.f)
{
// material configuration:
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor{std::max(0.5f, (Submodel->fSquareMaxDist - TSubModel::fSquareDist) / Submodel->fSquareMaxDist)};
auto const pointsize{std::max(3.f, 5.f * distancefactor * anglefactor)};
::glEnable(GL_BLEND);
::glPushMatrix();
::glLoadIdentity();
::glTranslatef(lightcenter.x, lightcenter.y, lightcenter.z); // początek układu zostaje bez zmian
// material configuration:
// limit impact of dense fog on the lights
model_ubs.fog_density = 1.0f / std::min<float>(Global.fFogEnd, m_fogrange * 2);
// main draw call
model_ubs.emission = std::min(1.f, lightlevel * anglefactor * precipitationfactor);
model_ubs.emission = 1.0f;
m_freespot_shader->bind();
@@ -2272,16 +2276,14 @@ void opengl_renderer::Render(TSubModel *Submodel)
// fake fog halo
float const fogfactor{interpolate(2.f, 1.f, clamp<float>(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)};
glPointSize(pointsize * fogfactor * 2.0f);
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse),
Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f);
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse), Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f);
glDepthMask(GL_FALSE);
draw(Submodel->m_geometry);
glDepthMask(GL_TRUE);
}
glPointSize(pointsize * 2.0f);
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse),
Submodel->fVisible * std::min(1.f, lightlevel));
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse), Submodel->fVisible * std::min(1.f, lightlevel));
draw(Submodel->m_geometry);