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https://github.com/MaSzyna-EU07/maszyna.git
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build 170914. fix for car braking, sound and event updates refactored out of gfx renderer
This commit is contained in:
27
renderer.cpp
27
renderer.cpp
@@ -1344,19 +1344,6 @@ opengl_renderer::Render( TGround *Ground ) {
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m_drawqueue.clear();
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switch( m_renderpass.draw_mode ) {
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case rendermode::color: {
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// rednerowanie globalnych (nie za często?)
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for( TGroundNode *node = Ground->srGlobal.nRenderHidden; node; node = node->nNext3 ) {
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node->RenderHidden();
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}
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break;
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}
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default: {
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break;
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}
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}
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glm::vec3 const cameraposition { m_renderpass.camera.position() };
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int const camerax = static_cast<int>( std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2 );
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int const cameraz = static_cast<int>( std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2 );
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@@ -1373,20 +1360,6 @@ opengl_renderer::Render( TGround *Ground ) {
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for( int row = originz; row <= originz + segmentcount; ++row ) {
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auto *cell = &Ground->Rects[ column ][ row ];
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for( int subcellcolumn = 0; subcellcolumn < iNumSubRects; ++subcellcolumn ) {
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for( int subcellrow = 0; subcellrow < iNumSubRects; ++subcellrow ) {
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auto subcell = cell->FastGetSubRect( subcellcolumn, subcellrow );
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if( subcell == nullptr ) { continue; }
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// renderowanie obiektów aktywnych a niewidocznych
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for( auto node = subcell->nRenderHidden; node; node = node->nNext3 ) {
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node->RenderHidden();
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}
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// jeszcze dźwięki pojazdów by się przydały, również niewidocznych
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subcell->RenderSounds();
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}
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}
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if( m_renderpass.camera.visible( cell->m_area ) ) {
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Render( cell );
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}
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