mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 19:09:20 +02:00
Merge pull request #97 from docentYT/migrate-from-dumb3d-to-glm
Migrate from dumb3d to glm
This commit is contained in:
@@ -26,8 +26,8 @@ http://mozilla.org/MPL/2.0/.
|
||||
|
||||
//#define EU07_DEBUG_OPENGL
|
||||
|
||||
int const EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
|
||||
int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
|
||||
int constexpr EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
|
||||
int constexpr EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
|
||||
|
||||
void GLAPIENTRY
|
||||
ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) {
|
||||
@@ -1275,7 +1275,7 @@ bool opengl33_renderer::Render_lowpoly( TDynamicObject *Dynamic, float const Squ
|
||||
|
||||
::glPushMatrix();
|
||||
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
|
||||
::glMultMatrixd( Dynamic->mMatrix.readArray() );
|
||||
::glMultMatrixd( glm::value_ptr(Dynamic->mMatrix) );
|
||||
}
|
||||
// HACK: reduce light level for vehicle interior if there's strong global lighting source
|
||||
if( false == Alpha ) {
|
||||
@@ -1338,7 +1338,7 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c
|
||||
|
||||
if( Dynamic->m_coupleradapters[ End ] == nullptr ) { return false; }
|
||||
|
||||
auto const position { Math3D::vector3 {
|
||||
auto const position { glm::dvec3 {
|
||||
0.f,
|
||||
Dynamic->MoverParameters->Couplers[ End ].adapter_height,
|
||||
( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } };
|
||||
@@ -1365,7 +1365,8 @@ bool opengl33_renderer::Render_reflections(viewport_config &vp)
|
||||
|
||||
auto const timestamp{ Timer::GetRenderTime() };
|
||||
if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval )
|
||||
&& ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) {
|
||||
&& ( glm::length2( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < sq(1000.0)) ) // length2 is better than length for comparing because it does not require sqrt function
|
||||
{
|
||||
// run update every 5+ mins of simulation time, or at least 1km from the last location
|
||||
return false;
|
||||
}
|
||||
@@ -2753,7 +2754,7 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
|
||||
case rendermode::shadows:
|
||||
{
|
||||
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
|
||||
distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
|
||||
distancesquared = glm::length2((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
|
||||
break;
|
||||
}
|
||||
case rendermode::reflections:
|
||||
@@ -2761,7 +2762,7 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
|
||||
// reflection mode draws simplified version of the shapes, by artificially increasing view range
|
||||
distancesquared =
|
||||
// TBD, TODO: bind offset value with setting variable?
|
||||
( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET )
|
||||
sq(EU07_REFLECTIONFIDELITYOFFSET)
|
||||
+ glm::length2( ( data.area.center - m_renderpass.pass_camera.position() ) );
|
||||
/*
|
||||
// TBD: take into account distance multipliers?
|
||||
@@ -2835,7 +2836,7 @@ void opengl33_renderer::Render(TAnimModel *Instance)
|
||||
return;
|
||||
}
|
||||
// TBD, TODO: bind offset value with setting variable?
|
||||
distancesquared += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
|
||||
distancesquared += sq(EU07_REFLECTIONFIDELITYOFFSET);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@@ -2850,7 +2851,7 @@ void opengl33_renderer::Render(TAnimModel *Instance)
|
||||
}
|
||||
// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
|
||||
auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
|
||||
if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
|
||||
if( distancesquared > sq(drawdistancethreshold) ) {
|
||||
return;
|
||||
}
|
||||
// second stage visibility cull, reject modelstoo far away to be noticeable
|
||||
@@ -2928,7 +2929,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
|
||||
}
|
||||
// TBD, TODO: bind offset value with setting variable?
|
||||
// NOTE: combined 'squared' distance doesn't equal actual squared (distance + offset) but, eh
|
||||
squaredistance += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
|
||||
squaredistance += sq(EU07_REFLECTIONFIDELITYOFFSET);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@@ -2940,7 +2941,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
|
||||
}
|
||||
// crude way to reject early items too far to affect the output (mostly relevant for shadow and reflection passes)
|
||||
auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
|
||||
if( squaredistance > drawdistancethreshold * drawdistancethreshold ) {
|
||||
if( squaredistance > sq(drawdistancethreshold) ) {
|
||||
return false;
|
||||
}
|
||||
// second stage visibility cull, reject vehicles too far away to be noticeable
|
||||
@@ -2962,7 +2963,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
|
||||
|
||||
::glPushMatrix();
|
||||
::glTranslated(originoffset.x, originoffset.y, originoffset.z);
|
||||
::glMultMatrixd(Dynamic->mMatrix.getArray());
|
||||
::glMultMatrixd(glm::value_ptr(Dynamic->mMatrix));
|
||||
|
||||
switch (m_renderpass.draw_mode)
|
||||
{
|
||||
@@ -3084,7 +3085,7 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li
|
||||
|
||||
auto const originoffset = Dynamic->GetPosition() - m_renderpass.pass_camera.position();
|
||||
::glTranslated(originoffset.x, originoffset.y, originoffset.z);
|
||||
::glMultMatrixd(Dynamic->mMatrix.readArray());
|
||||
::glMultMatrixd(glm::value_ptr(Dynamic->mMatrix));
|
||||
|
||||
switch (m_renderpass.draw_mode)
|
||||
{
|
||||
@@ -3177,17 +3178,16 @@ bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, f
|
||||
return true;
|
||||
}
|
||||
|
||||
bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A)
|
||||
bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle)
|
||||
{
|
||||
Math3D::vector3 Angle(A);
|
||||
::glPushMatrix();
|
||||
::glTranslated(Position.x, Position.y, Position.z);
|
||||
if (Angle.y != 0.0)
|
||||
::glRotated(Angle.y, 0.0, 1.0, 0.0);
|
||||
::glRotated(Angle.y, 0.f, 1.f, 0.f);
|
||||
if (Angle.x != 0.0)
|
||||
::glRotated(Angle.x, 1.0, 0.0, 0.0);
|
||||
::glRotated(Angle.x, 1.f, 0.f, 0.f);
|
||||
if (Angle.z != 0.0)
|
||||
::glRotated(Angle.z, 0.0, 0.0, 1.0);
|
||||
::glRotated(Angle.z, 0.f, 0.f, 1.f);
|
||||
|
||||
auto const result = Render(Model, Material, Squaredistance);
|
||||
|
||||
@@ -3851,7 +3851,7 @@ void opengl33_renderer::Render_Alpha(TAnimModel *Instance)
|
||||
}
|
||||
// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
|
||||
auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
|
||||
if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
|
||||
if( distancesquared > sq(drawdistancethreshold) ) {
|
||||
return;
|
||||
}
|
||||
// second stage visibility cull, reject modelstoo far away to be noticeable
|
||||
@@ -3980,7 +3980,7 @@ bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic)
|
||||
::glPushMatrix();
|
||||
|
||||
::glTranslated(originoffset.x, originoffset.y, originoffset.z);
|
||||
::glMultMatrixd(Dynamic->mMatrix.getArray());
|
||||
::glMultMatrixd(glm::value_ptr(Dynamic->mMatrix));
|
||||
|
||||
if (Dynamic->fShade > 0.0f)
|
||||
{
|
||||
@@ -4052,17 +4052,16 @@ bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Mater
|
||||
return true;
|
||||
}
|
||||
|
||||
bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A)
|
||||
bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle)
|
||||
{
|
||||
Math3D::vector3 Angle(A);
|
||||
::glPushMatrix();
|
||||
::glTranslated(Position.x, Position.y, Position.z);
|
||||
if (Angle.y != 0.0)
|
||||
::glRotated(Angle.y, 0.0, 1.0, 0.0);
|
||||
::glRotated(Angle.y, 0.f, 1.f, 0.f);
|
||||
if (Angle.x != 0.0)
|
||||
::glRotated(Angle.x, 1.0, 0.0, 0.0);
|
||||
::glRotated(Angle.x, 1.f, 0.f, 0.f);
|
||||
if (Angle.z != 0.0)
|
||||
::glRotated(Angle.z, 0.0, 0.0, 1.0);
|
||||
::glRotated(Angle.z, 0.f, 0.f, 1.f);
|
||||
|
||||
auto const result = Render_Alpha(Model, Material, Squaredistance); // position is effectively camera offset
|
||||
|
||||
@@ -4692,7 +4691,7 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
|
||||
break;
|
||||
}
|
||||
auto const lightoffset = glm::vec3{scenelight.position - camera};
|
||||
if (glm::length(lightoffset) > 1000.f) {
|
||||
if (glm::length2(lightoffset) > sq(1000.f)) {
|
||||
// we don't care about lights past arbitrary limit of 1 km.
|
||||
// but there could still be weaker lights which are closer, so keep looking
|
||||
continue;
|
||||
@@ -4737,7 +4736,7 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
|
||||
auto const offset{ 75.f * ( 5.f / cone ) };
|
||||
headlights.position() =
|
||||
scenelight.owner->GetPosition()
|
||||
- scenelight.direction * offset
|
||||
- glm::dvec3(scenelight.direction * offset)
|
||||
+ up * ( size * 0.5 );
|
||||
/*
|
||||
headlights.projection() = ortho_projection(
|
||||
|
||||
Reference in New Issue
Block a user