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

glare level influenced by global lighting level

This commit is contained in:
tmj-fstate
2017-03-23 18:25:09 +01:00
parent 89a9a18428
commit 68473259c0
2 changed files with 36 additions and 32 deletions

View File

@@ -4005,9 +4005,8 @@ bool TGround::EventConditon(TEvent *e)
ErrorLog( "Event " + e->asName + " trying conditional_memcompare with nonexistent memcell" );
return true; // though this is technically error, we report success to maintain backward compatibility
}
if (tmpEvent->Params[9].asMemCell->Compare(e->Params[10].asText, e->Params[11].asdouble,
e->Params[12].asdouble, e->iFlags))
{ //logowanie spełnionych warunków
if (tmpEvent->Params[9].asMemCell->Compare( ( e->Params[ 10 ].asText != nullptr ? e->Params[10].asText : "" ), e->Params[11].asdouble, e->Params[12].asdouble, e->iFlags) ) {
//logowanie spełnionych warunków
LogComment = e->Params[9].asMemCell->Text() + " " +
to_string(e->Params[9].asMemCell->Value1(), 2, 8) + " " +
to_string(tmpEvent->Params[9].asMemCell->Value2(), 2, 8) +

View File

@@ -619,45 +619,50 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
float fadelevel = 0.5f;
float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency is ~0.5 at full 'brightness'
if( ( Submodel->fCosViewAngle > 0.0 ) && ( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) ) {
fadelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0 - Submodel->fCosFalloffAngle );
glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0 - Submodel->fCosFalloffAngle );
glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
Bind( m_glaretextureid );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], fadelevel );
::glDisable( GL_LIGHTING );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
if( glarelevel > 0.0f ) {
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
Bind( m_glaretextureid );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], glarelevel );
::glDisable( GL_LIGHTING );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse ); // zeby swiecilo na kolorowo
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
::glBegin( GL_TRIANGLE_STRIP );
float const size = 2.5f;
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse ); // zeby swiecilo na kolorowo
// TODO: turn the drawing instructions into a compiled call / array
::glBegin( GL_TRIANGLE_STRIP );
float const size = 2.5f;
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
/*
// NOTE: we could do simply...
vec3 vertexPosition_worldspace =
particleCenter_wordspace
+ CameraRight_worldspace * squareVertices.x * BillboardSize.x
+ CameraUp_worldspace * squareVertices.y * BillboardSize.y;
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
// NOTE: we could do simply...
vec3 vertexPosition_worldspace =
particleCenter_wordspace
+ CameraRight_worldspace * squareVertices.x * BillboardSize.x
+ CameraUp_worldspace * squareVertices.y * BillboardSize.y;
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
::glEnd();
::glEnd();
float4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, &noemission.x );
float4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, &noemission.x );
::glPopMatrix();
::glPopAttrib();
::glPopMatrix();
::glPopAttrib();
}
}
}
}