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build 181011. door locking cab indicator, freespot opacity tweak

This commit is contained in:
tmj-fstate
2018-10-11 15:18:26 +02:00
parent 8a904f4da3
commit 67211a4352
5 changed files with 30 additions and 10 deletions

View File

@@ -2550,15 +2550,21 @@ opengl_renderer::Render( TSubModel *Submodel ) {
( 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 ) {
// 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 ) };
// material configuration:
Bind_Material( null_handle );
// limit impact of dense fog on the lights
@@ -3393,7 +3399,16 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
Bind_Material( Submodel->m_material );
}
// ...colors...
::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub
if( Submodel->fVisible < 1.f ) {
::glColor4f(
Submodel->f4Diffuse.r,
Submodel->f4Diffuse.g,
Submodel->f4Diffuse.b,
Submodel->fVisible );
}
else {
::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub
}
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_speculartranslucentscalefactor ) );
}