mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 05:29:17 +02:00
Merged branch mover_in_c++ into master
This commit is contained in:
@@ -22,7 +22,7 @@ http://mozilla.org/MPL/2.0/.
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||||
#include "Timer.h"
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#include "MdlMngr.h"
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// McZapkie:
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#include "Texture.h"
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#include "renderer.h"
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//---------------------------------------------------------------------------
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TAnimContainer *TAnimModel::acAnimList = NULL;
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@@ -449,9 +449,9 @@ bool TAnimModel::Init(std::string const &asName, std::string const &asReplacable
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asText = asReplacableTexture.substr(1, asReplacableTexture.length() - 1); // zapamiętanie tekstu
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else if (asReplacableTexture != "none")
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ReplacableSkinId[1] =
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TextureManager.GetTextureId( asReplacableTexture, "" );
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GfxRenderer.GetTextureId( asReplacableTexture, "" );
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if( ( ReplacableSkinId[ 1 ] != 0 )
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&& ( TextureManager.Texture( ReplacableSkinId[ 1 ] ).has_alpha ) ) {
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&& ( GfxRenderer.Texture( ReplacableSkinId[ 1 ] ).has_alpha ) ) {
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// tekstura z kanałem alfa - nie renderować w cyklu nieprzezroczystych
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iTexAlpha = 0x31310031;
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}
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87
Console.cpp
87
Console.cpp
@@ -146,7 +146,7 @@ int Console::On()
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{ // załączenie konsoli (np. nawiązanie komunikacji)
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iSwitch[0] = iSwitch[1] = iSwitch[2] = iSwitch[3] = 0; // bity 0..127 - bez [Ctrl]
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iSwitch[4] = iSwitch[5] = iSwitch[6] = iSwitch[7] = 0; // bity 128..255 - z [Ctrl]
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switch (iMode)
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switch (iMode)
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{
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case 1: // kontrolki klawiatury
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case 2: // kontrolki klawiatury
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@@ -176,6 +176,7 @@ int Console::On()
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{ // połączenie nie wyszło, ma być NULL
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delete PoKeys55[0];
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PoKeys55[0] = NULL;
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WriteLog("PoKeys not found!");
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}
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break;
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}
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@@ -324,29 +325,29 @@ void Console::BitsUpdate(int mask)
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else MWDComm->WriteDataBuff[4] &= ~(1 << 6);
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if (mask & 0x0004) if (iBits & 4) MWDComm->WriteDataBuff[4] |= 1 << 1; // jazda na oporach rozruchowych
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else MWDComm->WriteDataBuff[4] &= ~(1 << 1);
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if (mask & 0x0008) if (iBits & 8) MWDComm->WriteDataBuff[5] |= 1 << 5; // wy??cznik szybki
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if (mask & 0x0008) if (iBits & 8) MWDComm->WriteDataBuff[5] |= 1 << 5; // wyłącznik szybki
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else MWDComm->WriteDataBuff[5] &= ~(1 << 5);
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if (mask & 0x0010) if (iBits & 0x10) MWDComm->WriteDataBuff[5] |= 1 << 4; // nadmiarowy silnik?w trakcyjnych
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if (mask & 0x0010) if (iBits & 0x10) MWDComm->WriteDataBuff[5] |= 1 << 4; // nadmiarowy silników trakcyjnych
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else MWDComm->WriteDataBuff[5] &= ~(1 << 4);
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if (mask & 0x0020) if (iBits & 0x20) MWDComm->WriteDataBuff[4] |= 1 << 0; // styczniki liniowe
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if (mask & 0x0020) if (iBits & 0x20) MWDComm->WriteDataBuff[5] |= 1 << 0; // styczniki liniowe
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else MWDComm->WriteDataBuff[5] &= ~(1 << 0);
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if (mask & 0x0040) if (iBits & 0x40) MWDComm->WriteDataBuff[4] |= 1 << 2; // po?lizg
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if (mask & 0x0040) if (iBits & 0x40) MWDComm->WriteDataBuff[4] |= 1 << 2; // poślizg
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else MWDComm->WriteDataBuff[4] &= ~(1 << 2);
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if (mask & 0x0080) if (iBits & 0x80) MWDComm->WriteDataBuff[5] |= 1 << 2; // (nadmiarowy) przetwornicy? ++
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else MWDComm->WriteDataBuff[5] &= ~(1 << 2);
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if (mask & 0x0100) if (iBits & 0x100) MWDComm->WriteDataBuff[5] |= 1 << 7; // nadmiarowy spr??arki
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if (mask & 0x0100) if (iBits & 0x100) MWDComm->WriteDataBuff[5] |= 1 << 7; // nadmiarowy sprężarki
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else MWDComm->WriteDataBuff[5] &= ~(1 << 7);
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if (mask & 0x0200) if (iBits & 0x200) MWDComm->WriteDataBuff[2] |= 1 << 1; // wentylatory i opory
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else MWDComm->WriteDataBuff[2] &= ~(1 << 1);
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if (mask & 0x0400) if (iBits & 0x400) MWDComm->WriteDataBuff[2] |= 1 << 2; // wysoki rozruch
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else MWDComm->WriteDataBuff[2] &= ~(1 << 2);
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if (mask & 0x0800) if (iBits & 0x800) MWDComm->WriteDataBuff[4] |= 1 << 0; // ogrzewanie poci?gu
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if (mask & 0x0800) if (iBits & 0x800) MWDComm->WriteDataBuff[4] |= 1 << 0; // ogrzewanie pociągu
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else MWDComm->WriteDataBuff[4] &= ~(1 << 0);
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if (mask & 0x1000) if (iBits & 0x1000) MWDComm->bHamowanie = true; // hasler: ci?nienie w hamulcach HASLER rysik 2
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if (mask & 0x1000) if (iBits & 0x1000) MWDComm->bHamowanie = true; // hasler: ciśnienie w hamulcach HASLER rysik 2
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else MWDComm->bHamowanie = false;
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if (mask & 0x2000) if (iBits & 0x2000) MWDComm->WriteDataBuff[6] |= 1 << 4; // hasler: pr?d "na" silnikach HASLER rysik 3
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if (mask & 0x2000) if (iBits & 0x2000) MWDComm->WriteDataBuff[6] |= 1 << 4; // hasler: prąd "na" silnikach - HASLER rysik 3
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else MWDComm->WriteDataBuff[6] &= ~(1 << 4);
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if (mask & 0x4000) if (iBits & 0x4000) MWDComm->WriteDataBuff[6] |= 1 << 7; // brz?czyk SHP/CA
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if (mask & 0x4000) if (iBits & 0x4000) MWDComm->WriteDataBuff[6] |= 1 << 7; // brzęczyk SHP/CA
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else MWDComm->WriteDataBuff[6] &= ~(1 << 7);
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//if(mask & 0x8000) if(iBits & 0x8000) MWDComm->WriteDataBuff[1] |= 1<<7; (puste)
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//else MWDComm->WriteDataBuff[0] &= ~(1<<7);
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||||
@@ -393,36 +394,50 @@ void Console::ValueSet(int x, double y)
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||||
unsigned int iliczba;
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switch (x)
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{
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case 0: iliczba = (unsigned int)floor((y / (Global::fMWDzg[0] * 10) * Global::fMWDzg[1]) + 0.5); // zbiornik g??wny
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case 0: iliczba = (unsigned int)floor((y / (Global::fMWDzg[0] * 10) * Global::fMWDzg[1]) + 0.5); // zbiornik główny
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MWDComm->WriteDataBuff[12] = (unsigned char)(iliczba >> 8);
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MWDComm->WriteDataBuff[11] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Main tank press " + to_string(MWDComm->WriteDataBuff[12]) + " " + to_string(MWDComm->WriteDataBuff[11]));
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break;
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case 1: iliczba = (unsigned int)floor((y / (Global::fMWDpg[0] * 10) * Global::fMWDpg[1]) + 0.5); // przew?d g??wny
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case 1: iliczba = (unsigned int)floor((y / (Global::fMWDpg[0] * 10) * Global::fMWDpg[1]) + 0.5); // przewód główny
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MWDComm->WriteDataBuff[10] = (unsigned char)(iliczba >> 8);
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MWDComm->WriteDataBuff[9] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Main pipe press " + to_string(MWDComm->WriteDataBuff[10]) + " " + to_string(MWDComm->WriteDataBuff[9]));
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break;
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case 2: iliczba = (unsigned int)floor((y / (Global::fMWDph[0] * 10) * Global::fMWDph[1]) + 0.5); // cylinder hamulcowy
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case 2: iliczba = (unsigned int)floor((y / (Global::fMWDph[0] * 10) * Global::fMWDph[1]) + 0.5); // cylinder hamulcowy
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MWDComm->WriteDataBuff[8] = (unsigned char)(iliczba >> 8);
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MWDComm->WriteDataBuff[7] = (unsigned char)iliczba;
|
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Break press " + to_string(MWDComm->WriteDataBuff[8]) + " " + to_string(MWDComm->WriteDataBuff[7]));
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break;
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case 3: iliczba = (unsigned int)floor((y / Global::fMWDvolt[0] * Global::fMWDvolt[1]) + 0.5); // woltomierz WN
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case 3: iliczba = (unsigned int)floor((y / Global::fMWDvolt[0] * Global::fMWDvolt[1]) + 0.5); // woltomierz WN
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MWDComm->WriteDataBuff[14] = (unsigned char)(iliczba >> 8);
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MWDComm->WriteDataBuff[13] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Hi Volt meter " + to_string(MWDComm->WriteDataBuff[14]) + " " + to_string(MWDComm->WriteDataBuff[13]));
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break;
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case 4: iliczba = (unsigned int)floor((y / Global::fMWDamp[0] * Global::fMWDamp[1]) + 0.5); // amp WN 1
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MWDComm->WriteDataBuff[16] = (unsigned char)(iliczba >> 8);
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MWDComm->WriteDataBuff[15] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Apm meter1 " + to_string(MWDComm->WriteDataBuff[16]) + " " + to_string(MWDComm->WriteDataBuff[15]));
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break;
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case 5: iliczba = (unsigned int)floor((y / Global::fMWDamp[0] * Global::fMWDamp[1]) + 0.5); // amp WN 2
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MWDComm->WriteDataBuff[18] = (unsigned char)(iliczba >> 8);
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MWDComm->WriteDataBuff[17] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Apm meter2 " + to_string(MWDComm->WriteDataBuff[18]) + " " + to_string(MWDComm->WriteDataBuff[17]));
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break;
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case 6: iliczba = (unsigned int)floor((y / Global::fMWDamp[0] * Global::fMWDamp[1]) + 0.5); // amp WN 3
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MWDComm->WriteDataBuff[20] = (unsigned int)(iliczba >> 8);
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MWDComm->WriteDataBuff[19] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Apm meter3 " + to_string(MWDComm->WriteDataBuff[20]) + " " + to_string(MWDComm->WriteDataBuff[19]));
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break;
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case 7: MWDComm->WriteDataBuff[0] = (unsigned char)floor(y); // prędkość
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case 7: if (Global::iPause) MWDComm->WriteDataBuff[0] = 0; //skoro pauza to hasler stoi i nie nabija kilometrów CHYBA NIE DZIAŁA!
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else MWDComm->WriteDataBuff[0] = (unsigned char)floor(y); // prędkość dla np haslera
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Speed: " + to_string(MWDComm->WriteDataBuff[0]));
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break;
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case 8: iliczba = (unsigned int)floor((y / Global::fMWDlowVolt[0] * Global::fMWDlowVolt[1]) + 0.5); // volt NN
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MWDComm->WriteDataBuff[22] = (unsigned int)(iliczba >> 8);
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MWDComm->WriteDataBuff[21] = (unsigned char)iliczba;
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if (Global::bMWDmasterEnable && Global::iMWDDebugMode & 8) WriteLog("Low Volt meter " + to_string(MWDComm->WriteDataBuff[22]) + " " + to_string(MWDComm->WriteDataBuff[21]));
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break; // przygotowane do wdrożenia, jeszcze nie wywoływane
|
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}
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}
|
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};
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@@ -461,29 +476,31 @@ float Console::AnalogCalibrateGet(int x)
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{ // pobranie i kalibracja wartości analogowej, jeśli nie ma PoKeys zwraca NULL
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if (iMode == 4 && PoKeys55[0])
|
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{
|
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float b = PoKeys55[0]->fAnalog[x];
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return (((((Global::fCalibrateIn[x][5] * b) + Global::fCalibrateIn[x][4]) * b +
|
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Global::fCalibrateIn[x][3]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][2]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][1]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][0];
|
||||
}
|
||||
float b = PoKeys55[0]->fAnalog[x];
|
||||
/*return (((((Global::fCalibrateIn[x][5] * b) + Global::fCalibrateIn[x][4]) * b +
|
||||
Global::fCalibrateIn[x][3]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][2]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][1]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][0];*/
|
||||
b = (((((Global::fCalibrateIn[x][5] * b) + Global::fCalibrateIn[x][4]) * b +
|
||||
Global::fCalibrateIn[x][3]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][2]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][1]) *
|
||||
b +
|
||||
Global::fCalibrateIn[x][0];
|
||||
if (x == 0) return (b + 2) / 8;
|
||||
if (x == 1) return b/10;
|
||||
else return b;
|
||||
}
|
||||
if (Global::bMWDmasterEnable && Global::bMWDBreakEnable)
|
||||
{
|
||||
float b = (float)MWDComm->uiAnalog[x];
|
||||
b = (b - Global::fMWDAnalogInCalib[x][0]) / (Global::fMWDAnalogInCalib[x][1] - Global::fMWDAnalogInCalib[x][0]);
|
||||
switch (x)
|
||||
{
|
||||
case 0: if (Global::bMWDdebugEnable && Global::iMWDDebugMode & 4) WriteLog("Pozycja kranu = " + to_string(b * 8 - 2));
|
||||
return (b * 8 - 2);
|
||||
break;
|
||||
case 1: return (b * 10);
|
||||
break;
|
||||
default: return 0;
|
||||
}
|
||||
return (b - Global::fMWDAnalogInCalib[x][0]) / (Global::fMWDAnalogInCalib[x][1] - Global::fMWDAnalogInCalib[x][0]);
|
||||
}
|
||||
return -1.0; // odcięcie
|
||||
};
|
||||
|
||||
@@ -152,7 +152,7 @@ bool TMWDComm::Close() // zamykanie portu COM
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
inline bool TMWDComm::GetMWDState() // sprawdzanie otwarcia portu COM
|
||||
bool TMWDComm::GetMWDState() // sprawdzanie otwarcia portu COM
|
||||
{
|
||||
if (hComm > 0)
|
||||
return 1;
|
||||
@@ -164,7 +164,7 @@ bool TMWDComm::ReadData() // odbieranie danych + odczyta danych analogowych i za
|
||||
{
|
||||
DWORD bytes_read;
|
||||
ReadFile(hComm, &ReadDataBuff[0], BYTETOREAD, &bytes_read, NULL);
|
||||
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode == 128) WriteLog("Data receive. Checking data...");
|
||||
if (Global::bMWDBreakEnable)
|
||||
{
|
||||
uiAnalog[0] = (ReadDataBuff[9] << 8) + ReadDataBuff[8];
|
||||
@@ -204,8 +204,11 @@ bool TMWDComm::Run() // wywoływanie obsługi MWD + generacja większego opóźn
|
||||
if (!(MWDTime % Global::iMWDdivider))
|
||||
{
|
||||
MWDTime = 0;
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode == 128) WriteLog("Sending data...");
|
||||
SendData();
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode == 128) WriteLog(" complet!\nReceiving data...");
|
||||
ReadData();
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode == 128) WriteLog(" complet!");
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
@@ -231,43 +234,43 @@ void TMWDComm::CheckData() // sprawdzanie wejść cyfrowych i odpowiednie sterow
|
||||
/*
|
||||
Rozpiska portów!
|
||||
Port0: 0 NC odblok. przek. sprężarki i wentyl. oporów
|
||||
1 M wyłącznik wył. szybkiego
|
||||
2 Shift+M impuls załączający wył. szybki
|
||||
3 N odblok. przekaźników nadmiarowych
|
||||
1 M wyłącznik wył. szybkiego
|
||||
2 Shift+M impuls załączający wył. szybki
|
||||
3 N odblok. przekaźników nadmiarowych
|
||||
i różnicowego obwodu głównego
|
||||
4 NC rezerwa
|
||||
5 Ctrl+N odblok. przek. nadmiarowych
|
||||
4 NC rezerwa
|
||||
5 Ctrl+N odblok. przek. nadmiarowych
|
||||
przetwornicy, ogrzewania pociągu i różnicowych obw. pomocniczych
|
||||
6 L wył. styczników liniowych
|
||||
7 SPACE kasowanie czuwaka
|
||||
6 L wył. styczników liniowych
|
||||
7 SPACE kasowanie czuwaka
|
||||
|
||||
Port1: 0 NC
|
||||
1 (Shift) X przetwornica
|
||||
2 (Shift) C sprężarka
|
||||
3 S piasecznice
|
||||
4 (Shift) H ogrzewanie składu
|
||||
5 przel. hamowania Shift+B
|
||||
1 (Shift) X przetwornica
|
||||
2 (Shift) C sprężarka
|
||||
3 S piasecznice
|
||||
4 (Shift) H ogrzewanie składu
|
||||
5 przel. hamowania Shift+B
|
||||
pspbpwy Ctrl+B pospieszny B towarowy
|
||||
6 przel. hamowania
|
||||
7 (Shift) F rozruch w/n
|
||||
6 przel. hamowania
|
||||
7 (Shift) F rozruch w/n
|
||||
|
||||
Port2: 0 (Shift) P pantograf przedni
|
||||
1 (Shift) O pantograf tylni
|
||||
2 ENTER przyhamowanie przy poślizgu
|
||||
3 () przyciemnienie świateł
|
||||
4 () przyciemnienie świateł
|
||||
5 NUM6 odluźniacz
|
||||
6 a syrena lok W
|
||||
7 A syrena lok N
|
||||
1 (Shift) O pantograf tylni
|
||||
2 ENTER przyhamowanie przy poślizgu
|
||||
3 () przyciemnienie świateł
|
||||
4 () przyciemnienie świateł
|
||||
5 NUM6 odluźniacz
|
||||
6 a syrena lok W
|
||||
7 A syrena lok N
|
||||
|
||||
Port3: 0 Shift+J bateria
|
||||
1
|
||||
2
|
||||
3
|
||||
4
|
||||
5
|
||||
6
|
||||
7
|
||||
1
|
||||
2
|
||||
3
|
||||
4
|
||||
5
|
||||
6
|
||||
7
|
||||
*/
|
||||
|
||||
/* po przełączeniu bistabilnego najpierw wciskamy klawisz i przy następnym
|
||||
|
||||
@@ -61,8 +61,8 @@ public:
|
||||
|
||||
unsigned int uiAnalog[4]; // trzymanie danych z wejść analogowych
|
||||
|
||||
BYTE ReadDataBuff[BYTETOREAD]; //17]; // bufory danych
|
||||
BYTE WriteDataBuff[BYTETOWRITE]; //31];
|
||||
BYTE ReadDataBuff[BYTETOREAD+2]; //17]; // bufory danych
|
||||
BYTE WriteDataBuff[BYTETOWRITE+2]; //31];
|
||||
|
||||
TMWDComm(); // konstruktor
|
||||
~TMWDComm(); // destruktor
|
||||
@@ -70,43 +70,29 @@ public:
|
||||
#endif
|
||||
|
||||
/*
|
||||
INFO - zmiany dokonane w innych plikach niezbędne do prawidłowego działania:
|
||||
INFO - wpisy do eu07.ini:
|
||||
|
||||
Console.cpp:
|
||||
Console::AnalogCalibrateGet - obsługa kranów hamulców
|
||||
Console::Update - wywoływanie obsługi MWD
|
||||
Console::ValueSet - obsługa manometrów, mierników WN (PWM-y)
|
||||
Console::BitsUpdate - ustawiania lampek
|
||||
Console::Off - zamykanie portu COM
|
||||
Console::On - otwieranie portu COM
|
||||
Console::~Console - usuwanie MWD (jest też w Console OFF)
|
||||
mwdmasterenable yes // włącz MWD (master MWD Enable)
|
||||
mwddebugenable yes // włącz logowanie
|
||||
mwddebugmode 4 // tryb debugowania (które logi)
|
||||
|
||||
MWDComm * Console::MWD = NULL; - luzem, obiekt i wskaźnik(?)
|
||||
dodatkowo zmieniłem int na long int dla BitSet i BitClear oraz iBits
|
||||
mwdcomportname COM3 // nazwa portu
|
||||
mwdbaudrate 500000 // prędkość transmisji
|
||||
|
||||
Train.cpp:
|
||||
if (Global::iFeedbackMode == 5) - pobieranie prędkości, manometrów i mierników WN
|
||||
if (ggBrakeCtrl.SubModel) - możliwość sterowania hamulcem zespolonym
|
||||
if (ggLocalBrake.SubModel) - możliwość sterowania hamulcem lokomotywy
|
||||
mwdinputenable yes // włącz wejścia (przyciski, przełączniki)
|
||||
mwdbreakenable yes // włącz hamulce (wejścia analogowe)
|
||||
|
||||
Globals.h:
|
||||
dodano zmienne dla MWD
|
||||
Globals.cpp:
|
||||
dodano inicjalizaję zmiennych i odczyt z ini ustawień
|
||||
mwdmainbreakconfig 0 1023 // konfiguracja kranu zespolonego -> min, max (położenie kranu - odczyt z ADC)
|
||||
mwdlocbreakconfig 0 1023 // konfiguracja kranu maszynisty -> min, max (położenie kranu - odczyt z ADC)
|
||||
mwdanalogin2config 0 1023
|
||||
mwdanalogin2config 0 1023
|
||||
|
||||
Wpisy do pliku eu07.ini
|
||||
mwdmaintankpress 0.9 1023 // max ciśnienie w zbiorniku głownym i rozdzielczość
|
||||
mwdmainpipepress 0.7 1023 // max ciśnienie w przewodzie głównym i rozdzielczość
|
||||
mwdbreakpress 0.5 1023 // max ciśnienie w cylindrach hamulcowych i rozdzielczość
|
||||
|
||||
//maciek001 MWD
|
||||
comportname COM3 // wybór portu COM
|
||||
mwdbaudrate 500000
|
||||
mwdhivoltmeter 4000 1023 // max napięcie na woltomierzu WN
|
||||
mwdhiampmeter 800 1023 // max prąd amperomierza WN
|
||||
|
||||
mwdbreakenable yes // czy załączyć sterowanie hamulcami? blokuje klawiature
|
||||
mwdbreak 1 255 0 255 // hamulec zespolony
|
||||
mwdbreak 2 255 0 255 // hamulec lokomotywy
|
||||
|
||||
mwdzbiornikglowny 0.82 255
|
||||
mwdprzewodglowny 0.7 255
|
||||
mwdcylinderhamulcowy 0.43 255
|
||||
mwdwoltomierzwn 4000 255
|
||||
mwdamperomierzwn 800 255
|
||||
mwddivider 5 // dzielnik - czym większy tym rzadziej czyta diwajs
|
||||
*/
|
||||
|
||||
132
DynObj.cpp
132
DynObj.cpp
@@ -21,7 +21,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Usefull.h"
|
||||
// McZapkie-260202
|
||||
#include "Globals.h"
|
||||
#include "Texture.h"
|
||||
#include "renderer.h"
|
||||
#include "AirCoupler.h"
|
||||
|
||||
#include "TractionPower.h"
|
||||
@@ -3710,7 +3710,7 @@ void TDynamicObject::Render()
|
||||
// zmienne
|
||||
renderme = false;
|
||||
// przeklejka
|
||||
double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition);
|
||||
double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition) / Global::ZoomFactor;
|
||||
// koniec przeklejki
|
||||
if (ObjSqrDist < 500) // jak jest blisko - do 70m
|
||||
modelrotate = 0.01; // mały kąt, żeby nie znikało
|
||||
@@ -3737,7 +3737,7 @@ void TDynamicObject::Render()
|
||||
{
|
||||
TSubModel::iInstance = (int)this; //żeby nie robić cudzych animacji
|
||||
// AnsiString asLoadName="";
|
||||
double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition);
|
||||
double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition) / Global::ZoomFactor;
|
||||
ABuLittleUpdate(ObjSqrDist); // ustawianie zmiennych submodeli dla wspólnego modelu
|
||||
|
||||
// Cone(vCoulpler[0],modelRot.z,0);
|
||||
@@ -3760,12 +3760,14 @@ void TDynamicObject::Render()
|
||||
// double ObjDist= SquareMagnitude(Global::pCameraPosition-pos);
|
||||
if (this == Global::pUserDynamic)
|
||||
{ // specjalne ustawienie, aby nie trzęsło
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
if (Global::bSmudge)
|
||||
{ // jak jest widoczna smuga, to pojazd renderować po
|
||||
// wyrenderowaniu smugi
|
||||
glPopMatrix(); // a to trzeba zebrać przed wyjściem
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
// if (Global::pWorld->) //tu trzeba by ustawić animacje na modelu
|
||||
// zewnętrznym
|
||||
glLoadIdentity(); // zacząć od macierzy jedynkowej
|
||||
@@ -3775,6 +3777,8 @@ void TDynamicObject::Render()
|
||||
glTranslated(vPosition.x, vPosition.y,
|
||||
vPosition.z); // standardowe przesunięcie względem początku scenerii
|
||||
glMultMatrixd(mMatrix.getArray());
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
if (fShade > 0.0)
|
||||
{ // Ra: zmiana oswietlenia w tunelu, wykopie
|
||||
GLfloat ambientLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
||||
@@ -3791,6 +3795,7 @@ void TDynamicObject::Render()
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
|
||||
}
|
||||
#endif
|
||||
if (Global::bUseVBO)
|
||||
{ // wersja VBO
|
||||
if (mdLowPolyInt)
|
||||
@@ -3804,9 +3809,26 @@ void TDynamicObject::Render()
|
||||
}
|
||||
else
|
||||
{ // wersja Display Lists
|
||||
if (mdLowPolyInt)
|
||||
if (FreeFlyModeFlag ? true : !mdKabina || !bDisplayCab)
|
||||
mdLowPolyInt->Render(ObjSqrDist, ReplacableSkinID, iAlpha);
|
||||
if( mdLowPolyInt ) {
|
||||
// low poly interior
|
||||
if( FreeFlyModeFlag ? true : !mdKabina || !bDisplayCab ) {
|
||||
// enable cab light if needed
|
||||
if( InteriorLightLevel > 0.0f ) {
|
||||
|
||||
// crude way to light the cabin, until we have something more complete in place
|
||||
auto const cablight = InteriorLight * InteriorLightLevel;
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
|
||||
}
|
||||
|
||||
mdLowPolyInt->Render( ObjSqrDist, ReplacableSkinID, iAlpha );
|
||||
|
||||
if( InteriorLightLevel > 0.0f ) {
|
||||
// reset the overall ambient
|
||||
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
|
||||
}
|
||||
}
|
||||
}
|
||||
mdModel->Render(ObjSqrDist, ReplacableSkinID, iAlpha);
|
||||
if (mdLoad) // renderowanie nieprzezroczystego ładunku
|
||||
mdLoad->Render(ObjSqrDist, ReplacableSkinID, iAlpha);
|
||||
@@ -3823,6 +3845,8 @@ void TDynamicObject::Render()
|
||||
// ma byc wyswietlana
|
||||
// ABu: tylko w trybie FreeFly, zwykly tryb w world.cpp
|
||||
// Ra: świetła są ustawione dla zewnętrza danego pojazdu
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-mplement this
|
||||
// oswietlenie kabiny
|
||||
GLfloat ambientCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
||||
GLfloat diffuseCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
||||
@@ -3858,20 +3882,25 @@ void TDynamicObject::Render()
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientCabLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseCabLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specularCabLight);
|
||||
#endif
|
||||
if (Global::bUseVBO)
|
||||
mdKabina->RaRender(ObjSqrDist, 0);
|
||||
else
|
||||
mdKabina->Render(ObjSqrDist, 0);
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
|
||||
#endif
|
||||
}
|
||||
if (fShade != 0.0) // tylko jeśli było zmieniane
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
if( fShade != 0.0 ) // tylko jeśli było zmieniane
|
||||
{ // przywrócenie standardowego oświetlenia
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
|
||||
}
|
||||
#endif
|
||||
glPopMatrix();
|
||||
if (btnOn)
|
||||
TurnOff(); // przywrócenie domyślnych pozycji submodeli
|
||||
@@ -4269,6 +4298,8 @@ void TDynamicObject::RenderAlpha()
|
||||
glTranslated(vPosition.x, vPosition.y,
|
||||
vPosition.z); // standardowe przesunięcie względem początku scenerii
|
||||
glMultMatrixd(mMatrix.getArray());
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
if (fShade > 0.0)
|
||||
{ // Ra: zmiana oswietlenia w tunelu, wykopie
|
||||
GLfloat ambientLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
||||
@@ -4285,6 +4316,7 @@ void TDynamicObject::RenderAlpha()
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
|
||||
}
|
||||
#endif
|
||||
if (Global::bUseVBO)
|
||||
{ // wersja VBO
|
||||
if (mdLowPolyInt)
|
||||
@@ -4307,63 +4339,15 @@ void TDynamicObject::RenderAlpha()
|
||||
// if (mdPrzedsionek) //Ra: przedsionków tu wcześniej nie było - włączyć?
|
||||
// mdPrzedsionek->RenderAlpha(ObjSqrDist,ReplacableSkinID,iAlpha);
|
||||
}
|
||||
/* skoro false to można wyciąc
|
||||
//ABu: Tylko w trybie freefly
|
||||
if (false)//((mdKabina!=mdModel) && bDisplayCab && FreeFlyModeFlag)
|
||||
{
|
||||
//oswietlenie kabiny
|
||||
GLfloat ambientCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
GLfloat diffuseCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
GLfloat specularCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
for (int li=0; li<3; li++)
|
||||
{
|
||||
ambientCabLight[li]= Global::ambientDayLight[li]*0.9;
|
||||
diffuseCabLight[li]= Global::diffuseDayLight[li]*0.5;
|
||||
specularCabLight[li]= Global::specularDayLight[li]*0.5;
|
||||
}
|
||||
switch (MyTrack->eEnvironment)
|
||||
{
|
||||
case e_canyon:
|
||||
{
|
||||
for (int li=0; li<3; li++)
|
||||
{
|
||||
diffuseCabLight[li]*= 0.6;
|
||||
specularCabLight[li]*= 0.8;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case e_tunnel:
|
||||
{
|
||||
for (int li=0; li<3; li++)
|
||||
{
|
||||
ambientCabLight[li]*= 0.3;
|
||||
diffuseCabLight[li]*= 0.1;
|
||||
specularCabLight[li]*= 0.2;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
// dorobic swiatlo od drugiej strony szyby
|
||||
|
||||
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientCabLight);
|
||||
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseCabLight);
|
||||
glLightfv(GL_LIGHT0,GL_SPECULAR,specularCabLight);
|
||||
|
||||
mdKabina->RenderAlpha(ObjSqrDist,0);
|
||||
//smierdzi
|
||||
// mdModel->RenderAlpha(SquareMagnitude(Global::pCameraPosition-pos),0);
|
||||
|
||||
glLightfv(GL_LIGHT0,GL_AMBIENT,Global::ambientDayLight);
|
||||
glLightfv(GL_LIGHT0,GL_DIFFUSE,Global::diffuseDayLight);
|
||||
glLightfv(GL_LIGHT0,GL_SPECULAR,Global::specularDayLight);
|
||||
}
|
||||
*/
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
if (fShade != 0.0) // tylko jeśli było zmieniane
|
||||
{ // przywrócenie standardowego oświetlenia
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
|
||||
}
|
||||
#endif
|
||||
glPopMatrix();
|
||||
if (btnOn)
|
||||
TurnOff(); // przywrócenie domyślnych pozycji submodeli
|
||||
@@ -4428,7 +4412,7 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
|
||||
Global::asCurrentTexturePath + ReplacableSkin; // skory tez z dynamic/...
|
||||
std::string x = TextureTest(Global::asCurrentTexturePath + "nowhere"); // na razie prymitywnie
|
||||
if (!x.empty())
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId( Global::asCurrentTexturePath + "nowhere", "", 9);
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId( Global::asCurrentTexturePath + "nowhere", "", 9);
|
||||
/*
|
||||
if ((i = ReplacableSkin.Pos("|")) > 0) // replacable dzielone
|
||||
{
|
||||
@@ -4491,21 +4475,21 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
|
||||
*/
|
||||
if (iMultiTex > 0)
|
||||
{ // jeśli model ma 4 tekstury
|
||||
ReplacableSkinID[1] = TextureManager.GetTextureId(
|
||||
ReplacableSkinID[1] = GfxRenderer.GetTextureId(
|
||||
ReplacableSkin + ",1", "", Global::iDynamicFiltering);
|
||||
if (ReplacableSkinID[1])
|
||||
{ // pierwsza z zestawu znaleziona
|
||||
ReplacableSkinID[2] = TextureManager.GetTextureId(
|
||||
ReplacableSkinID[2] = GfxRenderer.GetTextureId(
|
||||
ReplacableSkin + ",2", "", Global::iDynamicFiltering);
|
||||
if (ReplacableSkinID[2])
|
||||
{
|
||||
iMultiTex = 2; // już są dwie
|
||||
ReplacableSkinID[3] = TextureManager.GetTextureId(
|
||||
ReplacableSkinID[3] = GfxRenderer.GetTextureId(
|
||||
ReplacableSkin + ",3", "", Global::iDynamicFiltering);
|
||||
if (ReplacableSkinID[3])
|
||||
{
|
||||
iMultiTex = 3; // a teraz nawet trzy
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId(
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId(
|
||||
ReplacableSkin + ",4", "", Global::iDynamicFiltering);
|
||||
if (ReplacableSkinID[4])
|
||||
iMultiTex = 4; // jak są cztery, to blokujemy podmianę tekstury
|
||||
@@ -4516,14 +4500,14 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
|
||||
else
|
||||
{ // zestaw nie zadziałał, próbujemy normanie
|
||||
iMultiTex = 0;
|
||||
ReplacableSkinID[1] = TextureManager.GetTextureId(
|
||||
ReplacableSkinID[1] = GfxRenderer.GetTextureId(
|
||||
ReplacableSkin, "", Global::iDynamicFiltering);
|
||||
}
|
||||
}
|
||||
else
|
||||
ReplacableSkinID[1] = TextureManager.GetTextureId(
|
||||
ReplacableSkinID[1] = GfxRenderer.GetTextureId(
|
||||
ReplacableSkin, "", Global::iDynamicFiltering);
|
||||
if (TextureManager.Texture(ReplacableSkinID[1]).has_alpha)
|
||||
if (GfxRenderer.Texture(ReplacableSkinID[1]).has_alpha)
|
||||
iAlpha = 0x31310031; // tekstura -1 z kanałem alfa - nie renderować w cyklu
|
||||
// nieprzezroczystych
|
||||
else
|
||||
@@ -4531,17 +4515,17 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
|
||||
// renderować w
|
||||
// cyklu przezroczystych
|
||||
if (ReplacableSkinID[2])
|
||||
if (TextureManager.Texture(ReplacableSkinID[2]).has_alpha)
|
||||
if (GfxRenderer.Texture(ReplacableSkinID[2]).has_alpha)
|
||||
iAlpha |= 0x02020002; // tekstura -2 z kanałem alfa - nie renderować
|
||||
// w cyklu
|
||||
// nieprzezroczystych
|
||||
if (ReplacableSkinID[3])
|
||||
if (TextureManager.Texture(ReplacableSkinID[3]).has_alpha)
|
||||
if (GfxRenderer.Texture(ReplacableSkinID[3]).has_alpha)
|
||||
iAlpha |= 0x04040004; // tekstura -3 z kanałem alfa - nie renderować
|
||||
// w cyklu
|
||||
// nieprzezroczystych
|
||||
if (ReplacableSkinID[4])
|
||||
if (TextureManager.Texture(ReplacableSkinID[4]).has_alpha)
|
||||
if (GfxRenderer.Texture(ReplacableSkinID[4]).has_alpha)
|
||||
iAlpha |= 0x08080008; // tekstura -4 z kanałem alfa - nie renderować
|
||||
// w cyklu
|
||||
// nieprzezroczystych
|
||||
@@ -5854,13 +5838,13 @@ void TDynamicObject::DestinationSet(std::string to, std::string numer)
|
||||
std::string x = TextureTest(asBaseDir + numer + "@" + MoverParameters->TypeName);
|
||||
if (!x.empty())
|
||||
{
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
return;
|
||||
}
|
||||
x = TextureTest(asBaseDir + numer );
|
||||
if (!x.empty())
|
||||
{
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
return;
|
||||
}
|
||||
if (to.empty())
|
||||
@@ -5868,17 +5852,17 @@ void TDynamicObject::DestinationSet(std::string to, std::string numer)
|
||||
x = TextureTest(asBaseDir + to + "@" + MoverParameters->TypeName); // w pierwszej kolejności z nazwą FIZ/MMD
|
||||
if (!x.empty())
|
||||
{
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
return;
|
||||
}
|
||||
x = TextureTest(asBaseDir + to); // na razie prymitywnie
|
||||
if (!x.empty())
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
|
||||
else
|
||||
{
|
||||
x = TextureTest(asBaseDir + "nowhere"); // jak nie znalazł dedykowanej, to niech daje nowhere
|
||||
if (!x.empty())
|
||||
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9);
|
||||
ReplacableSkinID[4] = GfxRenderer.GetTextureId( x, "", 9);
|
||||
}
|
||||
// Ra 2015-01: żeby zalogować błąd, trzeba by mieć pewność, że model używa
|
||||
// tekstury nr 4
|
||||
|
||||
23
DynObj.h
23
DynObj.h
@@ -140,11 +140,10 @@ class TAnim
|
||||
//---------------------------------------------------------------------------
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class TDynamicObject
|
||||
{ // klasa pojazdu
|
||||
private: // położenie pojazdu w świecie oraz parametry ruchu
|
||||
class TDynamicObject { // klasa pojazdu
|
||||
private: // położenie pojazdu w świecie oraz parametry ruchu
|
||||
vector3 vPosition; // Ra: pozycja pojazdu liczona zaraz po przesunięciu
|
||||
vector3 vCoulpler[2]; // współrzędne sprzęgów do liczenia zderzeń czołowych
|
||||
vector3 vCoulpler[ 2 ]; // współrzędne sprzęgów do liczenia zderzeń czołowych
|
||||
vector3 vUp, vFront, vLeft; // wektory jednostkowe ustawienia pojazdu
|
||||
int iDirection; // kierunek pojazdu względem czoła składu (1=zgodny,0=przeciwny)
|
||||
TTrackShape ts; // parametry toru przekazywane do fizyki
|
||||
@@ -156,10 +155,10 @@ class TDynamicObject
|
||||
float fAxleDist; // rozstaw wózków albo osi do liczenia proporcji zacienienia
|
||||
vector3 modelRot; // obrot pudła względem świata - do przeanalizowania, czy potrzebne!!!
|
||||
// bool bCameraNear; //blisko kamer są potrzebne dodatkowe obliczenia szczegółów
|
||||
TDynamicObject * ABuFindNearestObject(TTrack *Track, TDynamicObject *MyPointer,
|
||||
int &CouplNr);
|
||||
TDynamicObject * ABuFindNearestObject( TTrack *Track, TDynamicObject *MyPointer,
|
||||
int &CouplNr );
|
||||
|
||||
public: // parametry położenia pojazdu dostępne publicznie
|
||||
public: // parametry położenia pojazdu dostępne publicznie
|
||||
std::string asTrack; // nazwa toru początkowego; wywalić?
|
||||
std::string asDestination; // dokąd pojazd ma być kierowany "(stacja):(tor)"
|
||||
matrix4x4 mMatrix; // macierz przekształcenia do renderowania modeli
|
||||
@@ -175,12 +174,14 @@ class TDynamicObject
|
||||
|
||||
private:
|
||||
// returns type of the nearest functional power source present in the trainset
|
||||
public: // modele składowe pojazdu
|
||||
public: // modele składowe pojazdu
|
||||
TModel3d *mdModel; // model pudła
|
||||
TModel3d *mdLoad; // model zmiennego ładunku
|
||||
TModel3d *mdPrzedsionek; // model przedsionków dla EZT - może użyć mdLoad zamiast?
|
||||
TModel3d *mdKabina; // model kabiny dla użytkownika; McZapkie-030303: to z train.h
|
||||
TModel3d *mdLowPolyInt; // ABu 010305: wnetrze lowpoly
|
||||
float3 InteriorLight{ 0.9f * 255.0f / 255.0f, 0.9f * 216.0f / 255.0f, 0.9f * 176.0f / 255.0f }; // tungsten light. TODO: allow definition of light type?
|
||||
float InteriorLightLevel{ 0.0f }; // current level of interior lighting
|
||||
float fShade; // zacienienie: 0:normalnie, -1:w ciemności, +1:dodatkowe światło (brak koloru?)
|
||||
|
||||
private: // zmienne i metody do animacji submodeli; Ra: sprzatam animacje w pojeździe
|
||||
@@ -419,7 +420,7 @@ private:
|
||||
void Render();
|
||||
void RenderAlpha();
|
||||
void RenderSounds();
|
||||
inline vector3 GetPosition()
|
||||
inline vector3 GetPosition() const
|
||||
{
|
||||
return vPosition;
|
||||
};
|
||||
@@ -435,7 +436,7 @@ private:
|
||||
{
|
||||
return iAxleFirst ? Axle1.pPosition : Axle0.pPosition;
|
||||
};
|
||||
inline vector3 VectorFront()
|
||||
inline vector3 VectorFront() const
|
||||
{
|
||||
return vFront;
|
||||
};
|
||||
@@ -455,7 +456,7 @@ private:
|
||||
{
|
||||
return MoverParameters->Vel;
|
||||
};
|
||||
inline double GetLength()
|
||||
inline double GetLength() const
|
||||
{
|
||||
return MoverParameters->Dim.L;
|
||||
};
|
||||
|
||||
15
EU07.cpp
15
EU07.cpp
@@ -85,17 +85,19 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
|
||||
|
||||
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // resize and initialize the GL Window
|
||||
{
|
||||
WindowWidth = width;
|
||||
WindowHeight = height;
|
||||
Global::ScreenWidth = WindowWidth = width;
|
||||
Global::ScreenHeight = WindowHeight = height;
|
||||
if (height == 0) // prevent a divide by zero by
|
||||
height = 1; // making height equal one
|
||||
glViewport(0, 0, width, height); // Reset The Current Viewport
|
||||
/*
|
||||
glMatrixMode(GL_PROJECTION); // select the Projection Matrix
|
||||
glLoadIdentity(); // reset the Projection Matrix
|
||||
// calculate the aspect ratio of the window
|
||||
gluPerspective(45.0f, (GLdouble)width / (GLdouble)height, 0.2f, 2500.0f);
|
||||
glMatrixMode(GL_MODELVIEW); // select the Modelview Matrix
|
||||
glLoadIdentity(); // reset the Modelview Matrix
|
||||
*/
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
@@ -509,6 +511,12 @@ LRESULT CALLBACK WndProc(HWND hWnd, // handle for this window
|
||||
if (DebugModeFlag)
|
||||
{ // siatki wyświetlane tyko w trybie testowym
|
||||
Global::bWireFrame = !Global::bWireFrame;
|
||||
if( true == Global::bWireFrame ) {
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||||
}
|
||||
else {
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
||||
}
|
||||
++Global::iReCompile; // odświeżyć siatki
|
||||
// Ra: jeszcze usunąć siatki ze skompilowanych obiektów!
|
||||
}
|
||||
@@ -710,6 +718,9 @@ int WINAPI WinMain(HINSTANCE hInstance, // instance
|
||||
fullscreen))
|
||||
return 0; // quit if window was not created
|
||||
SetForegroundWindow(hWnd);
|
||||
|
||||
GfxRenderer.Init();
|
||||
|
||||
// McZapkie: proba przeplukania klawiatury
|
||||
Console *pConsole = new Console(); // Ra: nie wiem, czy ma to sens, ale jakoś zainicjowac trzeba
|
||||
while (Console::Pressed(VK_F10))
|
||||
|
||||
16
Float3d.h
16
Float3d.h
@@ -53,7 +53,10 @@ double inline float3::Length() const
|
||||
{
|
||||
return sqrt(x * x + y * y + z * z);
|
||||
};
|
||||
inline float3 operator/(const float3 &v, double k)
|
||||
inline float3 operator*( float3 const &v, float const k ) {
|
||||
return float3( v.x * k, v.y * k, v.z * k );
|
||||
};
|
||||
inline float3 operator/( float3 const &v, float const k )
|
||||
{
|
||||
return float3(v.x / k, v.y / k, v.z / k);
|
||||
};
|
||||
@@ -67,10 +70,19 @@ inline float3 SafeNormalize(const float3 &v)
|
||||
retVal = v / l;
|
||||
return retVal;
|
||||
};
|
||||
inline float3 CrossProduct(const float3 &v1, const float3 &v2)
|
||||
inline float3 CrossProduct( float3 const &v1, float3 const &v2 )
|
||||
{
|
||||
return float3(v1.y * v2.z - v1.z * v2.y, v2.x * v1.z - v2.z * v1.x, v1.x * v2.y - v1.y * v2.x);
|
||||
}
|
||||
inline float DotProduct( float3 const &v1, float3 const &v2 ) {
|
||||
|
||||
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
|
||||
}
|
||||
|
||||
inline float3 Interpolate( float3 const &First, float3 const &Second, float const Factor ) {
|
||||
|
||||
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
|
||||
}
|
||||
|
||||
class float4
|
||||
{ // kwaternion obrotu
|
||||
|
||||
18
Gauge.cpp
18
Gauge.cpp
@@ -175,14 +175,16 @@ void TGauge::Update()
|
||||
*/ std::string n( "000000000" + std::to_string( static_cast<int>( std::floor( fValue ) ) ) );
|
||||
if( n.length() > 10 ) { n.erase( 0, n.length() - 10 ); } // also dumb but should work for now
|
||||
do
|
||||
{ // pętla po submodelach potomnych i obracanie ich o kąt zależy od
|
||||
// cyfry w (fValue)
|
||||
if (sm->pName)
|
||||
{ // musi mieć niepustą nazwę
|
||||
if (sm->pName[0] >= '0')
|
||||
if (sm->pName[0] <= '9')
|
||||
sm->SetRotate(float3(0, 1, 0),
|
||||
-36.0 * (n['0' + 10 - sm->pName[0]] - '0'));
|
||||
{ // pętla po submodelach potomnych i obracanie ich o kąt zależy od cyfry w (fValue)
|
||||
if( sm->pName ) {
|
||||
// musi mieć niepustą nazwę
|
||||
if( ( sm->pName[ 0 ] >= '0' )
|
||||
&& ( sm->pName[ 0 ] <= '9' ) ) {
|
||||
|
||||
sm->SetRotate(
|
||||
float3( 0, 1, 0 ),
|
||||
-36.0 * ( n[ '0' + 9 - sm->pName[ 0 ] ] - '0' ) );
|
||||
}
|
||||
}
|
||||
sm = sm->NextGet();
|
||||
} while (sm);
|
||||
|
||||
58
Globals.cpp
58
Globals.cpp
@@ -47,8 +47,13 @@ double Global::fOpenGL = 0.0; // wersja OpenGL - do sprawdzania obecności rozsz
|
||||
bool Global::bOpenGL_1_5 = false; // czy są dostępne funkcje OpenGL 1.5
|
||||
*/
|
||||
double Global::fLuminance = 1.0; // jasność światła do automatycznego zapalania
|
||||
float Global::SunAngle = 0.0f;
|
||||
int Global::iReCompile = 0; // zwiększany, gdy trzeba odświeżyć siatki
|
||||
HWND Global::hWnd = NULL; // uchwyt okna
|
||||
int Global::ScreenWidth = 1;
|
||||
int Global::ScreenHeight = 1;
|
||||
float Global::ZoomFactor = 1.0f;
|
||||
float Global::FieldOfView = 45.0f;
|
||||
int Global::iCameraLast = -1;
|
||||
std::string Global::asRelease = "16.0.1172.482";
|
||||
std::string Global::asVersion =
|
||||
@@ -90,12 +95,17 @@ double Global::fFogEnd = 2000;
|
||||
float Global::Background[3] = {0.2, 0.4, 0.33};
|
||||
GLfloat Global::AtmoColor[] = {0.423f, 0.702f, 1.0f};
|
||||
GLfloat Global::FogColor[] = {0.6f, 0.7f, 0.8f};
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
GLfloat Global::ambientDayLight[] = {0.40f, 0.40f, 0.45f, 1.0f}; // robocze
|
||||
GLfloat Global::diffuseDayLight[] = {0.55f, 0.54f, 0.50f, 1.0f};
|
||||
GLfloat Global::specularDayLight[] = {0.95f, 0.94f, 0.90f, 1.0f};
|
||||
GLfloat Global::ambientLight[] = {0.80f, 0.80f, 0.85f, 1.0f}; // stałe
|
||||
GLfloat Global::diffuseLight[] = {0.85f, 0.85f, 0.80f, 1.0f};
|
||||
GLfloat Global::specularLight[] = {0.95f, 0.94f, 0.90f, 1.0f};
|
||||
#else
|
||||
opengl_light Global::DayLight;
|
||||
int Global::DynamicLightCount{ 3 };
|
||||
#endif
|
||||
GLfloat Global::whiteLight[] = {1.00f, 1.00f, 1.00f, 1.0f};
|
||||
GLfloat Global::noLight[] = {0.00f, 0.00f, 0.00f, 1.0f};
|
||||
GLfloat Global::darkLight[] = {0.03f, 0.03f, 0.03f, 1.0f}; //śladowe
|
||||
@@ -130,6 +140,7 @@ bool Global::bAdjustScreenFreq = true;
|
||||
bool Global::bEnableTraction = true;
|
||||
bool Global::bLoadTraction = true;
|
||||
bool Global::bLiveTraction = true;
|
||||
float Global::AnisotropicFiltering = 8.0f; // requested level of anisotropic filtering. TODO: move it to renderer object
|
||||
int Global::iDefaultFiltering = 9; // domyślne rozmywanie tekstur TGA bez alfa
|
||||
int Global::iBallastFiltering = 9; // domyślne rozmywanie tekstur podsypki
|
||||
int Global::iRailProFiltering = 5; // domyślne rozmywanie tekstur szyn
|
||||
@@ -204,6 +215,7 @@ double Global::fMWDpg[2] = { 0.8, 1023 };
|
||||
double Global::fMWDph[2] = { 0.6, 1023 };
|
||||
double Global::fMWDvolt[2] = { 4000, 1023 };
|
||||
double Global::fMWDamp[2] = { 800, 1023 };
|
||||
double Global::fMWDlowVolt[2] = { 150, 1023 };
|
||||
int Global::iMWDdivider = 5;
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
@@ -257,6 +269,14 @@ void Global::ConfigParse(cParser &Parser)
|
||||
Parser.getTokens();
|
||||
Parser >> Global::asHumanCtrlVehicle;
|
||||
}
|
||||
else if( token == "fieldofview" ) {
|
||||
|
||||
Parser.getTokens( 1, false );
|
||||
Parser >> Global::FieldOfView;
|
||||
// guard against incorrect values
|
||||
Global::FieldOfView = std::min( 75.0f, Global::FieldOfView );
|
||||
Global::FieldOfView = std::max( 15.0f, Global::FieldOfView );
|
||||
}
|
||||
else if (token == "width")
|
||||
{
|
||||
|
||||
@@ -465,7 +485,12 @@ void Global::ConfigParse(cParser &Parser)
|
||||
Parser.getTokens(1, false);
|
||||
Parser >> Global::iDynamicFiltering;
|
||||
}
|
||||
else if (token == "usevbo")
|
||||
else if( token == "anisotropicfiltering" ) {
|
||||
|
||||
Parser.getTokens( 1, false );
|
||||
Parser >> Global::AnisotropicFiltering;
|
||||
}
|
||||
else if( token == "usevbo" )
|
||||
{
|
||||
|
||||
Parser.getTokens();
|
||||
@@ -551,18 +576,14 @@ void Global::ConfigParse(cParser &Parser)
|
||||
std::tm *localtime = std::localtime(&timenow);
|
||||
Global::fMoveLight = localtime->tm_yday + 1; // numer bieżącego dnia w roku
|
||||
}
|
||||
if (fMoveLight > 0.f) // tu jest nadal zwiększone o 1
|
||||
{ // obliczenie deklinacji wg:
|
||||
// http://naturalfrequency.com/Tregenza_Sharples/Daylight_Algorithms/algorithm_1_11.htm
|
||||
// Spencer J W Fourier series representation of the position of the sun Search 2 (5)
|
||||
// 172 (1971)
|
||||
Global::fMoveLight =
|
||||
M_PI / 182.5 * (Global::fMoveLight - 1.0); // numer dnia w postaci kąta
|
||||
fSunDeclination =
|
||||
0.006918 - 0.3999120 * std::cos(fMoveLight) + 0.0702570 * std::sin(fMoveLight) -
|
||||
0.0067580 * std::cos(2 * fMoveLight) + 0.0009070 * std::sin(2 * fMoveLight) -
|
||||
0.0026970 * std::cos(3 * fMoveLight) + 0.0014800 * std::sin(3 * fMoveLight);
|
||||
}
|
||||
}
|
||||
else if( token == "dynamiclights" ) {
|
||||
// number of dynamic lights in the scene
|
||||
Parser.getTokens( 1, false );
|
||||
Parser >> Global::DynamicLightCount;
|
||||
// clamp the light number
|
||||
Global::DynamicLightCount = std::min( 7, Global::DynamicLightCount ); // max 8 lights per opengl specs, and one used for sun
|
||||
Global::DynamicLightCount = std::max( 1, Global::DynamicLightCount ); // at least one light for controlled vehicle
|
||||
}
|
||||
else if (token == "smoothtraction")
|
||||
{
|
||||
@@ -893,6 +914,11 @@ void Global::ConfigParse(cParser &Parser)
|
||||
Parser >> fMWDamp[0] >> fMWDamp[1];
|
||||
if (bMWDdebugEnable) WriteLog("Amp settings: " + to_string(fMWDamp[0]) + (" ") + to_string(fMWDamp[1]));
|
||||
}
|
||||
else if (token == "mwdlowvoltmeter") {
|
||||
Parser.getTokens(2, false);
|
||||
Parser >> fMWDlowVolt[0] >> fMWDlowVolt[1];
|
||||
if (bMWDdebugEnable) WriteLog("Low VoltMeter settings: " + to_string(fMWDlowVolt[0]) + (" ") + to_string(fMWDlowVolt[1]));
|
||||
}
|
||||
else if (token == "mwddivider") {
|
||||
Parser.getTokens(1, false);
|
||||
Parser >> iMWDdivider;
|
||||
@@ -931,9 +957,9 @@ void Global::ConfigParse(cParser &Parser)
|
||||
/* this won't execute anymore with the old parser removed
|
||||
// TBD: remove, or launch depending on passed flag?
|
||||
if (qp)
|
||||
{ // to poniżej wykonywane tylko raz, jedynie po wczytaniu eu07.ini
|
||||
Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej
|
||||
iFpsRadiusMax = 0.000025 * fFpsRadiusMax *
|
||||
{ // to poniżej wykonywane tylko raz, jedynie po wczytaniu eu07.ini*/
|
||||
Console::ModeSet(iFeedbackMode, iFeedbackPort); // tryb pracy konsoli sterowniczej
|
||||
/*iFpsRadiusMax = 0.000025 * fFpsRadiusMax *
|
||||
fFpsRadiusMax; // maksymalny promień renderowania 3000.0 -> 225
|
||||
if (iFpsRadiusMax > 400)
|
||||
iFpsRadiusMax = 400;
|
||||
|
||||
16
Globals.h
16
Globals.h
@@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
|
||||
#include <string>
|
||||
#include <Windows.h>
|
||||
#include "renderer.h"
|
||||
#include "opengl/glew.h"
|
||||
#include "dumb3d.h"
|
||||
|
||||
@@ -220,12 +221,20 @@ class Global
|
||||
static GLfloat AtmoColor[];
|
||||
static GLfloat FogColor[];
|
||||
// static bool bTimeChange;
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
static opengl_light AmbientLight;
|
||||
|
||||
static GLfloat ambientDayLight[];
|
||||
static GLfloat diffuseDayLight[];
|
||||
static GLfloat specularDayLight[];
|
||||
static GLfloat ambientLight[];
|
||||
static GLfloat diffuseLight[];
|
||||
static GLfloat specularLight[];
|
||||
#else
|
||||
// TODO: put these things in the renderer
|
||||
static opengl_light DayLight;
|
||||
static int DynamicLightCount;
|
||||
#endif
|
||||
static GLfloat whiteLight[];
|
||||
static GLfloat noLight[];
|
||||
static GLfloat darkLight[];
|
||||
@@ -237,6 +246,7 @@ class Global
|
||||
static std::string asSky;
|
||||
static bool bnewAirCouplers;
|
||||
// Ra: nowe zmienne globalne
|
||||
static float AnisotropicFiltering; // requested level of anisotropic filtering. TODO: move it to renderer object
|
||||
static int iDefaultFiltering; // domyślne rozmywanie tekstur TGA
|
||||
static int iBallastFiltering; // domyślne rozmywanie tekstury podsypki
|
||||
static int iRailProFiltering; // domyślne rozmywanie tekstury szyn
|
||||
@@ -250,8 +260,13 @@ class Global
|
||||
static bool bOpenGL_1_5; // czy są dostępne funkcje OpenGL 1.5
|
||||
*/
|
||||
static double fLuminance; // jasność światła do automatycznego zapalania
|
||||
static float SunAngle; // angle of the sun relative to horizon
|
||||
static int iMultiplayer; // blokada działania niektórych eventów na rzecz kominikacji
|
||||
static HWND hWnd; // uchwyt okna
|
||||
static int ScreenWidth; // current window dimensions. TODO: move it to renderer
|
||||
static int ScreenHeight;
|
||||
static float ZoomFactor; // determines current camera zoom level. TODO: move it to the renderer
|
||||
static float FieldOfView; // vertical field of view for the camera. TODO: move it to the renderer
|
||||
static int iCameraLast;
|
||||
static std::string asRelease; // numer
|
||||
static std::string asVersion; // z opisem
|
||||
@@ -346,6 +361,7 @@ class Global
|
||||
static double fMWDph[2];
|
||||
static double fMWDvolt[2];
|
||||
static double fMWDamp[2];
|
||||
static double fMWDlowVolt[2];
|
||||
static int iMWDdivider;
|
||||
};
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
231
Ground.cpp
231
Ground.cpp
@@ -23,7 +23,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Logs.h"
|
||||
#include "usefull.h"
|
||||
#include "Timer.h"
|
||||
#include "Texture.h"
|
||||
#include "renderer.h"
|
||||
#include "Event.h"
|
||||
#include "EvLaunch.h"
|
||||
#include "TractionPower.h"
|
||||
@@ -276,7 +276,7 @@ void TGroundNode::RaRenderVBO()
|
||||
{ // renderowanie z domyslnego bufora VBO
|
||||
glColor3ub(Diffuse[0], Diffuse[1], Diffuse[2]);
|
||||
if (TextureID)
|
||||
TextureManager.Bind(TextureID); // Ustaw aktywną teksturę
|
||||
GfxRenderer.Bind(TextureID); // Ustaw aktywną teksturę
|
||||
glDrawArrays(iType, iVboPtr, iNumVerts); // Narysuj naraz wszystkie trójkąty
|
||||
}
|
||||
|
||||
@@ -327,9 +327,15 @@ void TGroundNode::RenderVBO()
|
||||
if (linealpha > 255)
|
||||
linealpha = 255;
|
||||
float r, g, b;
|
||||
r = floor(Diffuse[0] * Global::ambientDayLight[0]); // w zaleznosci od koloru swiatla
|
||||
g = floor(Diffuse[1] * Global::ambientDayLight[1]);
|
||||
b = floor(Diffuse[2] * Global::ambientDayLight[2]);
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
r = floor( Diffuse[ 0 ] * Global::ambientDayLight[ 0 ] ); // w zaleznosci od koloru swiatla
|
||||
g = floor( Diffuse[ 1 ] * Global::ambientDayLight[ 1 ] );
|
||||
b = floor( Diffuse[ 2 ] * Global::ambientDayLight[ 2 ] );
|
||||
#else
|
||||
r = floor( Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ] ); // w zaleznosci od koloru swiatla
|
||||
g = floor( Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ] );
|
||||
b = floor( Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ] );
|
||||
#endif
|
||||
glColor4ub(r, g, b, linealpha); // przezroczystosc dalekiej linii
|
||||
// glDisable(GL_LIGHTING); //nie powinny świecić
|
||||
glDrawArrays(iType, iVboPtr, iNumPts); // rysowanie linii
|
||||
@@ -388,9 +394,15 @@ void TGroundNode::RenderAlphaVBO()
|
||||
float linealpha = 255000 * fLineThickness / (mgn + 1.0);
|
||||
if (linealpha > 255)
|
||||
linealpha = 255;
|
||||
r = Diffuse[0] * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[1] * Global::ambientDayLight[1];
|
||||
b = Diffuse[2] * Global::ambientDayLight[2];
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
r = Diffuse[ 0 ] * Global::ambientDayLight[ 0 ]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[ 1 ] * Global::ambientDayLight[ 1 ];
|
||||
b = Diffuse[ 2 ] * Global::ambientDayLight[ 2 ];
|
||||
#else
|
||||
r = Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ];
|
||||
b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
|
||||
#endif
|
||||
glColor4ub(r, g, b, linealpha); // przezroczystosc dalekiej linii
|
||||
// glDisable(GL_LIGHTING); //nie powinny świecić
|
||||
glDrawArrays(iType, iVboPtr, iNumPts); // rysowanie linii
|
||||
@@ -445,7 +457,7 @@ void TGroundNode::Compile(bool many)
|
||||
#ifdef USE_VERTEX_ARRAYS
|
||||
glVertexPointer(3, GL_DOUBLE, sizeof(vector3), &Points[0].x);
|
||||
#endif
|
||||
TextureManager.Bind(0);
|
||||
GfxRenderer.Bind(0);
|
||||
#ifdef USE_VERTEX_ARRAYS
|
||||
glDrawArrays(iType, 0, iNumPts);
|
||||
#else
|
||||
@@ -466,7 +478,7 @@ void TGroundNode::Compile(bool many)
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(TGroundVertex), &tri->Vertices[0].tu);
|
||||
#endif
|
||||
glColor3ub(tri->Diffuse[0], tri->Diffuse[1], tri->Diffuse[2]);
|
||||
TextureManager.Bind(Global::bWireFrame ? 0 : tri->TextureID);
|
||||
GfxRenderer.Bind(Global::bWireFrame ? 0 : tri->TextureID);
|
||||
#ifdef USE_VERTEX_ARRAYS
|
||||
glDrawArrays(Global::bWireFrame ? GL_LINE_LOOP : tri->iType, 0, tri->iNumVerts);
|
||||
#else
|
||||
@@ -494,7 +506,7 @@ void TGroundNode::Compile(bool many)
|
||||
else if (iType == TP_MESH)
|
||||
{ // grupa ze wspólną teksturą - wrzucanie do wspólnego Display List
|
||||
if (TextureID)
|
||||
TextureManager.Bind(TextureID); // Ustaw aktywną teksturę
|
||||
GfxRenderer.Bind(TextureID); // Ustaw aktywną teksturę
|
||||
TGroundNode *n = nNode;
|
||||
while (n ? n->TextureID == TextureID : false)
|
||||
{ // wszystkie obiekty o tej samej testurze
|
||||
@@ -555,7 +567,7 @@ void TGroundNode::RenderDL()
|
||||
return smTerrain->RenderDL();
|
||||
}
|
||||
// if (pTriGroup) if (pTriGroup!=this) return; //wyświetla go inny obiekt
|
||||
double mgn = SquareMagnitude(pCenter - Global::pCameraPosition);
|
||||
double mgn = SquareMagnitude(pCenter - Global::pCameraPosition) / Global::ZoomFactor;
|
||||
if ((mgn > fSquareRadius) || (mgn < fSquareMinRadius)) // McZapkie-070602: nie rysuj odleglych
|
||||
// obiektow ale sprawdzaj wyzwalacz
|
||||
// zdarzen
|
||||
@@ -583,9 +595,15 @@ void TGroundNode::RenderDL()
|
||||
// if (iNumPts)
|
||||
{ // wszelkie linie są rysowane na samym końcu
|
||||
float r, g, b;
|
||||
r = Diffuse[0] * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[1] * Global::ambientDayLight[1];
|
||||
b = Diffuse[2] * Global::ambientDayLight[2];
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
r = Diffuse[ 0 ] * Global::ambientDayLight[ 0 ]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[ 1 ] * Global::ambientDayLight[ 1 ];
|
||||
b = Diffuse[ 2 ] * Global::ambientDayLight[ 2 ];
|
||||
#else
|
||||
r = Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ];
|
||||
b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
|
||||
#endif
|
||||
glColor4ub(r, g, b, 1.0);
|
||||
glCallList(DisplayListID);
|
||||
// glColor4fv(Diffuse); //przywrócenie koloru
|
||||
@@ -615,7 +633,7 @@ void TGroundNode::RenderAlphaDL()
|
||||
// i jezeli tak to odpowiedni GL_GREATER w przeciwnym wypadku standardowy 0.04
|
||||
|
||||
// if (pTriGroup) if (pTriGroup!=this) return; //wyświetla go inny obiekt
|
||||
double mgn = SquareMagnitude(pCenter - Global::pCameraPosition);
|
||||
double mgn = SquareMagnitude(pCenter - Global::pCameraPosition) / Global::ZoomFactor;
|
||||
float r, g, b;
|
||||
if (mgn < fSquareMinRadius)
|
||||
return;
|
||||
@@ -659,9 +677,15 @@ void TGroundNode::RenderAlphaDL()
|
||||
float linealpha = 255000 * fLineThickness / (mgn + 1.0);
|
||||
if (linealpha > 255)
|
||||
linealpha = 255;
|
||||
r = Diffuse[0] * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[1] * Global::ambientDayLight[1];
|
||||
b = Diffuse[2] * Global::ambientDayLight[2];
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
r = Diffuse[ 0 ] * Global::ambientDayLight[ 0 ]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[ 1 ] * Global::ambientDayLight[ 1 ];
|
||||
b = Diffuse[ 2 ] * Global::ambientDayLight[ 2 ];
|
||||
#else
|
||||
r = Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ]; // w zaleznosci od koloru swiatla
|
||||
g = Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ];
|
||||
b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
|
||||
#endif
|
||||
glColor4ub(r, g, b, linealpha); // przezroczystosc dalekiej linii
|
||||
glCallList(DisplayListID);
|
||||
}
|
||||
@@ -1817,29 +1841,20 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
|
||||
case TP_DYNAMIC:
|
||||
tmp->DynamicObject = new TDynamicObject();
|
||||
// tmp->DynamicObject->Load(Parser);
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str1 = token; // katalog
|
||||
// McZapkie: doszedl parametr ze zmienialna skora
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
Skin = token; // tekstura wymienna
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str3 = token; // McZapkie-131102: model w MMD
|
||||
parser->getTokens(3);
|
||||
*parser
|
||||
>> str1 // katalog
|
||||
>> Skin // tekstura wymienna
|
||||
>> str3; // McZapkie-131102: model w MMD
|
||||
if (bTrainSet)
|
||||
{ // jeśli pojazd jest umieszczony w składzie
|
||||
str = asTrainSetTrack;
|
||||
parser->getTokens();
|
||||
*parser >> tf1; // Ra: -1 oznacza odwrotne wstawienie, normalnie w składzie 0
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
DriverType = token; // McZapkie:010303 - w przyszlosci rozne
|
||||
// konfiguracje mechanik/pomocnik itp
|
||||
parser->getTokens(3);
|
||||
*parser
|
||||
>> tf1 // Ra: -1 oznacza odwrotne wstawienie, normalnie w składzie 0
|
||||
>> DriverType // McZapkie:010303 - w przyszlosci rozne konfiguracje mechanik/pomocnik itp
|
||||
>> str4;
|
||||
tf3 = fTrainSetVel; // prędkość
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str4 = token;
|
||||
int2 = str4.find("."); // yB: wykorzystuje tutaj zmienna, ktora potem bedzie ladunkiem
|
||||
if (int2 != string::npos) // yB: jesli znalazl kropke, to ja przetwarza jako parametry
|
||||
{
|
||||
@@ -1868,17 +1883,12 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
|
||||
fTrainSetDist = 0; // zerowanie dodatkowego przesunięcia
|
||||
asTrainName = ""; // puste oznacza jazdę pojedynczego bez rozkładu, "none" jest dla
|
||||
// składu (trainset)
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str = token; // track
|
||||
parser->getTokens();
|
||||
*parser >> tf1; // Ra: -1 oznacza odwrotne wstawienie
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
DriverType = token; // McZapkie:010303: obsada
|
||||
parser->getTokens();
|
||||
*parser >>
|
||||
tf3; // prędkość, niektórzy wpisują tu "3" jako sprzęg, żeby nie było tabliczki
|
||||
parser->getTokens(4);
|
||||
*parser
|
||||
>> str // track
|
||||
>> tf1 // Ra: -1 oznacza odwrotne wstawienie
|
||||
>> DriverType // McZapkie:010303: obsada
|
||||
>> tf3; // prędkość, niektórzy wpisują tu "3" jako sprzęg, żeby nie było tabliczki
|
||||
iTrainSetWehicleNumber = 0;
|
||||
TempConnectionType[iTrainSetWehicleNumber] = 3; // likwidacja tabliczki na końcu?
|
||||
}
|
||||
@@ -1887,8 +1897,7 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
|
||||
if (int2 > 0)
|
||||
{ // jeżeli ładunku jest więcej niż 0, to rozpoznajemy jego typ
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str2 = token; // LoadType
|
||||
*parser >> str2; // LoadType
|
||||
if (str2 == "enddynamic") // idiotoodporność: ładunek bez podanego typu
|
||||
{
|
||||
str2 = "";
|
||||
@@ -1962,6 +1971,16 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
|
||||
}
|
||||
if (token.compare("enddynamic") != 0)
|
||||
Error("enddynamic statement missing");
|
||||
/*
|
||||
if( tmp->DynamicObject->MoverParameters->LightPowerSource.SourceType != TPowerSource::NotDefined ) {
|
||||
// if the vehicle has defined light source, it can (potentially) emit light, so add it to the light array
|
||||
*/
|
||||
if( tmp->DynamicObject->MoverParameters->SecuritySystem.SystemType != 0 ) {
|
||||
// we check for presence of security system, as a way to determine whether the vehicle is a controllable engine
|
||||
// NOTE: this isn't 100% precise, e.g. middle EZT module comes with security system, while it has no lights
|
||||
m_lights.insert( tmp->DynamicObject );
|
||||
}
|
||||
|
||||
break;
|
||||
case TP_MODEL:
|
||||
if (rmin < 0)
|
||||
@@ -2109,8 +2128,8 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
|
||||
tmp->PROBLEND = false;
|
||||
}
|
||||
#endif
|
||||
tmp->TextureID = TextureManager.GetTextureId( str, szTexturePath );
|
||||
tmp->iFlags = TextureManager.Texture(tmp->TextureID).has_alpha ? 0x220 : 0x210; // z usuwaniem
|
||||
tmp->TextureID = GfxRenderer.GetTextureId( str, szTexturePath );
|
||||
tmp->iFlags = GfxRenderer.Texture(tmp->TextureID).has_alpha ? 0x220 : 0x210; // z usuwaniem
|
||||
if (((tmp->iType == GL_TRIANGLES) && (tmp->iFlags & 0x10)) ?
|
||||
Global::pTerrainCompact->TerrainLoaded() :
|
||||
false)
|
||||
@@ -2454,15 +2473,20 @@ void TGround::FirstInit()
|
||||
else
|
||||
glDisable(GL_FOG);
|
||||
glDisable(GL_LIGHTING);
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO, TBD: re-implement this
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos); // daylight position
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight); // kolor wszechobceny
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight); // kolor padający
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight); // kolor odbity
|
||||
// musi być tutaj, bo wcześniej nie mieliśmy wartości światła
|
||||
#endif
|
||||
/*
|
||||
if (Global::fMoveLight >= 0.0) // albo tak, albo niech ustala minimum ciemności w nocy
|
||||
{
|
||||
*/
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO, TBD: re-implement this
|
||||
Global::fLuminance = // obliczenie luminacji "światła w ciemności"
|
||||
+0.150 * Global::ambientDayLight[0] // R
|
||||
+ 0.295 * Global::ambientDayLight[1] // G
|
||||
@@ -2472,6 +2496,7 @@ void TGround::FirstInit()
|
||||
Global::ambientDayLight[i] *=
|
||||
0.1 / Global::fLuminance; // ograniczenie jasności w nocy
|
||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Global::ambientDayLight);
|
||||
#endif
|
||||
/*
|
||||
}
|
||||
else if (Global::bDoubleAmbient) // Ra: wcześniej było ambient dawane na obydwa światła
|
||||
@@ -2837,6 +2862,7 @@ bool TGround::Init(std::string asFile, HDC hDC)
|
||||
else if (str == "light")
|
||||
{ // Ra: ustawianie światła przeniesione do FirstInit
|
||||
WriteLog("Scenery light definition");
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
vector3 lp;
|
||||
parser.getTokens();
|
||||
parser >> lp.x;
|
||||
@@ -2848,27 +2874,44 @@ bool TGround::Init(std::string asFile, HDC hDC)
|
||||
Global::lightPos[0] = lp.x; // daylight position
|
||||
Global::lightPos[1] = lp.y;
|
||||
Global::lightPos[2] = lp.z;
|
||||
parser.getTokens();
|
||||
parser >> Global::ambientDayLight[0]; // kolor wszechobceny
|
||||
parser.getTokens();
|
||||
parser >> Global::ambientDayLight[1];
|
||||
parser.getTokens();
|
||||
parser >> Global::ambientDayLight[2];
|
||||
|
||||
parser.getTokens();
|
||||
parser >> Global::diffuseDayLight[0]; // kolor padający
|
||||
parser.getTokens();
|
||||
parser >> Global::diffuseDayLight[1];
|
||||
parser.getTokens();
|
||||
parser >> Global::diffuseDayLight[2];
|
||||
|
||||
parser.getTokens();
|
||||
parser >> Global::specularDayLight[0]; // kolor odbity
|
||||
parser.getTokens();
|
||||
parser >> Global::specularDayLight[1];
|
||||
parser.getTokens();
|
||||
parser >> Global::specularDayLight[2];
|
||||
#else
|
||||
parser.getTokens(3, false);
|
||||
parser
|
||||
>> Global::DayLight.direction.x
|
||||
>> Global::DayLight.direction.y
|
||||
>> Global::DayLight.direction.z;;
|
||||
Global::DayLight.direction.Normalize();
|
||||
#endif
|
||||
parser.getTokens(9, false);
|
||||
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
parser
|
||||
>> Global::ambientDayLight[ 0 ]
|
||||
>> Global::ambientDayLight[ 1 ]
|
||||
>> Global::ambientDayLight[ 2 ]
|
||||
>> Global::diffuseDayLight[ 0 ]
|
||||
>> Global::diffuseDayLight[ 1 ]
|
||||
>> Global::diffuseDayLight[ 2 ]
|
||||
>> Global::specularDayLight[ 0 ]
|
||||
>> Global::specularDayLight[ 1 ]
|
||||
>> Global::specularDayLight[ 2 ];
|
||||
#else
|
||||
/*
|
||||
parser
|
||||
// kolor wszechobceny
|
||||
>> Global::DayLight.ambient[0]
|
||||
>> Global::DayLight.ambient[1]
|
||||
>> Global::DayLight.ambient[2]
|
||||
// kolor padający
|
||||
>> Global::DayLight.diffuse[0]
|
||||
>> Global::DayLight.diffuse[1]
|
||||
>> Global::DayLight.diffuse[2]
|
||||
// kolor odbity
|
||||
>> Global::DayLight.specular[0]
|
||||
>> Global::DayLight.specular[1]
|
||||
>> Global::DayLight.specular[2];
|
||||
*/
|
||||
#endif
|
||||
do
|
||||
{
|
||||
parser.getTokens();
|
||||
@@ -4510,6 +4553,25 @@ bool TGround::Update(double dt, int iter)
|
||||
return true;
|
||||
};
|
||||
|
||||
// updates scene lights array
|
||||
void
|
||||
TGround::Update_Lights() {
|
||||
|
||||
m_lights.update();
|
||||
// arrange the light array from closest to farthest from current position of the camera
|
||||
auto const camera = Global::pCameraPosition;
|
||||
std::sort(
|
||||
m_lights.data.begin(),
|
||||
m_lights.data.end(),
|
||||
[&]( light_array::light_record const &Left, light_array::light_record const &Right ) {
|
||||
// move lights which are off at the end...
|
||||
if( Left.intensity == 0.0f ) { return false; }
|
||||
if( Right.intensity == 0.0f ) { return true; }
|
||||
// ...otherwise prefer closer and/or brigher light sources
|
||||
return ((camera - Left.position).LengthSquared() * (1.0f - Left.intensity)) < ((camera - Right.position).LengthSquared() * (1.0f - Right.intensity));
|
||||
} );
|
||||
}
|
||||
|
||||
// Winger 170204 - szukanie trakcji nad pantografami
|
||||
bool TGround::GetTraction(TDynamicObject *model)
|
||||
{ // aktualizacja drutu zasilającego dla każdego pantografu, żeby odczytać napięcie
|
||||
@@ -4760,6 +4822,27 @@ bool TGround::GetTraction(TDynamicObject *model)
|
||||
return true;
|
||||
};
|
||||
|
||||
bool
|
||||
TGround::Render( Math3D::vector3 const &Camera ) {
|
||||
|
||||
GfxRenderer.Update_Lights( m_lights );
|
||||
|
||||
if( Global::bUseVBO ) { // renderowanie przez VBO
|
||||
if( !RenderVBO( Camera ) )
|
||||
return false;
|
||||
if( !RenderAlphaVBO( Camera ) )
|
||||
return false;
|
||||
}
|
||||
else { // renderowanie przez Display List
|
||||
if( !RenderDL( Camera ) )
|
||||
return false;
|
||||
if( !RenderAlphaDL( Camera ) )
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TGround::RenderDL(vector3 pPosition)
|
||||
{ // renderowanie scenerii z Display List - faza nieprzezroczystych
|
||||
glDisable(GL_BLEND);
|
||||
@@ -5291,6 +5374,8 @@ void TGround::DynamicRemove(TDynamicObject *dyn)
|
||||
node = (*n); // zapamiętanie węzła, aby go usunąć
|
||||
(*n) = node->nNext; // pominięcie na liście
|
||||
Global::TrainDelete(d);
|
||||
// remove potential entries in the light array
|
||||
m_lights.remove( d );
|
||||
d = d->Next(); // przejście do kolejnego pojazdu, póki jeszcze jest
|
||||
delete node; // usuwanie fizyczne z pamięci
|
||||
}
|
||||
|
||||
8
Ground.h
8
Ground.h
@@ -16,7 +16,9 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "dumb3d.h"
|
||||
#include "Float3d.h"
|
||||
#include "Names.h"
|
||||
#include "lightarray.h"
|
||||
|
||||
using namespace Math3D;
|
||||
|
||||
@@ -303,11 +305,11 @@ class TGround
|
||||
TNames *sTracks = nullptr; // posortowane nazwy torów i eventów
|
||||
#else
|
||||
typedef std::unordered_map<std::string, TEvent *> event_map;
|
||||
// typedef std::unordered_map<std::string, TGroundNode *> groundnode_map;
|
||||
event_map m_eventmap;
|
||||
// groundnode_map m_memcellmap, m_modelmap, m_trackmap;
|
||||
TNames<TGroundNode *> m_trackmap;
|
||||
#endif
|
||||
light_array m_lights; // collection of dynamic light sources present in the scene
|
||||
|
||||
private: // metody prywatne
|
||||
bool EventConditon(TEvent *e);
|
||||
|
||||
@@ -350,8 +352,10 @@ class TGround
|
||||
void MoveGroundNode(vector3 pPosition);
|
||||
void UpdatePhys(double dt, int iter); // aktualizacja fizyki stałym krokiem
|
||||
bool Update(double dt, int iter); // aktualizacja przesunięć zgodna z FPS
|
||||
void Update_Lights(); // updates scene lights array
|
||||
bool AddToQuery(TEvent *Event, TDynamicObject *Node);
|
||||
bool GetTraction(TDynamicObject *model);
|
||||
bool Render( Math3D::vector3 const &Camera );
|
||||
bool RenderDL(vector3 pPosition);
|
||||
bool RenderAlphaDL(vector3 pPosition);
|
||||
bool RenderVBO(vector3 pPosition);
|
||||
|
||||
60
Model3d.cpp
60
Model3d.cpp
@@ -19,7 +19,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "logs.h"
|
||||
#include "mczapkie/mctools.h"
|
||||
#include "Usefull.h"
|
||||
#include "Texture.h"
|
||||
#include "renderer.h"
|
||||
#include "Timer.h"
|
||||
#include "mtable.h"
|
||||
//---------------------------------------------------------------------------
|
||||
@@ -219,6 +219,9 @@ template <typename ColorT> inline void readColor(cParser &parser, ColorT *color)
|
||||
double discard;
|
||||
parser.getTokens(4, false);
|
||||
parser >> discard >> color[0] >> color[1] >> color[2];
|
||||
color[ 0 ] /= 255.0;
|
||||
color[ 1 ] /= 255.0;
|
||||
color[ 2 ] /= 255.0;
|
||||
};
|
||||
|
||||
inline void readColor(cParser &parser, int &color)
|
||||
@@ -275,7 +278,8 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
|
||||
if (dynamic)
|
||||
{ // dla pojazdu, blokujemy załączone submodele, które mogą być
|
||||
// nieobsługiwane
|
||||
if (token.find("_on") + 3 == token.length()) // jeśli nazwa kończy się na "_on"
|
||||
if ( (token.size() >= 3)
|
||||
&& (token.find("_on") + 3 == token.length())) // jeśli nazwa kończy się na "_on"
|
||||
iVisible = 0; // to domyślnie wyłączyć, żeby się nie nakładało z obiektem "_off"
|
||||
}
|
||||
else // dla pozostałych modeli blokujemy zapalone światła, które mogą być
|
||||
@@ -411,12 +415,12 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
|
||||
TextureNameSet(texture.c_str());
|
||||
if (texture.find_first_of("/\\") == texture.npos)
|
||||
texture.insert(0, Global::asCurrentTexturePath.c_str());
|
||||
TextureID = TextureManager.GetTextureId( texture, szTexturePath );
|
||||
TextureID = GfxRenderer.GetTextureId( texture, szTexturePath );
|
||||
// TexAlpha=TTexturesManager::GetAlpha(TextureID);
|
||||
// iFlags|=TexAlpha?0x20:0x10; //0x10-nieprzezroczysta, 0x20-przezroczysta
|
||||
if (Opacity < 1.0) // przezroczystość z tekstury brana tylko dla Opacity
|
||||
// 0!
|
||||
iFlags |= TextureManager.Texture(TextureID).has_alpha ?
|
||||
iFlags |= GfxRenderer.Texture(TextureID).has_alpha ?
|
||||
0x20 :
|
||||
0x10; // 0x10-nieprzezroczysta, 0x20-przezroczysta
|
||||
else
|
||||
@@ -636,7 +640,7 @@ int TSubModel::TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri)
|
||||
m->AddTo(this, s);
|
||||
}
|
||||
// s->asTexture=AnsiString(TTexturesManager::GetName(tex).c_str());
|
||||
s->TextureNameSet(TextureManager.Texture(tex).name.c_str());
|
||||
s->TextureNameSet(GfxRenderer.Texture(tex).name.c_str());
|
||||
s->TextureID = tex;
|
||||
s->eType = GL_TRIANGLES;
|
||||
// iAnimOwner=0; //roboczy wskaźnik na wierzchołek
|
||||
@@ -714,7 +718,7 @@ void TSubModel::DisplayLists()
|
||||
{
|
||||
uiDisplayList = glGenLists(1);
|
||||
glNewList(uiDisplayList, GL_COMPILE);
|
||||
TextureManager.Bind(0);
|
||||
GfxRenderer.Bind(0);
|
||||
// if (eType==smt_FreeSpotLight)
|
||||
// {
|
||||
// if (iFarAttenDecay==0)
|
||||
@@ -737,9 +741,9 @@ void TSubModel::DisplayLists()
|
||||
{ // punkty świecące dookólnie
|
||||
uiDisplayList = glGenLists(1);
|
||||
glNewList(uiDisplayList, GL_COMPILE);
|
||||
TextureManager.Bind(0); // tekstury nie ma
|
||||
GfxRenderer.Bind(0); // tekstury nie ma
|
||||
glColorMaterial(GL_FRONT, GL_EMISSION);
|
||||
glDisable(GL_LIGHTING); // Tolaris-030603: bo mu punkty swiecace sie blendowaly
|
||||
// glDisable(GL_LIGHTING); // Tolaris-030603: bo mu punkty swiecace sie blendowaly
|
||||
glBegin(GL_POINTS);
|
||||
for (int i = 0; i < iNumVerts; i++)
|
||||
{
|
||||
@@ -748,7 +752,7 @@ void TSubModel::DisplayLists()
|
||||
glVertex3fv(&Vertices[i].Point.x);
|
||||
};
|
||||
glEnd();
|
||||
glEnable(GL_LIGHTING);
|
||||
// glEnable(GL_LIGHTING);
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
glMaterialfv(GL_FRONT, GL_EMISSION, emm2);
|
||||
glEndList();
|
||||
@@ -813,10 +817,13 @@ void TSubModel::InitialRotate(bool doit)
|
||||
Vertices[i].Point.y = Vertices[i].Point.z;
|
||||
Vertices[i].Point.z = t;
|
||||
// wektory normalne również trzeba przekształcić, bo się źle oświetlają
|
||||
Vertices[i].Normal.x = -Vertices[i].Normal.x; // zmiana znaku X
|
||||
t = Vertices[i].Normal.y; // zamiana Y i Z
|
||||
Vertices[i].Normal.y = Vertices[i].Normal.z;
|
||||
Vertices[i].Normal.z = t;
|
||||
if( eType != TP_STARS ) {
|
||||
// gwiazdki mają kolory zamiast normalnych, to // ich wtedy nie ruszamy
|
||||
Vertices[ i ].Normal.x = -Vertices[ i ].Normal.x; // zmiana znaku X
|
||||
t = Vertices[ i ].Normal.y; // zamiana Y i Z
|
||||
Vertices[ i ].Normal.y = Vertices[ i ].Normal.z;
|
||||
Vertices[ i ].Normal.z = t;
|
||||
}
|
||||
}
|
||||
if (Child)
|
||||
Child->InitialRotate(doit); // potomne ewentualnie obrócimy
|
||||
@@ -1100,11 +1107,11 @@ void TSubModel::RenderDL()
|
||||
{
|
||||
if (TextureID < 0) // && (ReplacableSkinId!=0))
|
||||
{ // zmienialne skóry
|
||||
TextureManager.Bind(ReplacableSkinId[-TextureID]);
|
||||
GfxRenderer.Bind(ReplacableSkinId[-TextureID]);
|
||||
// TexAlpha=!(iAlpha&1); //zmiana tylko w przypadku wymienej tekstury
|
||||
}
|
||||
else
|
||||
TextureManager.Bind(TextureID); // również 0
|
||||
GfxRenderer.Bind(TextureID); // również 0
|
||||
if (Global::fLuminance < fLight)
|
||||
{
|
||||
glMaterialfv(GL_FRONT, GL_EMISSION, f4Diffuse); // zeby swiecilo na kolorowo
|
||||
@@ -1197,11 +1204,11 @@ void TSubModel::RenderAlphaDL()
|
||||
{
|
||||
if (TextureID < 0) // && (ReplacableSkinId!=0))
|
||||
{ // zmienialne skóry
|
||||
TextureManager.Bind(ReplacableSkinId[-TextureID]);
|
||||
GfxRenderer.Bind(ReplacableSkinId[-TextureID]);
|
||||
// TexAlpha=iAlpha&1; //zmiana tylko w przypadku wymienej tekstury
|
||||
}
|
||||
else
|
||||
TextureManager.Bind(TextureID); // również 0
|
||||
GfxRenderer.Bind(TextureID); // również 0
|
||||
if (Global::fLuminance < fLight)
|
||||
{
|
||||
glMaterialfv(GL_FRONT, GL_EMISSION, f4Diffuse); // zeby swiecilo na kolorowo
|
||||
@@ -1278,11 +1285,11 @@ void TSubModel::RenderVBO()
|
||||
{
|
||||
if (TextureID < 0) // && (ReplacableSkinId!=0))
|
||||
{ // zmienialne skóry
|
||||
TextureManager.Bind(ReplacableSkinId[-TextureID]);
|
||||
GfxRenderer.Bind(ReplacableSkinId[-TextureID]);
|
||||
// TexAlpha=!(iAlpha&1); //zmiana tylko w przypadku wymienej tekstury
|
||||
}
|
||||
else
|
||||
TextureManager.Bind(TextureID); // również 0
|
||||
GfxRenderer.Bind(TextureID); // również 0
|
||||
glColor3fv(f4Diffuse); // McZapkie-240702: zamiast ub
|
||||
// glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,f4Diffuse); //to samo,
|
||||
// co glColor
|
||||
@@ -1349,7 +1356,7 @@ void TSubModel::RenderVBO()
|
||||
Distdimm=1;
|
||||
|
||||
*/
|
||||
TextureManager.Bind(0); // nie teksturować
|
||||
GfxRenderer.Bind(0); // nie teksturować
|
||||
// glColor3f(f4Diffuse[0],f4Diffuse[1],f4Diffuse[2]);
|
||||
// glColorMaterial(GL_FRONT,GL_EMISSION);
|
||||
float color[4] = {f4Diffuse[0] * Distdimm, f4Diffuse[1] * Distdimm,
|
||||
@@ -1378,7 +1385,7 @@ void TSubModel::RenderVBO()
|
||||
if (pRoot->StartColorVBO())
|
||||
{ // wyświetlanie kolorowych punktów zamiast
|
||||
// trójkątów
|
||||
TextureManager.Bind(0); // tekstury nie ma
|
||||
GfxRenderer.Bind(0); // tekstury nie ma
|
||||
glColorMaterial(GL_FRONT, GL_EMISSION);
|
||||
glDisable(GL_LIGHTING); // Tolaris-030603: bo mu punkty swiecace sie
|
||||
// blendowaly
|
||||
@@ -1452,11 +1459,11 @@ void TSubModel::RenderAlphaVBO()
|
||||
{
|
||||
if (TextureID < 0) // && (ReplacableSkinId!=0))
|
||||
{ // zmienialne skory
|
||||
TextureManager.Bind(ReplacableSkinId[-TextureID]);
|
||||
GfxRenderer.Bind(ReplacableSkinId[-TextureID]);
|
||||
// TexAlpha=iAlpha&1; //zmiana tylko w przypadku wymienej tekstury
|
||||
}
|
||||
else
|
||||
TextureManager.Bind(TextureID); // również 0
|
||||
GfxRenderer.Bind(TextureID); // również 0
|
||||
if (Global::fLuminance < fLight)
|
||||
{
|
||||
glMaterialfv(GL_FRONT, GL_EMISSION, f4Diffuse); // zeby swiecilo na kolorowo
|
||||
@@ -1624,14 +1631,14 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TS
|
||||
std::string tex = pTexture;
|
||||
if (tex.find_last_of("/\\") == std::string::npos)
|
||||
tex.insert(0, Global::asCurrentTexturePath);
|
||||
TextureID = TextureManager.GetTextureId( tex, szTexturePath );
|
||||
TextureID = GfxRenderer.GetTextureId( tex, szTexturePath );
|
||||
// TexAlpha=TTexturesManager::GetAlpha(TextureID); //zmienna robocza
|
||||
// ustawienie cyklu przezroczyste/nieprzezroczyste zależnie od własności
|
||||
// stałej tekstury
|
||||
// iFlags=(iFlags&~0x30)|(TTexturesManager::GetAlpha(TextureID)?0x20:0x10);
|
||||
// //0x10-nieprzezroczysta, 0x20-przezroczysta
|
||||
if (Opacity < 1.0) // przezroczystość z tekstury brana tylko dla Opacity 0!
|
||||
iFlags |= TextureManager.Texture(TextureID).has_alpha ?
|
||||
iFlags |= GfxRenderer.Texture(TextureID).has_alpha ?
|
||||
0x20 :
|
||||
0x10; // 0x10-nieprzezroczysta, 0x20-przezroczysta
|
||||
else
|
||||
@@ -1805,7 +1812,8 @@ bool TModel3d::LoadFromFile(std::string const &FileName, bool dynamic)
|
||||
// wczytanie modelu z pliku
|
||||
std::string name = ToLower(FileName);
|
||||
// trim extension if needed
|
||||
if (name.substr(name.rfind('.')) == ".t3d")
|
||||
if( ( name.rfind( '.' ) != std::string::npos )
|
||||
&& ( name.substr( name.rfind( '.' ) ) == ".t3d" ) )
|
||||
{
|
||||
name.erase(name.rfind('.'));
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "stdafx.h"
|
||||
#include "PyInt.h"
|
||||
#include "renderer.h"
|
||||
#include "Train.h"
|
||||
#include "Logs.h"
|
||||
//#include <process.h>
|
||||
@@ -453,7 +454,7 @@ void TPythonScreens::init(cParser &parser, TModel3d *model, std::string const &n
|
||||
WriteLog( "Python Screen: submodel " + subModelName + " not found - Ignoring screen" );
|
||||
return; // nie ma takiego sub modelu w danej kabinie pomijamy
|
||||
}
|
||||
int textureId = TextureManager.Texture(subModel->GetTextureId()).id;
|
||||
int textureId = GfxRenderer.Texture(subModel->GetTextureId()).id;
|
||||
if (textureId <= 0)
|
||||
{
|
||||
WriteLog( "Python Screen: invalid texture id " + std::to_string(textureId) + " - Ignoring screen" );
|
||||
|
||||
97
Segment.cpp
97
Segment.cpp
@@ -21,6 +21,11 @@ http://mozilla.org/MPL/2.0/.
|
||||
// 101206 Ra: trapezoidalne drogi
|
||||
// 110806 Ra: odwrócone mapowanie wzdłuż - Point1 == 1.0
|
||||
|
||||
float Interpolate( float const First, float const Second, float const Factor ) {
|
||||
|
||||
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
|
||||
}
|
||||
|
||||
std::string Where(vector3 p)
|
||||
{ // zamiana współrzędnych na tekst, używana w błędach
|
||||
return std::to_string(p.x) + " " + std::to_string(p.y) + " " + std::to_string(p.z);
|
||||
@@ -116,7 +121,11 @@ bool TSegment::Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointI
|
||||
fStoop = atan2((Point2.y - Point1.y),
|
||||
fLength); // pochylenie toru prostego, żeby nie liczyć wielokrotnie
|
||||
SafeDeleteArray(fTsBuffer);
|
||||
/*
|
||||
if ((bCurve) && (fStep > 0))
|
||||
*/
|
||||
// we're enforcing sub-division of even straight track, to have dense enough mesh for the spotlight to work with
|
||||
if( fStep > 0 )
|
||||
{ // Ra: prosty dostanie podział, jak ma różną przechyłkę na końcach
|
||||
double s = 0;
|
||||
int i = 0;
|
||||
@@ -454,6 +463,7 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, doubl
|
||||
}
|
||||
}
|
||||
else
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
{ // gdy prosty, nie modyfikujemy wektora kierunkowego i poprzecznego
|
||||
pos1 = FastGetPoint((fStep * iSkip) / fLength);
|
||||
pos2 = FastGetPoint_1();
|
||||
@@ -498,6 +508,91 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, doubl
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
#else
|
||||
{
|
||||
Math3D::vector3 const pos0 = FastGetPoint( ( fStep * iSkip ) / fLength );
|
||||
Math3D::vector3 const pos1 = FastGetPoint_1();
|
||||
dir = GetDirection();
|
||||
Math3D::vector3 const parallel = Normalize( vector3( -dir.z, 0.0, dir.x ) ); // wektor poprzeczny
|
||||
|
||||
Math3D::vector3 startnormal0, startnormal1, endnormal0, endnormal1;
|
||||
Math3D::vector3 startvertex0, startvertex1, endvertex0, endvertex1;
|
||||
float startuv0, startuv1, enduv0, enduv1;
|
||||
|
||||
for( j = 0; j < iNumShapePoints - 1; ++j ) {
|
||||
|
||||
startnormal0 = ShapePoints[ j ].n.x * parallel;
|
||||
startnormal0.y += ShapePoints[ j ].n.y;
|
||||
startvertex0 = parallel * ShapePoints[ j ].x + pos0;
|
||||
startvertex0.y += ShapePoints[ j ].y;
|
||||
startuv0 = ShapePoints[ j ].z;
|
||||
startnormal1 = ShapePoints[ j + 1 ].n.x * parallel;
|
||||
startnormal1.y += ShapePoints[ j + 1 ].n.y;
|
||||
startvertex1 = parallel * ShapePoints[ j + 1 ].x + pos0;
|
||||
startvertex1.y += ShapePoints[ j + 1 ].y;
|
||||
startuv1 = ShapePoints[ j + 1 ].z;
|
||||
|
||||
if( trapez == false ) {
|
||||
// single profile throughout
|
||||
endnormal0 = startnormal0;
|
||||
endvertex0 = startvertex0 + ( pos1 - pos0 );
|
||||
enduv0 = startuv0;
|
||||
endnormal1 = startnormal1;
|
||||
endvertex1 = startvertex1 + ( pos1 - pos0 );
|
||||
enduv1 = startuv1;
|
||||
}
|
||||
else {
|
||||
// end profile is different
|
||||
endnormal0 = ShapePoints[ j + iNumShapePoints ].n.x * parallel;
|
||||
endnormal0.y += ShapePoints[ j + iNumShapePoints ].n.y;
|
||||
endvertex0 = parallel * ShapePoints[ j + iNumShapePoints ].x + pos1; // odsunięcie
|
||||
endvertex0.y += ShapePoints[ j + iNumShapePoints ].y; // wysokość
|
||||
enduv0 = ShapePoints[ j + iNumShapePoints ].z;
|
||||
endnormal1 = ShapePoints[ j + iNumShapePoints + 1 ].n.x * parallel;
|
||||
endnormal1.y += ShapePoints[ j + iNumShapePoints + 1 ].n.y;
|
||||
endvertex1 = parallel * ShapePoints[ j + iNumShapePoints + 1 ].x + pos1; // odsunięcie
|
||||
endvertex1.y += ShapePoints[ j + iNumShapePoints + 1 ].y; // wysokość
|
||||
enduv1 = ShapePoints[ j + iNumShapePoints + 1 ].z;
|
||||
}
|
||||
// now build strips, lerping from start to endpoint
|
||||
step = 10.0; // arbitrary segment size for straights
|
||||
float s = 0.0,
|
||||
t = 0.0,
|
||||
uv = 0.0;
|
||||
glBegin( GL_TRIANGLE_STRIP );
|
||||
while( s < fLength ) {
|
||||
|
||||
t = s / fLength;
|
||||
uv = s / fTextureLength;
|
||||
|
||||
auto const normal1lerp = Interpolate( startnormal1, endnormal1, t );
|
||||
glNormal3dv( &normal1lerp.x );
|
||||
auto const uv1lerp = Interpolate( startuv1, enduv1, t );
|
||||
glTexCoord2f( uv1lerp, uv );
|
||||
auto const vertex1lerp = Interpolate( startvertex1, endvertex1, t );
|
||||
glVertex3dv( &vertex1lerp.x );
|
||||
|
||||
auto const normal0lerp = Interpolate( startnormal0, endnormal0, t );
|
||||
glNormal3dv( &normal0lerp.x );
|
||||
auto const uv0lerp = Interpolate( startuv0, enduv0, t );
|
||||
glTexCoord2f( uv0lerp, uv );
|
||||
auto const vertex0lerp = Interpolate( startvertex0, endvertex0, t );
|
||||
glVertex3dv( &vertex0lerp.x );
|
||||
|
||||
s += step;
|
||||
}
|
||||
// add ending vertex pair if needed
|
||||
glNormal3dv( &endnormal1.x );
|
||||
glTexCoord2f( enduv1, fLength / fTextureLength );
|
||||
glVertex3dv( &endvertex1.x );
|
||||
glNormal3dv( &endnormal0.x );
|
||||
glTexCoord2f( enduv0, fLength / fTextureLength );
|
||||
glVertex3dv( &endvertex0.x );
|
||||
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
void TSegment::RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *ShapePoints2,
|
||||
@@ -641,7 +736,7 @@ void TSegment::RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *Shap
|
||||
void TSegment::Render()
|
||||
{
|
||||
vector3 pt;
|
||||
TextureManager.Bind(0);
|
||||
GfxRenderer.Bind(0);
|
||||
int i;
|
||||
if (bCurve)
|
||||
{
|
||||
|
||||
16
Texture.cpp
16
Texture.cpp
@@ -14,19 +14,14 @@ http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "Texture.h"
|
||||
#include "texture.h"
|
||||
|
||||
#include <ddraw.h>
|
||||
#include <io.h>
|
||||
#include <fcntl.h>
|
||||
#include "opengl/glew.h"
|
||||
|
||||
#include "Globals.h"
|
||||
#include "usefull.h"
|
||||
#include "globals.h"
|
||||
#include "logs.h"
|
||||
#include "Usefull.h"
|
||||
#include "TextureDDS.h"
|
||||
|
||||
texture_manager TextureManager;
|
||||
|
||||
texture_manager::texture_manager() {
|
||||
|
||||
@@ -505,6 +500,11 @@ opengl_texture::set_filtering() {
|
||||
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
||||
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
|
||||
if( GLEW_EXT_texture_filter_anisotropic ) {
|
||||
// anisotropic filtering
|
||||
::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global::AnisotropicFiltering );
|
||||
}
|
||||
|
||||
bool sharpen{ false };
|
||||
for( auto const &trait : traits ) {
|
||||
|
||||
|
||||
@@ -97,5 +97,3 @@ private:
|
||||
index_map m_texturemappings;
|
||||
size_type m_activetexture{ 0 }; // last i.e. currently bound texture
|
||||
};
|
||||
|
||||
extern texture_manager TextureManager;
|
||||
56
Track.cpp
56
Track.cpp
@@ -17,7 +17,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Globals.h"
|
||||
#include "Logs.h"
|
||||
#include "Usefull.h"
|
||||
#include "Texture.h"
|
||||
#include "renderer.h"
|
||||
#include "Timer.h"
|
||||
#include "Ground.h"
|
||||
#include "parser.h"
|
||||
@@ -508,7 +508,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str = token; // railtex
|
||||
TextureID1 = (str == "none" ? 0 : TextureManager.GetTextureId(
|
||||
TextureID1 = (str == "none" ? 0 : GfxRenderer.GetTextureId(
|
||||
str, szTexturePath,
|
||||
(iCategoryFlag & 1) ? Global::iRailProFiltering :
|
||||
Global::iBallastFiltering));
|
||||
@@ -519,7 +519,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
|
||||
parser->getTokens();
|
||||
*parser >> token;
|
||||
str = token; // sub || railtex
|
||||
TextureID2 = (str == "none" ? 0 : TextureManager.GetTextureId(
|
||||
TextureID2 = (str == "none" ? 0 : GfxRenderer.GetTextureId(
|
||||
str, szTexturePath,
|
||||
(eType == tt_Normal) ? Global::iBallastFiltering :
|
||||
Global::iRailProFiltering));
|
||||
@@ -579,12 +579,12 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
|
||||
if (TextureID1 && fTexLength)
|
||||
{ // dla drogi trzeba ustalić proporcje boków nawierzchni
|
||||
float w, h;
|
||||
TextureManager.Bind(TextureID1);
|
||||
GfxRenderer.Bind(TextureID1);
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
|
||||
if (h != 0.0)
|
||||
fTexRatio1 = w / h; // proporcja boków
|
||||
TextureManager.Bind(TextureID2);
|
||||
GfxRenderer.Bind(TextureID2);
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
|
||||
if (h != 0.0)
|
||||
@@ -1299,14 +1299,14 @@ void TTrack::Compile(GLuint tex)
|
||||
}
|
||||
}
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID2 );
|
||||
GfxRenderer.Bind( TextureID2 );
|
||||
Segment->RenderLoft(bpts1, iTrapezoid ? -4 : 4, fTexLength);
|
||||
}
|
||||
if (TextureID1)
|
||||
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
|
||||
{ // szyny
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID1 );
|
||||
GfxRenderer.Bind( TextureID1 );
|
||||
Segment->RenderLoft(rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
|
||||
Segment->RenderLoft(rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
|
||||
}
|
||||
@@ -1345,7 +1345,7 @@ void TTrack::Compile(GLuint tex)
|
||||
// McZapkie-130302 - poprawione rysowanie szyn
|
||||
if (SwitchExtension->RightSwitch)
|
||||
{ // zwrotnica prawa
|
||||
TextureManager.Bind( TextureID1 );
|
||||
GfxRenderer.Bind( TextureID1 );
|
||||
SwitchExtension->Segments[0]->RenderLoft(rpts1, nnumPts, fTexLength,
|
||||
2); // prawa szyna za iglicą
|
||||
SwitchExtension->Segments[0]->RenderSwitchRail(
|
||||
@@ -1354,7 +1354,7 @@ void TTrack::Compile(GLuint tex)
|
||||
SwitchExtension->Segments[0]->RenderLoft(
|
||||
rpts2, nnumPts, fTexLength); // lewa szyna normalnie cała
|
||||
if (TextureID2 != TextureID1) // nie wiadomo, czy OpenGL to optymalizuje
|
||||
TextureManager.Bind( TextureID2 );
|
||||
GfxRenderer.Bind( TextureID2 );
|
||||
SwitchExtension->Segments[1]->RenderLoft(
|
||||
rpts1, nnumPts, fTexLength); // prawa szyna normalna cała
|
||||
SwitchExtension->Segments[1]->RenderLoft(rpts2, nnumPts, fTexLength,
|
||||
@@ -1365,7 +1365,7 @@ void TTrack::Compile(GLuint tex)
|
||||
}
|
||||
else
|
||||
{ // lewa kiedyś działała lepiej niż prawa
|
||||
TextureManager.Bind( TextureID1 );
|
||||
GfxRenderer.Bind( TextureID1 );
|
||||
SwitchExtension->Segments[0]->RenderLoft(
|
||||
rpts1, nnumPts, fTexLength); // prawa szyna normalna cała
|
||||
SwitchExtension->Segments[0]->RenderLoft(rpts2, nnumPts, fTexLength,
|
||||
@@ -1374,7 +1374,7 @@ void TTrack::Compile(GLuint tex)
|
||||
rpts2, rpts4, nnumPts, fTexLength, 2,
|
||||
-SwitchExtension->fOffset2); // lewa iglica
|
||||
if (TextureID2 != TextureID1) // nie wiadomo, czy OpenGL to optymalizuje
|
||||
TextureManager.Bind( TextureID2 );
|
||||
GfxRenderer.Bind( TextureID2 );
|
||||
SwitchExtension->Segments[1]->RenderLoft(rpts1, nnumPts, fTexLength,
|
||||
2); // prawa szyna za iglicą
|
||||
SwitchExtension->Segments[1]->RenderSwitchRail(
|
||||
@@ -1422,7 +1422,7 @@ void TTrack::Compile(GLuint tex)
|
||||
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
|
||||
{ // tworzenie trójkątów nawierzchni szosy
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID1 );
|
||||
GfxRenderer.Bind( TextureID1 );
|
||||
Segment->RenderLoft(bpts1, iTrapezoid ? -2 : 2, fTexLength);
|
||||
}
|
||||
if (TextureID2)
|
||||
@@ -1430,7 +1430,7 @@ void TTrack::Compile(GLuint tex)
|
||||
{ // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak
|
||||
// w Midtown Madness 2?)
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID2 );
|
||||
GfxRenderer.Bind( TextureID2 );
|
||||
vector6 rpts1[6],
|
||||
rpts2[6]; // współrzędne przekroju i mapowania dla prawej i lewej strony
|
||||
if (fTexHeight1 >= 0.0)
|
||||
@@ -1610,7 +1610,7 @@ void TTrack::Compile(GLuint tex)
|
||||
// Midtown Madness 2?)
|
||||
if (TextureID2)
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID2 );
|
||||
GfxRenderer.Bind( TextureID2 );
|
||||
vector6 rpts1[6],
|
||||
rpts2[6]; // współrzędne przekroju i mapowania dla prawej i lewej strony
|
||||
// Ra 2014-07: trzeba to przerobić na pętlę i pobierać profile (przynajmniej 2..4) z
|
||||
@@ -1755,7 +1755,7 @@ void TTrack::Compile(GLuint tex)
|
||||
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
|
||||
{
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID1 );
|
||||
GfxRenderer.Bind( TextureID1 );
|
||||
glBegin(GL_TRIANGLE_FAN); // takie kółeczko będzie
|
||||
glNormal3f(0, 1, 0);
|
||||
glTexCoord2f(0.5, 0.5); //środek tekstury na środku skrzyżowania
|
||||
@@ -1787,7 +1787,7 @@ void TTrack::Compile(GLuint tex)
|
||||
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
|
||||
{
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID1 );
|
||||
GfxRenderer.Bind( TextureID1 );
|
||||
Segment->RenderLoft(bpts1, numPts, fTexLength);
|
||||
}
|
||||
if (TextureID2)
|
||||
@@ -1799,7 +1799,7 @@ void TTrack::Compile(GLuint tex)
|
||||
vector6 rpts2[3] = {vector6(-fHTW, 0.0, 1.0), vector6(-fHTW - side, 0.0, 0.5),
|
||||
vector6(-rozp, -fTexHeight1, 0.0)}; // Ra: po kiego 0.1?
|
||||
if (!tex)
|
||||
TextureManager.Bind( TextureID2 ); // brzeg rzeki
|
||||
GfxRenderer.Bind( TextureID2 ); // brzeg rzeki
|
||||
Segment->RenderLoft(rpts1, 3, fTexLength);
|
||||
Segment->RenderLoft(rpts2, 3, fTexLength);
|
||||
}
|
||||
@@ -2473,7 +2473,7 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
if (TextureID1)
|
||||
if ((seg = SwitchExtension->Segments[0]->RaSegCount()) > 0)
|
||||
{
|
||||
TextureManager.Bind( TextureID1 ); // szyny +
|
||||
GfxRenderer.Bind( TextureID1 ); // szyny +
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
iPtr += 24 * seg; // pominięcie lewej szyny
|
||||
@@ -2484,7 +2484,7 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
if (TextureID2)
|
||||
if ((seg = SwitchExtension->Segments[1]->RaSegCount()) > 0)
|
||||
{
|
||||
TextureManager.Bind( TextureID2 ); // szyny -
|
||||
GfxRenderer.Bind( TextureID2 ); // szyny -
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
iPtr += 24 * seg; // pominięcie lewej szyny
|
||||
@@ -2498,14 +2498,14 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
{
|
||||
if (TextureID2)
|
||||
{
|
||||
TextureManager.Bind( TextureID2 ); // podsypka
|
||||
GfxRenderer.Bind( TextureID2 ); // podsypka
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 8 * i, 8);
|
||||
iPtr += 8 * seg; // pominięcie podsypki
|
||||
}
|
||||
if (TextureID1)
|
||||
{
|
||||
TextureManager.Bind( TextureID1 ); // szyny
|
||||
GfxRenderer.Bind( TextureID1 ); // szyny
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
iPtr += 24 * seg; // pominięcie lewej szyny
|
||||
@@ -2520,7 +2520,7 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
{
|
||||
if (TextureID1)
|
||||
{
|
||||
TextureManager.Bind( TextureID1 ); // nawierzchnia
|
||||
GfxRenderer.Bind( TextureID1 ); // nawierzchnia
|
||||
for (i = 0; i < seg; ++i)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4);
|
||||
@@ -2529,7 +2529,7 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
}
|
||||
if (TextureID2)
|
||||
{
|
||||
TextureManager.Bind( TextureID2 ); // pobocze
|
||||
GfxRenderer.Bind( TextureID2 ); // pobocze
|
||||
if (fTexHeight1 >= 0.0)
|
||||
{ // normalna droga z poboczem
|
||||
for (i = 0; i < seg; ++i)
|
||||
@@ -2558,7 +2558,7 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
{
|
||||
if (TextureID1)
|
||||
{
|
||||
TextureManager.Bind( TextureID1 ); // nawierzchnia
|
||||
GfxRenderer.Bind( TextureID1 ); // nawierzchnia
|
||||
for (i = 0; i < seg; ++i)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4);
|
||||
@@ -2567,7 +2567,7 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
}
|
||||
if (TextureID2)
|
||||
{
|
||||
TextureManager.Bind( TextureID2 ); // pobocze
|
||||
GfxRenderer.Bind( TextureID2 ); // pobocze
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
iPtr += 6 * seg; // pominięcie lewego pobocza
|
||||
@@ -2583,6 +2583,8 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
void TTrack::EnvironmentSet()
|
||||
{ // ustawienie zmienionego światła
|
||||
glColor3f(1.0f, 1.0f, 1.0f); // Ra: potrzebne to?
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
if (eEnvironment)
|
||||
{ // McZapkie-310702: zmiana oswietlenia w tunelu, wykopie
|
||||
GLfloat ambientLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
||||
@@ -2614,10 +2616,13 @@ void TTrack::EnvironmentSet()
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
void TTrack::EnvironmentReset()
|
||||
{ // przywrócenie domyślnego światła
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
switch (eEnvironment)
|
||||
{ // przywrócenie globalnych ustawień światła, o ile było zmienione
|
||||
case e_canyon: // wykop
|
||||
@@ -2626,6 +2631,7 @@ void TTrack::EnvironmentReset()
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
void TTrack::RenderDyn()
|
||||
|
||||
30
Traction.cpp
30
Traction.cpp
@@ -18,7 +18,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "logs.h"
|
||||
#include "mctools.h"
|
||||
#include "TractionPower.h"
|
||||
#include "Texture.h"
|
||||
#include "renderer.h"
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
/*
|
||||
@@ -116,7 +116,7 @@ void TTraction::Optimize()
|
||||
uiDisplayList = glGenLists(1);
|
||||
glNewList(uiDisplayList, GL_COMPILE);
|
||||
|
||||
TextureManager.Bind(0);
|
||||
GfxRenderer.Bind(0);
|
||||
// glColor3ub(0,0,0); McZapkie: to do render
|
||||
|
||||
// glPushMatrix();
|
||||
@@ -323,9 +323,15 @@ void TTraction::RenderDL(float mgn) // McZapkie: mgn to odleglosc od obserwatora
|
||||
g *= 0.6;
|
||||
b *= 0.6;
|
||||
}
|
||||
r *= Global::ambientDayLight[0]; // w zaleźności od koloru swiatła
|
||||
g *= Global::ambientDayLight[1];
|
||||
b *= Global::ambientDayLight[2];
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
r *= Global::ambientDayLight[ 0 ]; // w zaleźności od koloru swiatła
|
||||
g *= Global::ambientDayLight[ 1 ];
|
||||
b *= Global::ambientDayLight[ 2 ];
|
||||
#else
|
||||
r *= Global::DayLight.ambient[ 0 ]; // w zaleźności od koloru swiatła
|
||||
g *= Global::DayLight.ambient[ 1 ];
|
||||
b *= Global::DayLight.ambient[2];
|
||||
#endif
|
||||
if (linealpha > 1.0)
|
||||
linealpha = 1.0; // trzeba ograniczyć do <=1
|
||||
glColor4f(r, g, b, linealpha);
|
||||
@@ -463,7 +469,7 @@ void TTraction::RenderVBO(float mgn, int iPtr)
|
||||
{ // renderowanie z użyciem VBO
|
||||
if (Wires != 0 && !TestFlag(DamageFlag, 128)) // rysuj jesli sa druty i nie zerwana
|
||||
{
|
||||
TextureManager.Bind(0);
|
||||
GfxRenderer.Bind(0);
|
||||
glDisable(GL_LIGHTING); // aby nie używało wektorów normalnych do kolorowania
|
||||
glColor4f(0, 0, 0, 1); // jak nieznany kolor to czarne nieprzezroczyste
|
||||
if (!Global::bSmoothTraction)
|
||||
@@ -527,9 +533,15 @@ void TTraction::RenderVBO(float mgn, int iPtr)
|
||||
b = 0.0;
|
||||
break; //żółte z podłączonym zasilaniem z obu stron
|
||||
}
|
||||
r = r * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
|
||||
g = g * Global::ambientDayLight[1];
|
||||
b = b * Global::ambientDayLight[2];
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
r *= Global::ambientDayLight[ 0 ]; // w zaleźności od koloru swiatła
|
||||
g *= Global::ambientDayLight[ 1 ];
|
||||
b *= Global::ambientDayLight[ 2 ];
|
||||
#else
|
||||
r *= Global::DayLight.ambient[ 0 ]; // w zaleźności od koloru swiatła
|
||||
g *= Global::DayLight.ambient[ 1 ];
|
||||
b *= Global::DayLight.ambient[ 2 ];
|
||||
#endif
|
||||
if (linealpha > 1.0)
|
||||
linealpha = 1.0; // trzeba ograniczyć do <=1
|
||||
glColor4f(r, g, b, linealpha);
|
||||
|
||||
71
Train.cpp
71
Train.cpp
@@ -2832,6 +2832,20 @@ bool TTrain::Update( double const Deltatime )
|
||||
/// napędu
|
||||
}
|
||||
|
||||
if (Global::bMWDmasterEnable) // pobieranie danych dla pulpitu port (COM)
|
||||
{
|
||||
Console::ValueSet(0, mvOccupied->Compressor); // zbiornik główny
|
||||
Console::ValueSet(1, mvOccupied->PipePress); // przewód główny
|
||||
Console::ValueSet(2, mvOccupied->BrakePress); // cylinder hamulcowy
|
||||
Console::ValueSet(3, fHVoltage); // woltomierz wysokiego napięcia
|
||||
Console::ValueSet(4, fHCurrent[(mvControlled->TrainType & dt_EZT) ? 0 : 1]);
|
||||
// pierwszy amperomierz; dla EZT prąd całkowity
|
||||
Console::ValueSet(5, fHCurrent[2]); // drugi amperomierz 2
|
||||
Console::ValueSet(6, fHCurrent[3]); // drugi amperomierz 3
|
||||
Console::ValueSet(7, fTachoVelocity);
|
||||
//Console::ValueSet(8, mvControlled->BatteryVoltage); // jeszcze nie pora ;)
|
||||
}
|
||||
|
||||
// hunter-080812: wyrzucanie szybkiego na elektrykach gdy nie ma napiecia
|
||||
// przy dowolnym ustawieniu kierunkowego
|
||||
// Ra: to już jest w T_MoverParameters::TractionForce(), ale zależy od
|
||||
@@ -3752,12 +3766,21 @@ bool TTrain::Update( double const Deltatime )
|
||||
false) // nie blokujemy AI
|
||||
{ // Ra: nie najlepsze miejsce, ale na początek gdzieś to dać trzeba
|
||||
// Firleju: dlatego kasujemy i zastepujemy funkcją w Console
|
||||
if (((mvOccupied->BrakeHandle == FV4a) ||
|
||||
(mvOccupied->BrakeHandle == FVel6))) // może można usunąć ograniczenie do FV4a i FVel6?
|
||||
if (mvOccupied->BrakeHandle == FV4a)
|
||||
{
|
||||
double b = Console::AnalogCalibrateGet(0);
|
||||
b = b * 8 - 2;
|
||||
b = Global::CutValueToRange(-2.0, b, mvOccupied->BrakeCtrlPosNo); // przycięcie zmiennej do granic
|
||||
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode & 4) WriteLog("FV4a break position = " + to_string(b));
|
||||
ggBrakeCtrl.UpdateValue(b); // przesów bez zaokrąglenia
|
||||
mvOccupied->BrakeLevelSet(b);
|
||||
}
|
||||
if (mvOccupied->BrakeHandle == FVel6) // może można usunąć ograniczenie do FV4a i FVel6?
|
||||
{
|
||||
double b = Console::AnalogCalibrateGet(0);
|
||||
b = b * 7 - 1;
|
||||
b = Global::CutValueToRange(-1.0, b, mvOccupied->BrakeCtrlPosNo); // przycięcie zmiennej do granic
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode & 4) WriteLog("FVel6 break position = " + to_string(b));
|
||||
ggBrakeCtrl.UpdateValue(b); // przesów bez zaokrąglenia
|
||||
mvOccupied->BrakeLevelSet(b);
|
||||
}
|
||||
@@ -3768,19 +3791,23 @@ bool TTrain::Update( double const Deltatime )
|
||||
// ggBrakeCtrl.UpdateValue(double(mvOccupied->BrakeCtrlPos));
|
||||
ggBrakeCtrl.UpdateValue(mvOccupied->fBrakeCtrlPos);
|
||||
ggBrakeCtrl.Update();
|
||||
|
||||
|
||||
}
|
||||
if (ggLocalBrake.SubModel)
|
||||
{
|
||||
if (DynamicObject->Mechanik ?
|
||||
(DynamicObject->Mechanik->AIControllFlag ? false : (Global::iFeedbackMode == 4 || Global::bMWDmasterEnable)) :
|
||||
(DynamicObject->Mechanik->AIControllFlag ? false : (Global::iFeedbackMode == 4 || (Global::bMWDmasterEnable && Global::bMWDBreakEnable))) :
|
||||
false) // nie blokujemy AI
|
||||
{ // Ra: nie najlepsze miejsce, ale na początek gdzieś to dać trzeba
|
||||
// Firleju: dlatego kasujemy i zastepujemy funkcją w Console
|
||||
if ((mvOccupied->BrakeLocHandle == FD1))
|
||||
{
|
||||
double b = Console::AnalogCalibrateGet(1);
|
||||
b *= 10;
|
||||
b = Global::CutValueToRange(0.0, b, LocalBrakePosNo); // przycięcie zmiennej do granic
|
||||
ggLocalBrake.UpdateValue(b); // przesów bez zaokrąglenia
|
||||
if (Global::bMWDdebugEnable && Global::iMWDDebugMode & 4) WriteLog("FD1 break position = " + to_string(b));
|
||||
mvOccupied->LocalBrakePos =
|
||||
int(1.09 * b); // sposób zaokrąglania jest do ustalenia
|
||||
}
|
||||
@@ -4671,7 +4698,7 @@ bool TTrain::Update( double const Deltatime )
|
||||
if ((!Console::Pressed(Global::Keys[k_DecBrakeLevel])) &&
|
||||
(!Console::Pressed(Global::Keys[k_WaveBrake])) && (mvOccupied->BrakeCtrlPos == -1) &&
|
||||
(mvOccupied->BrakeHandle == FVel6) && (DynamicObject->Controller != AIdriver) &&
|
||||
(Global::iFeedbackMode != 4))
|
||||
(Global::iFeedbackMode != 4) && (!(Global::bMWDmasterEnable && Global::bMWDBreakEnable)))
|
||||
{
|
||||
// mvOccupied->BrakeCtrlPos=(mvOccupied->BrakeCtrlPos)+1;
|
||||
// mvOccupied->IncBrakeLevel();
|
||||
@@ -5001,6 +5028,40 @@ bool TTrain::Update( double const Deltatime )
|
||||
btHaslerBrakes.Turn(DynamicObject->MoverParameters->BrakePress > 0.4); // ciśnienie w cylindrach
|
||||
btHaslerCurrent.Turn(DynamicObject->MoverParameters->Im != 0.0); // prąd na silnikach
|
||||
|
||||
// calculate current level of interior illumination
|
||||
// TODO: organize it along with rest of train update in a more sensible arrangement
|
||||
switch( iCabLightFlag ) // Ra: uzeleżnic od napięcia w obwodzie sterowania
|
||||
{ // hunter-091012: uzaleznienie jasnosci od przetwornicy
|
||||
case 0: {
|
||||
//światło wewnętrzne zgaszone
|
||||
DynamicObject->InteriorLightLevel = 0.0f;
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
//światło wewnętrzne przygaszone (255 216 176)
|
||||
if( mvOccupied->ConverterFlag == true ) {
|
||||
// jasnosc dla zalaczonej przetwornicy
|
||||
DynamicObject->InteriorLightLevel = 0.75f;
|
||||
}
|
||||
else {
|
||||
DynamicObject->InteriorLightLevel = 0.375f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
//światło wewnętrzne zapalone (255 216 176)
|
||||
if( mvOccupied->ConverterFlag ==
|
||||
true ) // jasnosc dla zalaczonej przetwornicy
|
||||
{
|
||||
DynamicObject->InteriorLightLevel = 1.0f;
|
||||
}
|
||||
else {
|
||||
DynamicObject->InteriorLightLevel = 0.5f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_updated = true;
|
||||
return true; //(DynamicObject->Update(dt));
|
||||
} // koniec update
|
||||
|
||||
561
World.cpp
561
World.cpp
@@ -21,7 +21,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Globals.h"
|
||||
#include "Logs.h"
|
||||
#include "MdlMngr.h"
|
||||
#include "Texture.h"
|
||||
#include "renderer.h"
|
||||
#include "Timer.h"
|
||||
#include "mtable.h"
|
||||
#include "Sound.h"
|
||||
@@ -31,6 +31,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Train.h"
|
||||
#include "Driver.h"
|
||||
#include "Console.h"
|
||||
#include "color.h"
|
||||
|
||||
#define TEXTURE_FILTER_CONTROL_EXT 0x8500
|
||||
#define TEXTURE_LOD_BIAS_EXT 0x8501
|
||||
@@ -263,93 +264,36 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Max texture size: " + std::to_string(Global::iMaxTextureSize));
|
||||
}
|
||||
/*-----------------------Render Initialization----------------------*/
|
||||
if (Global::fOpenGL >= 1.2) // poniższe nie działa w 1.1
|
||||
glTexEnvf(TEXTURE_FILTER_CONTROL_EXT, TEXTURE_LOD_BIAS_EXT, -1);
|
||||
GLfloat FogColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear screen and depth buffer
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glLoadIdentity();
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadIdentity();
|
||||
// WriteLog("glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0); ");
|
||||
// glClearColor (1.0, 0.0, 0.0, 0.0); // Background Color
|
||||
// glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0);
|
||||
// Background // Color
|
||||
glClearColor(Global::Background[0], Global::Background[1], Global::Background[2], 1.0); // Background Color
|
||||
|
||||
WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
|
||||
glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
|
||||
glClearDepth( 1.0f ); // ZBuffer Value
|
||||
glClearColor( 51.0f / 255.0f, 106.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // Background Color
|
||||
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear screen and depth buffer
|
||||
|
||||
WriteLog("glClearDepth(1.0f); ");
|
||||
glClearDepth(1.0f); // ZBuffer Value
|
||||
|
||||
// glEnable(GL_NORMALIZE);
|
||||
// glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
// glEnable(GL_CULL_FACE);
|
||||
WriteLog("glEnable(GL_TEXTURE_2D);");
|
||||
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
|
||||
WriteLog("glShadeModel(GL_SMOOTH);");
|
||||
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
|
||||
WriteLog("glEnable(GL_DEPTH_TEST);");
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// McZapkie:261102-uruchomienie polprzezroczystosci (na razie linie) pod kierunkiem Marcina
|
||||
// if (Global::bRenderAlpha) //Ra: wywalam tę flagę
|
||||
{
|
||||
WriteLog("glEnable(GL_BLEND);");
|
||||
glEnable(GL_BLEND);
|
||||
WriteLog("glEnable(GL_ALPHA_TEST);");
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
WriteLog("glAlphaFunc(GL_GREATER,0.04);");
|
||||
glAlphaFunc(GL_GREATER, 0.04);
|
||||
WriteLog("glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);");
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
WriteLog("glDepthFunc(GL_LEQUAL);");
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
WriteLog("glEnable(GL_ALPHA_TEST);");
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
WriteLog("glAlphaFunc(GL_GREATER,0.5);");
|
||||
glAlphaFunc(GL_GREATER,0.5);
|
||||
WriteLog("glDepthFunc(GL_LEQUAL);");
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
WriteLog("glDisable(GL_BLEND);");
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
*/
|
||||
/* zakomentowanie to co bylo kiedys mieszane
|
||||
WriteLog("glEnable(GL_ALPHA_TEST);");
|
||||
glEnable(GL_ALPHA_TEST);//glGetIntegerv()
|
||||
WriteLog("glAlphaFunc(GL_GREATER,0.5);");
|
||||
// glAlphaFunc(GL_LESS,0.5);
|
||||
glAlphaFunc(GL_GREATER,0.5);
|
||||
// glBlendFunc(GL_SRC_ALPHA,GL_ONE);
|
||||
WriteLog("glDepthFunc(GL_LEQUAL);");
|
||||
glDepthFunc(GL_LEQUAL);//EQUAL);
|
||||
// The Type Of Depth Testing To Do
|
||||
// glEnable(GL_BLEND);
|
||||
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
||||
*/
|
||||
|
||||
WriteLog("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);");
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
||||
|
||||
WriteLog("glPolygonMode(GL_FRONT, GL_FILL);");
|
||||
glPolygonMode(GL_FRONT, GL_FILL);
|
||||
WriteLog("glFrontFace(GL_CCW);");
|
||||
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
|
||||
WriteLog("glEnable(GL_CULL_FACE); ");
|
||||
glEnable(GL_CULL_FACE); // Cull back-facing triangles
|
||||
WriteLog("glLineWidth(1.0f);");
|
||||
glLineWidth(1.0f);
|
||||
// glLineWidth(2.0f);
|
||||
WriteLog("glPointSize(3.0f);");
|
||||
glPointSize(3.0f);
|
||||
// glHint( GL_POINT_SMOOTH_HINT, GL_NICEST ); // Really Nice Perspective Calculations
|
||||
// glEnable( GL_POINT_SMOOTH );
|
||||
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// ----------- LIGHTING SETUP -----------
|
||||
// Light values and coordinates
|
||||
|
||||
@@ -361,7 +305,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
Global::lightPos[3] = 0.0f;
|
||||
|
||||
// Ra: światła by sensowniej było ustawiać po wczytaniu scenerii
|
||||
|
||||
// TODO: re-implement this
|
||||
// Ra: szczątkowe światło rozproszone - żeby było cokolwiek widać w ciemności
|
||||
WriteLog("glLightModelfv(GL_LIGHT_MODEL_AMBIENT,darkLight);");
|
||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Global::darkLight);
|
||||
@@ -377,41 +321,20 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
|
||||
WriteLog("glEnable(GL_LIGHT0);");
|
||||
glEnable(GL_LIGHT0);
|
||||
|
||||
#endif
|
||||
// glColor() ma zmieniać kolor wybrany w glColorMaterial()
|
||||
WriteLog("glEnable(GL_COLOR_MATERIAL);");
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
WriteLog("glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);");
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
glColor4fv(Global::whiteLight);
|
||||
|
||||
// WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT, whiteLight );");
|
||||
// glMaterialfv( GL_FRONT, GL_AMBIENT, Global::whiteLight );
|
||||
|
||||
WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, whiteLight );");
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, Global::whiteLight);
|
||||
|
||||
/*
|
||||
WriteLog("glMaterialfv( GL_FRONT, GL_SPECULAR, noLight );");
|
||||
glMaterialfv( GL_FRONT, GL_SPECULAR, Global::noLight );
|
||||
*/
|
||||
|
||||
WriteLog("glEnable(GL_LIGHTING);");
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
WriteLog("glFogi(GL_FOG_MODE, GL_LINEAR);");
|
||||
glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Mode
|
||||
WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
|
||||
GLfloat FogColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
|
||||
// glFogf(GL_FOG_DENSITY, 0.594f); // How Dense Will The
|
||||
//Fog
|
||||
// Be
|
||||
// glHint(GL_FOG_HINT, GL_NICEST); // Fog Hint Value
|
||||
WriteLog("glFogf(GL_FOG_START, 1000.0f);");
|
||||
glFogf(GL_FOG_START, 10.0f); // Fog Start Depth
|
||||
WriteLog("glFogf(GL_FOG_END, 2000.0f);");
|
||||
glFogf(GL_FOG_END, 200.0f); // Fog End Depth
|
||||
WriteLog("glEnable(GL_FOG);");
|
||||
glEnable(GL_FOG); // Enables GL_FOG
|
||||
|
||||
// Ra: ustawienia testowe
|
||||
@@ -472,39 +395,49 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
SetForegroundWindow(hWnd);
|
||||
WriteLog("Sound Init");
|
||||
|
||||
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
||||
glDisable( GL_DEPTH_TEST ); // Disables depth testing
|
||||
#ifndef EU07_USE_OLD_LIGHTING_MODEL
|
||||
glEnable( GL_LIGHTING );
|
||||
glEnable( GL_LIGHT0 );
|
||||
#endif
|
||||
|
||||
glLoadIdentity();
|
||||
// glColor4f(0.3f,0.0f,0.0f,0.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glTranslatef(0.0f, 0.0f, -0.50f);
|
||||
// glTranslatef(0.0f, 0.0f, -0.50f);
|
||||
// glRasterPos2f(-0.25f, -0.10f);
|
||||
glDisable(GL_DEPTH_TEST); // Disables depth testing
|
||||
glColor3f(3.0f, 3.0f, 3.0f);
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
glColor3f( 3.0f, 3.0f, 3.0f );
|
||||
#else
|
||||
glColor3f( 1.0f, 1.0f, 1.0f );
|
||||
#endif
|
||||
|
||||
auto logo = TextureManager.GetTextureId( "logo", szTexturePath, 6 );
|
||||
TextureManager.Bind(logo); // Select our texture
|
||||
auto logo = GfxRenderer.GetTextureId( "logo", szTexturePath, 6 );
|
||||
GfxRenderer.Bind(logo); // Select our texture
|
||||
|
||||
float const widthratio = ( 4.0f / 3.0f ) / ( (float)Global::iWindowWidth / Global::iWindowHeight );
|
||||
|
||||
glBegin(GL_QUADS); // Drawing using triangles
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex3f(-0.28f, -0.22f, 0.0f); // bottom left of the texture and quad
|
||||
glVertex2f( -widthratio, -1.0f ); // bottom left of the texture and quad
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex3f(0.28f, -0.22f, 0.0f); // bottom right of the texture and quad
|
||||
glVertex2f(widthratio, -1.0f); // bottom right of the texture and quad
|
||||
glTexCoord2f(1.0f, 1.0f);
|
||||
glVertex3f(0.28f, 0.22f, 0.0f); // top right of the texture and quad
|
||||
glVertex2f(widthratio, 1.0f); // top right of the texture and quad
|
||||
glTexCoord2f(0.0f, 1.0f);
|
||||
glVertex3f(-0.28f, 0.22f, 0.0f); // top left of the texture and quad
|
||||
glVertex2f( -widthratio, 1.0f ); // top left of the texture and quad
|
||||
glEnd();
|
||||
//~logo; Ra: to jest bez sensu zapis
|
||||
glColor3f(0.0f, 0.0f, 100.0f);
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.09f);
|
||||
glRasterPos2f(-0.85f * widthratio, -0.25f);
|
||||
glPrint("Uruchamianie / Initializing...");
|
||||
glRasterPos2f(-0.25f, -0.10f);
|
||||
glRasterPos2f(-0.85f * widthratio, -0.30f);
|
||||
glPrint("Dzwiek / Sound...");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
/*-----------------------Sound Initialization-----------------------*/
|
||||
TSoundsManager::Init(hWnd);
|
||||
// TSoundsManager::LoadSounds( "" );
|
||||
@@ -512,7 +445,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Sound Init OK");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.11f);
|
||||
glRasterPos2f(-0.25f * widthratio, -0.30f);
|
||||
glPrint("OK.");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -523,7 +456,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Textures init");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.12f);
|
||||
glRasterPos2f(-0.85f * widthratio, -0.35f);
|
||||
glPrint("Tekstury / Textures...");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -533,7 +466,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Textures init OK");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.13f);
|
||||
glRasterPos2f( -0.25f * widthratio, -0.35f );
|
||||
glPrint("OK.");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -541,7 +474,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Models init");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.14f);
|
||||
glRasterPos2f( -0.85f * widthratio, -0.40f );
|
||||
glPrint("Modele / Models...");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -551,7 +484,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Models init OK");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.15f);
|
||||
glRasterPos2f( -0.25f * widthratio, -0.40f );
|
||||
glPrint("OK.");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -559,18 +492,35 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Ground init");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.16f);
|
||||
glRasterPos2f( -0.85f * widthratio, -0.45f );
|
||||
glPrint("Sceneria / Scenery (please wait)...");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
|
||||
#ifndef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// setup lighting
|
||||
// GLfloat ambient[] = { 0.65f, 0.65f, 0.65f, 0.5f };
|
||||
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
|
||||
|
||||
Global::DayLight.id = opengl_renderer::sunlight;
|
||||
// directional light
|
||||
// TODO, TBD: test omni-directional variant
|
||||
Global::DayLight.position[ 3 ] = 1.0f;
|
||||
::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0 );
|
||||
// rgb value for 5780 kelvin
|
||||
Global::DayLight.diffuse[ 0 ] = 255.0 / 255.0;
|
||||
Global::DayLight.diffuse[ 1 ] = 242.0 / 255.0;
|
||||
Global::DayLight.diffuse[ 2 ] = 231.0 / 255.0;
|
||||
#endif
|
||||
|
||||
Ground.Init(Global::SceneryFile, hDC);
|
||||
// Global::tSinceStart= 0;
|
||||
Clouds.Init();
|
||||
Environment.init();
|
||||
WriteLog("Ground init OK");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.17f);
|
||||
glRasterPos2f( -0.25f * widthratio, -0.45f );
|
||||
glPrint("OK.");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -587,7 +537,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
char buff[255] = "Player train init: ";
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.18f);
|
||||
glRasterPos2f( -0.85f * widthratio, -0.50f );
|
||||
glPrint("Przygotowanie kabiny do sterowania...");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -608,7 +558,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
WriteLog("Player train init OK");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.19f);
|
||||
glRasterPos2f( -0.25f * widthratio, -0.50f );
|
||||
glPrint("OK.");
|
||||
}
|
||||
FollowView();
|
||||
@@ -620,7 +570,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.20f);
|
||||
glRasterPos2f( -0.85f * widthratio, -0.50f );
|
||||
glPrint("Blad inicjalizacji sterowanego pojazdu!");
|
||||
}
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
@@ -636,7 +586,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
Error("Player train not exist!");
|
||||
if (Global::detonatoryOK)
|
||||
{
|
||||
glRasterPos2f(-0.25f, -0.20f);
|
||||
glRasterPos2f( -0.85f * widthratio, -0.55f );
|
||||
glPrint("Wybrany pojazd nie istnieje w scenerii!");
|
||||
}
|
||||
}
|
||||
@@ -664,9 +614,9 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
|
||||
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //{Texture blends with object
|
||||
// background}
|
||||
if (Global::bOldSmudge == true)
|
||||
light = TextureManager.GetTextureId( "smuga.tga", szTexturePath );
|
||||
light = GfxRenderer.GetTextureId( "smuga.tga", szTexturePath );
|
||||
else
|
||||
light = TextureManager.GetTextureId( "smuga2.tga", szTexturePath );
|
||||
light = GfxRenderer.GetTextureId( "smuga2.tga", szTexturePath );
|
||||
// Camera.Reset();
|
||||
Timer::ResetTimers();
|
||||
WriteLog( "Load time: " +
|
||||
@@ -766,59 +716,102 @@ void TWorld::OnKeyDown(int cKey)
|
||||
}
|
||||
else if ((cKey >= VK_F1) ? (cKey <= VK_F12) : false)
|
||||
{
|
||||
switch (cKey)
|
||||
{
|
||||
case VK_F1: // czas i relacja
|
||||
case VK_F3:
|
||||
case VK_F5: // przesiadka do innego pojazdu
|
||||
case VK_F8: // FPS
|
||||
case VK_F9: // wersja, typ wyświetlania, błędy OpenGL
|
||||
case VK_F10:
|
||||
if (Global::iTextMode == cKey)
|
||||
Global::iTextMode =
|
||||
(Global::iPause && (cKey != VK_F1) ? VK_F1 :
|
||||
0); // wyłączenie napisów, chyba że pauza
|
||||
else
|
||||
Global::iTextMode = cKey;
|
||||
break;
|
||||
case VK_F2: // parametry pojazdu
|
||||
if (Global::iTextMode == cKey) // jeśli kolejne naciśnięcie
|
||||
++Global::iScreenMode[cKey - VK_F1]; // kolejny ekran
|
||||
else
|
||||
{ // pierwsze naciśnięcie daje pierwszy (tzn. zerowy) ekran
|
||||
Global::iTextMode = cKey;
|
||||
Global::iScreenMode[cKey - VK_F1] = 0;
|
||||
switch (cKey) {
|
||||
|
||||
case VK_F1: {
|
||||
if( DebugModeFlag ) {
|
||||
// additional time speedup keys in debug mode
|
||||
if( Console::Pressed( VK_CONTROL ) ) {
|
||||
// ctrl-f3
|
||||
GlobalTime->UpdateMTableTime( 20.0 * 60.0 );
|
||||
}
|
||||
else if( Console::Pressed( VK_SHIFT ) ) {
|
||||
// shift-f3
|
||||
GlobalTime->UpdateMTableTime( 5.0 * 60.0 );
|
||||
}
|
||||
}
|
||||
if( ( false == Console::Pressed( VK_CONTROL ) )
|
||||
&& ( false == Console::Pressed( VK_SHIFT ) ) ) {
|
||||
// czas i relacja
|
||||
if( Global::iTextMode == cKey ) {
|
||||
// wyłączenie napisów, chyba że pauza
|
||||
Global::iTextMode =
|
||||
( Global::iPause && ( cKey != VK_F1 ) ?
|
||||
VK_F1 :
|
||||
0 );
|
||||
}
|
||||
else
|
||||
Global::iTextMode = cKey;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case VK_F12: // coś tam jeszcze
|
||||
if (Console::Pressed(VK_CONTROL) && Console::Pressed(VK_SHIFT))
|
||||
DebugModeFlag = !DebugModeFlag; // taka opcjonalna funkcja, może się czasem przydać
|
||||
/* //Ra 2F1P: teraz włączanie i wyłączanie klawiszami cyfrowymi po użyciu [F12]
|
||||
else if (Console::Pressed(VK_SHIFT))
|
||||
{//odpalenie logu w razie "W"
|
||||
if ((Global::iWriteLogEnabled&2)==0) //nie było okienka
|
||||
{//otwarcie okna
|
||||
AllocConsole();
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
|
||||
}
|
||||
Global::iWriteLogEnabled|=3;
|
||||
} */
|
||||
else
|
||||
case VK_F2: {
|
||||
// parametry pojazdu
|
||||
if( Global::iTextMode == cKey ) {
|
||||
// jeśli kolejne naciśnięcie
|
||||
++Global::iScreenMode[ cKey - VK_F1 ]; // kolejny ekran
|
||||
}
|
||||
else {
|
||||
// pierwsze naciśnięcie daje pierwszy (tzn. zerowy) ekran
|
||||
Global::iTextMode = cKey;
|
||||
Global::iScreenMode[ cKey - VK_F1 ] = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case VK_F3: {
|
||||
Global::iTextMode = cKey;
|
||||
break;
|
||||
case VK_F4:
|
||||
InOutKey();
|
||||
break;
|
||||
case VK_F6:
|
||||
if (DebugModeFlag)
|
||||
{ // przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
|
||||
// Global::iViewMode=VK_F6;
|
||||
if (Console::Pressed(VK_CONTROL))
|
||||
Global::fTimeSpeed = (Console::Pressed(VK_SHIFT) ? 10.0 : 5.0);
|
||||
break;
|
||||
}
|
||||
case VK_F4: {
|
||||
InOutKey();
|
||||
break;
|
||||
}
|
||||
case VK_F5: {
|
||||
// przesiadka do innego pojazdu
|
||||
Global::iTextMode = cKey;
|
||||
break;
|
||||
}
|
||||
case VK_F6: {
|
||||
Global::iTextMode = cKey;
|
||||
// przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
|
||||
if( DebugModeFlag ) {
|
||||
|
||||
if( Console::Pressed( VK_CONTROL ) ) { Global::fTimeSpeed = ( Console::Pressed( VK_SHIFT ) ? 60.0 : 20.0 ); }
|
||||
else { Global::fTimeSpeed = ( Console::Pressed( VK_SHIFT ) ? 5.0 : 1.0 ); }
|
||||
}
|
||||
break;
|
||||
}
|
||||
case VK_F8: {
|
||||
Global::iTextMode = cKey;
|
||||
// FPS
|
||||
break;
|
||||
}
|
||||
case VK_F9: {
|
||||
Global::iTextMode = cKey;
|
||||
// wersja, typ wyświetlania, błędy OpenGL
|
||||
break;
|
||||
}
|
||||
case VK_F10: {
|
||||
if( Global::iTextMode == cKey ) {
|
||||
Global::iTextMode =
|
||||
( Global::iPause && ( cKey != VK_F1 ) ?
|
||||
VK_F1 :
|
||||
0 ); // wyłączenie napisów, chyba że pauza
|
||||
}
|
||||
else {
|
||||
Global::iTextMode = cKey;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case VK_F12: {
|
||||
// coś tam jeszcze
|
||||
if( Console::Pressed( VK_CONTROL )
|
||||
&& Console::Pressed( VK_SHIFT ) )
|
||||
DebugModeFlag = !DebugModeFlag; // taka opcjonalna funkcja, może się czasem przydać
|
||||
else
|
||||
Global::fTimeSpeed = (Console::Pressed(VK_SHIFT) ? 2.0 : 1.0);
|
||||
Global::iTextMode = cKey;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
// if (cKey!=VK_F4)
|
||||
return; // nie są przekazywane do pojazdu wcale
|
||||
@@ -984,7 +977,7 @@ void TWorld::OnKeyUp(int cKey)
|
||||
|
||||
void TWorld::OnMouseMove(double x, double y)
|
||||
{ // McZapkie:060503-definicja obracania myszy
|
||||
Camera.OnCursorMove(x * Global::fMouseXScale, -y * Global::fMouseYScale);
|
||||
Camera.OnCursorMove(x * Global::fMouseXScale / Global::ZoomFactor, -y * Global::fMouseYScale / Global::ZoomFactor);
|
||||
}
|
||||
|
||||
void TWorld::InOutKey()
|
||||
@@ -1157,7 +1150,8 @@ bool TWorld::Update()
|
||||
iCheckFPS = 0.25 * Timer::GetFPS(); // tak za 0.25 sekundy sprawdzić ponownie (jeszcze przycina?)
|
||||
}
|
||||
Timer::UpdateTimers(Global::iPause);
|
||||
if (!Global::iPause)
|
||||
if( (Global::iPause == false)
|
||||
|| (m_init == false) )
|
||||
{ // jak pauza, to nie ma po co tego przeliczać
|
||||
GlobalTime->UpdateMTableTime(Timer::GetDeltaTime()); // McZapkie-300302: czas rozkladowy
|
||||
// Ra 2014-07: przeliczenie kąta czasu (do animacji zależnych od czasu)
|
||||
@@ -1170,7 +1164,7 @@ bool TWorld::Update()
|
||||
Global::fClockAngleDeg[4] = 36.0 * (GlobalTime->hh % 10); // jednostki godzin
|
||||
Global::fClockAngleDeg[5] = 36.0 * (GlobalTime->hh / 10); // dziesiątki godzin
|
||||
|
||||
Update_Lights();
|
||||
Update_Environment();
|
||||
} // koniec działań niewykonywanych podczas pauzy
|
||||
// poprzednie jakoś tam działało
|
||||
double dt = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu
|
||||
@@ -1243,6 +1237,8 @@ bool TWorld::Update()
|
||||
|
||||
Ground.CheckQuery();
|
||||
|
||||
Ground.Update_Lights();
|
||||
|
||||
if( Train != nullptr ) {
|
||||
TSubModel::iInstance = reinterpret_cast<int>( Train->Dynamic() );
|
||||
Train->Update( dt );
|
||||
@@ -1254,13 +1250,17 @@ bool TWorld::Update()
|
||||
// przy 0.25 smuga gaśnie o 6:37 w Quarku, a mogłaby już 5:40
|
||||
// Ra 2014-12: przy 0.15 się skarżyli, że nie widać smug => zmieniłem na 0.25
|
||||
// changed light activation threshold to 0.5, paired with strength reduction in daylight
|
||||
if (Train) // jeśli nie usunięty
|
||||
if( Train ) {
|
||||
// jeśli nie usunięty
|
||||
Global::bSmudge =
|
||||
( FreeFlyModeFlag ?
|
||||
false :
|
||||
( Train->Dynamic()->fShade <= 0.0 ?
|
||||
(Global::fLuminance <= 0.5) :
|
||||
(Train->Dynamic()->fShade * Global::fLuminance <= 0.5) ) );
|
||||
( Global::fLuminance <= 0.5 ) :
|
||||
( Train->Dynamic()->fShade * Global::fLuminance <= 0.5 ) ) );
|
||||
}
|
||||
|
||||
m_init = true;
|
||||
|
||||
if (!Render())
|
||||
return false;
|
||||
@@ -1299,8 +1299,19 @@ TWorld::Update_Camera( double const Deltatime ) {
|
||||
if( FreeFlyModeFlag )
|
||||
Camera.RaLook(); // jednorazowe przestawienie kamery
|
||||
}
|
||||
else if( Console::Pressed( VK_RBUTTON ) ) //||Console::Pressed(VK_F4))
|
||||
else if( Console::Pressed( VK_RBUTTON ) ) { //||Console::Pressed(VK_F4))
|
||||
FollowView( false ); // bez wyciszania dźwięków
|
||||
}
|
||||
else if( true == Console::Pressed( VK_MBUTTON ) ) {
|
||||
// middle mouse button controls zoom.
|
||||
Global::ZoomFactor = std::min( 4.5f, Global::ZoomFactor + 15.0f * static_cast<float>(Deltatime) );
|
||||
}
|
||||
else if( false == Console::Pressed( VK_MBUTTON ) ) {
|
||||
// reset zoom level if the button is no longer held down.
|
||||
// NOTE: yes, this is terrible way to go about it. it'll do for now.
|
||||
Global::ZoomFactor = std::max( 1.0f, Global::ZoomFactor - 15.0f * static_cast<float>( Deltatime ) );
|
||||
}
|
||||
|
||||
/*
|
||||
else if( Global::iTextMode == -1 ) { // tu mozna dodac dopisywanie do logu przebiegu lokomotywy
|
||||
WriteLog( "Number of textures used: " + std::to_string( Global::iTextures ) );
|
||||
@@ -1397,7 +1408,9 @@ TWorld::Update_Camera( double const Deltatime ) {
|
||||
}
|
||||
}
|
||||
|
||||
void TWorld::Update_Lights() {
|
||||
void TWorld::Update_Environment() {
|
||||
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
|
||||
if( Global::fMoveLight < 0.0 ) {
|
||||
return;
|
||||
@@ -1480,7 +1493,7 @@ void TWorld::Update_Lights() {
|
||||
+0.150 * ( Global::diffuseDayLight[ 0 ] + Global::ambientDayLight[ 0 ] ) // R
|
||||
+ 0.295 * ( Global::diffuseDayLight[ 1 ] + Global::ambientDayLight[ 1 ] ) // G
|
||||
+ 0.055 * ( Global::diffuseDayLight[ 2 ] + Global::ambientDayLight[ 2 ] ); // B
|
||||
|
||||
|
||||
vector3 sky = vector3( Global::AtmoColor[ 0 ], Global::AtmoColor[ 1 ], Global::AtmoColor[ 2 ] );
|
||||
if( Global::fLuminance < 0.25 ) { // przyspieszenie zachodu/wschodu
|
||||
sky *= 4.0 * Global::fLuminance; // nocny kolor nieba
|
||||
@@ -1493,7 +1506,9 @@ void TWorld::Update_Lights() {
|
||||
else {
|
||||
glFogfv( GL_FOG_COLOR, Global::FogColor ); // kolor mgły
|
||||
}
|
||||
glClearColor( sky.x, sky.y, sky.z, 0.0 ); // kolor nieba
|
||||
#else
|
||||
Environment.update();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool TWorld::Render()
|
||||
@@ -1502,42 +1517,26 @@ bool TWorld::Render()
|
||||
// glColor3b(255, 0, 255);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDepthFunc( GL_LEQUAL );
|
||||
|
||||
glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
|
||||
glLoadIdentity(); // reset the Projection Matrix
|
||||
// calculate the aspect ratio of the window
|
||||
gluPerspective( Global::FieldOfView / Global::ZoomFactor, (GLdouble)Global::ScreenWidth / (GLdouble)Global::ScreenHeight, 0.1f * Global::ZoomFactor, 2500.0f * Global::ZoomFactor );
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glLoadIdentity();
|
||||
Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
|
||||
|
||||
if (!Global::bWireFrame)
|
||||
{ // bez nieba w trybie rysowania linii
|
||||
glDisable(GL_FOG);
|
||||
Clouds.Render();
|
||||
glEnable(GL_FOG);
|
||||
if( !Global::bWireFrame ) {
|
||||
// bez nieba w trybie rysowania linii
|
||||
Environment.render();
|
||||
}
|
||||
if (Global::bUseVBO)
|
||||
{ // renderowanie przez VBO
|
||||
if (!Ground.RenderVBO(Camera.Pos))
|
||||
return false;
|
||||
if (!Ground.RenderAlphaVBO(Camera.Pos))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{ // renderowanie przez Display List
|
||||
if (!Ground.RenderDL(Camera.Pos))
|
||||
return false;
|
||||
if (!Ground.RenderAlphaDL(Camera.Pos))
|
||||
return false;
|
||||
}
|
||||
/*
|
||||
TSubModel::iInstance = (int)(Train ? Train->Dynamic() : 0); //żeby nie robić cudzych animacji
|
||||
// if (Camera.Type==tp_Follow)
|
||||
if (Train)
|
||||
Train->Update();
|
||||
*/
|
||||
|
||||
if( false == Ground.Render( Camera.Pos ) ) { return false; }
|
||||
|
||||
Render_Cab();
|
||||
Render_UI();
|
||||
|
||||
// glFlush();
|
||||
// Global::bReCompile=false; //Ra: już zrobiona rekompilacja
|
||||
ResourceManager::Sweep( Timer::GetSimulationTime() );
|
||||
|
||||
return true;
|
||||
@@ -1562,6 +1561,7 @@ TWorld::Render_Cab() {
|
||||
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
|
||||
if( ( Train->Dynamic()->mdKabina != Train->Dynamic()->mdModel ) &&
|
||||
@@ -1575,10 +1575,11 @@ TWorld::Render_Cab() {
|
||||
glLoadIdentity(); // zacząć od macierzy jedynkowej
|
||||
Camera.SetCabMatrix( pos ); // widok z kamery po przesunięciu
|
||||
glMultMatrixd( dynamic->mMatrix.getArray() ); // ta macierz nie ma przesunięcia
|
||||
|
||||
/*
|
||||
//*yB: moje smuuugi 1
|
||||
if( Global::bSmudge ) { // Ra: uwzględniłem zacienienie pojazdu przy zapalaniu smug
|
||||
// 1. warunek na smugę wyznaczyc wcześniej
|
||||
|
||||
// 1. warunek na smugę wyznaczyc wcześniej
|
||||
// 2. jeśli smuga włączona, nie renderować pojazdu użytkownika w DynObj
|
||||
// 3. jeśli smuga właczona, wyrenderować pojazd użytkownia po dodaniu smugi do sceny
|
||||
auto const &frontlights = Train->Controlled()->iLights[ 0 ];
|
||||
@@ -1605,7 +1606,7 @@ TWorld::Render_Cab() {
|
||||
glDisable( GL_DEPTH_TEST );
|
||||
glDisable( GL_LIGHTING );
|
||||
glDisable( GL_FOG );
|
||||
TextureManager.Bind( light ); // Select our texture
|
||||
GfxRenderer.Bind( light ); // Select our texture
|
||||
glBegin( GL_QUADS );
|
||||
float fSmudge =
|
||||
dynamic->MoverParameters->DimHalf.y + 7; // gdzie zaczynać smugę
|
||||
@@ -1647,28 +1648,29 @@ TWorld::Render_Cab() {
|
||||
glDisable( GL_LIGHTING );
|
||||
glDisable( GL_FOG );
|
||||
//glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
|
||||
TextureManager.Bind( light ); // Select our texture
|
||||
GfxRenderer.Bind( light ); // Select our texture
|
||||
//float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
|
||||
glBegin( GL_QUADS );
|
||||
float fSmudge = dynamic->MoverParameters->DimHalf.y + 7; // gdzie zaczynać smugę
|
||||
if( frontlightstrength > 0.f ) { // wystarczy jeden zapalony z przodu
|
||||
|
||||
if( frontlightstrength > 0.f ) {
|
||||
// wystarczy jeden zapalony z przodu
|
||||
for( int i = 15; i <= 35; i++ ) {
|
||||
float z = i * i * i * 0.01f;//25/4;
|
||||
//float C = (36 - i*0.5)*0.005*(1.5 - sqrt(ddl));
|
||||
float C = ( 36 - i*0.5 )*0.005*sqrt( ( 1 / sqrt( Global::fLuminance + 0.015 ) ) - 1 ) * frontlightstrength;
|
||||
glColor4f( C, C, C, 0.35f );// *frontlightstrength );
|
||||
glTexCoord2f( 0, 0 ); glVertex3f( -10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
|
||||
glTexCoord2f( 1, 0 ); glVertex3f( 10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
|
||||
glTexCoord2f( 1, 1 ); glVertex3f( 10 / 2 + 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3 );
|
||||
glColor4f( C, C, C, 1.0f );// *frontlightstrength );
|
||||
glTexCoord2f( 0, 0 ); glVertex3f( -10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
|
||||
glTexCoord2f( 1, 0 ); glVertex3f( 10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
|
||||
glTexCoord2f( 1, 1 ); glVertex3f( 10 / 2 + 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3 );
|
||||
glTexCoord2f( 0, 1 ); glVertex3f( -10 / 2 - 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3 );
|
||||
}
|
||||
}
|
||||
if( rearlightstrength > 0.f ) { // wystarczy jeden zapalony z tyłu
|
||||
if( rearlightstrength > 0.f ) {
|
||||
// wystarczy jeden zapalony z tyłu
|
||||
for( int i = 15; i <= 35; i++ ) {
|
||||
float z = i * i * i * 0.01f;//25/4;
|
||||
float C = ( 36 - i*0.5 )*0.005*sqrt( ( 1 / sqrt( Global::fLuminance + 0.015 ) ) - 1 ) * rearlightstrength;
|
||||
glColor4f( C, C, C, 0.35f );// *rearlightstrength );
|
||||
glColor4f( C, C, C, 1.0f );// *rearlightstrength );
|
||||
glTexCoord2f( 0, 0 ); glVertex3f( 10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3 );
|
||||
glTexCoord2f( 1, 0 ); glVertex3f( -10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3 );
|
||||
glTexCoord2f( 1, 1 ); glVertex3f( -10 / 2 - 2 * i / 4, -5.0 - 0.5*z, -13 - 1.7*z / 3 );
|
||||
@@ -1685,17 +1687,23 @@ TWorld::Render_Cab() {
|
||||
glEnable( GL_FOG );
|
||||
}
|
||||
}
|
||||
|
||||
glEnable( GL_LIGHTING ); // po renderowaniu smugi jest to wyłączone
|
||||
// Ra: pojazd użytkownika należało by renderować po smudze, aby go nie rozświetlała
|
||||
|
||||
Global::bSmudge = false; // aby model użytkownika się teraz wyrenderował
|
||||
dynamic->Render();
|
||||
dynamic->RenderAlpha(); // przezroczyste fragmenty pojazdów na torach
|
||||
} // yB: moje smuuugi 1 - koniec*/
|
||||
|
||||
} // yB: moje smuuugi 1 - koniec
|
||||
else
|
||||
glEnable( GL_LIGHTING ); // po renderowaniu drutów może być to wyłączone
|
||||
*/ glEnable( GL_LIGHTING ); // po renderowaniu drutów może być to wyłączone. TODO: have the wires render take care of its own shit
|
||||
|
||||
if( dynamic->mdKabina ) // bo mogła zniknąć przy przechodzeniu do innego pojazdu
|
||||
{ // oswietlenie kabiny
|
||||
{
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
// oswietlenie kabiny
|
||||
GLfloat ambientCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
GLfloat diffuseCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
GLfloat specularCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
@@ -1775,6 +1783,14 @@ TWorld::Render_Cab() {
|
||||
glLightfv( GL_LIGHT0, GL_AMBIENT, ambientCabLight );
|
||||
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuseCabLight );
|
||||
glLightfv( GL_LIGHT0, GL_SPECULAR, specularCabLight );
|
||||
#else
|
||||
if( dynamic->InteriorLightLevel > 0.0f ) {
|
||||
|
||||
// crude way to light the cabin, until we have something more complete in place
|
||||
auto const cablight = dynamic->InteriorLight * dynamic->InteriorLightLevel;
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
|
||||
}
|
||||
#endif
|
||||
if( Global::bUseVBO ) { // renderowanie z użyciem VBO
|
||||
dynamic->mdKabina->RaRender( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
|
||||
dynamic->mdKabina->RaRenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
|
||||
@@ -1783,10 +1799,19 @@ TWorld::Render_Cab() {
|
||||
dynamic->mdKabina->Render( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
|
||||
dynamic->mdKabina->RenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
|
||||
}
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
// przywrócenie standardowych, bo zawsze są zmieniane
|
||||
glLightfv( GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight );
|
||||
glLightfv( GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight );
|
||||
glLightfv( GL_LIGHT0, GL_SPECULAR, Global::specularDayLight );
|
||||
#else
|
||||
if( dynamic->InteriorLightLevel > 0.0f ) {
|
||||
// reset the overall ambient
|
||||
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
@@ -1794,10 +1819,18 @@ TWorld::Render_Cab() {
|
||||
void
|
||||
TWorld::Render_UI() {
|
||||
|
||||
// set the UI mode projection. TODO: rework it all into somethinig more elegant... eventually
|
||||
glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
|
||||
glLoadIdentity(); // reset the Projection Matrix
|
||||
// calculate the aspect ratio of the window
|
||||
gluPerspective( 45.0f, (GLdouble)Global::ScreenWidth / (GLdouble)Global::ScreenHeight, 0.2f, 2500.0f );
|
||||
glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
|
||||
glLoadIdentity();
|
||||
|
||||
if( DebugModeFlag && !Global::iTextMode ) {
|
||||
OutText1 = " FPS: ";
|
||||
OutText1 = "FPS: ";
|
||||
OutText1 += to_string( Timer::GetFPS(), 2 );
|
||||
OutText1 += Global::iSlowMotion ? "s" : "n";
|
||||
OutText1 += Global::iSlowMotion ? "(s)" : "(n)";
|
||||
|
||||
OutText1 += ( Timer::GetDeltaTime() >= 0.2 ) ? "!" : " ";
|
||||
// if (GetDeltaTime()>=0.2) //Ra: to za bardzo miota tekstem!
|
||||
@@ -1812,7 +1845,7 @@ TWorld::Render_UI() {
|
||||
|
||||
if( Global::iTextMode == VK_F8 ) {
|
||||
Global::iViewMode = VK_F8;
|
||||
OutText1 = " FPS: ";
|
||||
OutText1 = "FPS: ";
|
||||
OutText1 += to_string( Timer::GetFPS(), 2 );
|
||||
//OutText1 += sprintf();
|
||||
if( Global::iSlowMotion )
|
||||
@@ -1948,7 +1981,7 @@ TWorld::Render_UI() {
|
||||
SetWindowText( hWnd, Controlled->MoverParameters->Name.c_str() );
|
||||
else
|
||||
SetWindowText( hWnd, Global::SceneryFile.c_str() ); // nazwa scenerii
|
||||
TextureManager.Bind( 0 );
|
||||
GfxRenderer.Bind( 0 );
|
||||
glColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
|
||||
glLoadIdentity();
|
||||
glTranslatef( 0.0f, 0.0f, -0.50f );
|
||||
@@ -2247,7 +2280,9 @@ TWorld::Render_UI() {
|
||||
OutText1 +=
|
||||
" " +
|
||||
std::string( "S SEE NEN NWW SW" )
|
||||
.substr( 1 + 2 * floor( fmod( 8 + ( Camera.Yaw + 0.5 * M_PI_4 ) / M_PI_4, 8 ) ), 2 );
|
||||
.substr( 0 + 2 * floor( fmod( 8 + ( Camera.Yaw + 0.5 * M_PI_4 ) / M_PI_4, 8 ) ), 2 );
|
||||
// current luminance level
|
||||
OutText2 = "Light level: " + to_string( Global::fLuminance, 3 );
|
||||
}
|
||||
// OutText3= AnsiString(" Online documentation (PL, ENG, DE, soon CZ):
|
||||
// http://www.eu07.pl");
|
||||
@@ -2943,3 +2978,79 @@ void TWorld::CabChange(TDynamicObject *old, TDynamicObject *now)
|
||||
Global::changeDynObj = now; // uruchomienie protezy
|
||||
};
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void
|
||||
world_environment::init() {
|
||||
|
||||
m_sun.init();
|
||||
m_stars.init();
|
||||
m_clouds.Init();
|
||||
}
|
||||
|
||||
void
|
||||
world_environment::update() {
|
||||
|
||||
// move sun...
|
||||
m_sun.update();
|
||||
auto const position = m_sun.getPosition();
|
||||
// ...update the global data to match new sun state...
|
||||
Global::SunAngle = m_sun.getAngle();
|
||||
Global::DayLight.set_position( position );
|
||||
Global::DayLight.direction = -1.0 * m_sun.getDirection();
|
||||
// ...update skydome to match the current sun position as well...
|
||||
m_skydome.Update( position );
|
||||
// ...retrieve current sky colour and brightness...
|
||||
auto const skydomecolour = m_skydome.GetAverageColor();
|
||||
auto const skydomehsv = RGBtoHSV( skydomecolour );
|
||||
auto const intensity = std::min( 1.15f * (0.05f + m_sun.getIntensity() + skydomehsv.z), 1.25f );
|
||||
// ...update light colours and intensity.
|
||||
// NOTE: intensity combines intensity of the sun and the light reflected by the sky dome
|
||||
// it'd be more technically correct to have just the intensity of the sun here,
|
||||
// but whether it'd _look_ better is something to be tested
|
||||
Global::DayLight.diffuse[ 0 ] = intensity * 255.0f / 255.0f;
|
||||
Global::DayLight.diffuse[ 1 ] = intensity * 242.0f / 255.0f;
|
||||
Global::DayLight.diffuse[ 2 ] = intensity * 231.0f / 255.0f;
|
||||
|
||||
Global::DayLight.ambient[ 0 ] = skydomecolour.x;
|
||||
Global::DayLight.ambient[ 1 ] = skydomecolour.y;
|
||||
Global::DayLight.ambient[ 2 ] = skydomecolour.z;
|
||||
|
||||
Global::fLuminance = intensity;
|
||||
|
||||
// update the fog. setting it to match the average colour of the sky dome is cheap
|
||||
// but quite effective way to make the distant items blend with background better
|
||||
Global::FogColor[ 0 ] = skydomecolour.x;
|
||||
Global::FogColor[ 1 ] = skydomecolour.y;
|
||||
Global::FogColor[ 2 ] = skydomecolour.z;
|
||||
::glFogfv( GL_FOG_COLOR, Global::FogColor ); // kolor mgły
|
||||
|
||||
::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 1.0f ); // kolor nieba
|
||||
}
|
||||
|
||||
void
|
||||
world_environment::render() {
|
||||
|
||||
::glDisable( GL_LIGHTING );
|
||||
::glDisable( GL_FOG );
|
||||
::glDisable( GL_DEPTH_TEST );
|
||||
::glDepthMask( GL_FALSE );
|
||||
::glPushMatrix();
|
||||
::glTranslatef( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
|
||||
|
||||
m_skydome.Render();
|
||||
m_stars.render();
|
||||
m_clouds.Render( m_skydome.GetAverageColor() * 2.5f );
|
||||
|
||||
if( DebugModeFlag == true ) {
|
||||
// mark sun position for easier debugging
|
||||
m_sun.render();
|
||||
}
|
||||
Global::DayLight.apply_angle();
|
||||
Global::DayLight.apply_intensity();
|
||||
|
||||
::glPopMatrix();
|
||||
::glDepthMask( GL_TRUE );
|
||||
::glEnable( GL_DEPTH_TEST );
|
||||
::glEnable( GL_FOG );
|
||||
::glEnable( GL_LIGHTING );
|
||||
}
|
||||
|
||||
24
World.h
24
World.h
@@ -13,8 +13,26 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Camera.h"
|
||||
#include "Ground.h"
|
||||
#include "sky.h"
|
||||
#include "sun.h"
|
||||
#include "stars.h"
|
||||
#include "skydome.h"
|
||||
#include "mczapkie/mover.h"
|
||||
|
||||
// wrapper for environment elements -- sky, sun, stars, clouds etc
|
||||
class world_environment {
|
||||
|
||||
public:
|
||||
void init();
|
||||
void update();
|
||||
void render();
|
||||
|
||||
private:
|
||||
CSkyDome m_skydome;
|
||||
cStars m_stars;
|
||||
cSun m_sun;
|
||||
TSky m_clouds;
|
||||
};
|
||||
|
||||
class TWorld
|
||||
{
|
||||
void InOutKey();
|
||||
@@ -40,19 +58,19 @@ class TWorld
|
||||
std::string OutText2;
|
||||
std::string OutText3;
|
||||
std::string OutText4;
|
||||
void Update_Lights();
|
||||
void Update_Environment();
|
||||
void Update_Camera( const double Deltatime );
|
||||
bool Render();
|
||||
void Render_Cab();
|
||||
void Render_UI();
|
||||
TCamera Camera;
|
||||
TGround Ground;
|
||||
world_environment Environment;
|
||||
TTrain *Train;
|
||||
TDynamicObject *pDynamicNearest;
|
||||
bool Paused;
|
||||
GLuint base; // numer DL dla znaków w napisach
|
||||
texture_manager::size_type light; // numer tekstury dla smugi
|
||||
TSky Clouds;
|
||||
TEvent *KeyEvents[10]; // eventy wyzwalane z klawiaury
|
||||
TMoverParameters *mvControlled; // wskaźnik na człon silnikowy, do wyświetlania jego parametrów
|
||||
int iCheckFPS; // kiedy znów sprawdzić FPS, żeby wyłączać optymalizacji od razu do zera
|
||||
@@ -63,10 +81,12 @@ class TWorld
|
||||
double VelPrev; // poprzednia prędkość
|
||||
int tprev; // poprzedni czas
|
||||
double Acc; // przyspieszenie styczne
|
||||
bool m_init{ false }; // indicates whether initial update of the world was performed
|
||||
public:
|
||||
void ModifyTGA(std::string const &dir = "");
|
||||
void CreateE3D(std::string const &dir = "", bool dyn = false);
|
||||
void CabChange(TDynamicObject *old, TDynamicObject *now);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
118
color.h
Normal file
118
color.h
Normal file
@@ -0,0 +1,118 @@
|
||||
#pragma once
|
||||
|
||||
#include "float3d.h"
|
||||
|
||||
inline
|
||||
float3
|
||||
XYZtoRGB( float3 const &XYZ ) {
|
||||
|
||||
// M^-1 for Adobe RGB from http://www.brucelindbloom.com/Eqn_RGB_XYZ_Matrix.html
|
||||
float const mi[ 3 ][ 3 ] = { 2.041369, -0.969266, 0.0134474, -0.5649464, 1.8760108, -0.1183897, -0.3446944, 0.041556, 1.0154096 };
|
||||
// m^-1 for sRGB:
|
||||
// float const mi[ 3 ][ 3 ] = { 3.240479, -0.969256, 0.055648, -1.53715, 1.875991, -0.204043, -0.49853, 0.041556, 1.057311 };
|
||||
|
||||
return float3{
|
||||
XYZ.x*mi[ 0 ][ 0 ] + XYZ.y*mi[ 1 ][ 0 ] + XYZ.z*mi[ 2 ][ 0 ],
|
||||
XYZ.x*mi[ 0 ][ 1 ] + XYZ.y*mi[ 1 ][ 1 ] + XYZ.z*mi[ 2 ][ 1 ],
|
||||
XYZ.x*mi[ 0 ][ 2 ] + XYZ.y*mi[ 1 ][ 2 ] + XYZ.z*mi[ 2 ][ 2 ] };
|
||||
}
|
||||
|
||||
inline
|
||||
float3
|
||||
RGBtoHSV( float3 const &RGB ) {
|
||||
|
||||
float3 hsv;
|
||||
|
||||
float const max = std::max( std::max( RGB.x, RGB.y ), RGB.z );
|
||||
float const min = std::min( std::min( RGB.x, RGB.y ), RGB.z );
|
||||
float const delta = max - min;
|
||||
|
||||
hsv.z = max; // v
|
||||
if( delta < 0.00001 ) {
|
||||
hsv.y = 0;
|
||||
hsv.x = 0; // undefined, maybe nan?
|
||||
return hsv;
|
||||
}
|
||||
if( max > 0.0 ) { // NOTE: if Max is == 0, this divide would cause a crash
|
||||
hsv.y = ( delta / max ); // s
|
||||
}
|
||||
else {
|
||||
// if max is 0, then r = g = b = 0
|
||||
// s = 0, v is undefined
|
||||
hsv.y = 0.0;
|
||||
hsv.x = NAN; // its now undefined
|
||||
return hsv;
|
||||
}
|
||||
if( RGB.x >= max ) // > is bogus, just keeps compilor happy
|
||||
hsv.x = ( RGB.y - RGB.z ) / delta; // between yellow & magenta
|
||||
else
|
||||
if( RGB.y >= max )
|
||||
hsv.x = 2.0 + ( RGB.y - RGB.x ) / delta; // between cyan & yellow
|
||||
else
|
||||
hsv.x = 4.0 + ( RGB.x - RGB.y ) / delta; // between magenta & cyan
|
||||
|
||||
hsv.x *= 60.0; // degrees
|
||||
|
||||
if( hsv.x < 0.0 )
|
||||
hsv.x += 360.0;
|
||||
|
||||
return hsv;
|
||||
}
|
||||
|
||||
inline
|
||||
float3
|
||||
HSVtoRGB( float3 const &HSV ) {
|
||||
|
||||
float3 rgb;
|
||||
|
||||
if( HSV.y <= 0.0 ) { // < is bogus, just shuts up warnings
|
||||
rgb.x = HSV.z;
|
||||
rgb.y = HSV.z;
|
||||
rgb.z = HSV.z;
|
||||
return rgb;
|
||||
}
|
||||
float hh = HSV.x;
|
||||
if( hh >= 360.0 ) hh = 0.0;
|
||||
hh /= 60.0;
|
||||
int const i = (int)hh;
|
||||
float const ff = hh - i;
|
||||
float const p = HSV.z * ( 1.0 - HSV.y );
|
||||
float const q = HSV.z * ( 1.0 - ( HSV.y * ff ) );
|
||||
float const t = HSV.z * ( 1.0 - ( HSV.y * ( 1.0 - ff ) ) );
|
||||
|
||||
switch( i ) {
|
||||
case 0:
|
||||
rgb.x = HSV.z;
|
||||
rgb.y = t;
|
||||
rgb.z = p;
|
||||
break;
|
||||
case 1:
|
||||
rgb.x = q;
|
||||
rgb.y = HSV.z;
|
||||
rgb.z = p;
|
||||
break;
|
||||
case 2:
|
||||
rgb.x = p;
|
||||
rgb.y = HSV.z;
|
||||
rgb.z = t;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
rgb.x = p;
|
||||
rgb.y = q;
|
||||
rgb.z = HSV.z;
|
||||
break;
|
||||
case 4:
|
||||
rgb.x = t;
|
||||
rgb.y = p;
|
||||
rgb.z = HSV.z;
|
||||
break;
|
||||
case 5:
|
||||
default:
|
||||
rgb.x = HSV.z;
|
||||
rgb.y = p;
|
||||
rgb.z = q;
|
||||
break;
|
||||
}
|
||||
return rgb;
|
||||
}
|
||||
15
dumb3d.h
15
dumb3d.h
@@ -83,7 +83,8 @@ class vector3
|
||||
|
||||
void inline Normalize();
|
||||
void inline SafeNormalize();
|
||||
double inline Length();
|
||||
double inline Length() const;
|
||||
double inline LengthSquared() const;
|
||||
void inline Zero()
|
||||
{
|
||||
x = y = z = 0.0;
|
||||
@@ -415,6 +416,11 @@ inline vector3 CrossProduct(const vector3 &v1, const vector3 &v2)
|
||||
return vector3(v1.y * v2.z - v1.z * v2.y, v2.x * v1.z - v2.z * v1.x, v1.x * v2.y - v1.y * v2.x);
|
||||
}
|
||||
|
||||
inline vector3 Interpolate( vector3 const &First, vector3 const &Second, float const Factor ) {
|
||||
|
||||
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
|
||||
}
|
||||
|
||||
inline vector3 operator*(const matrix4x4 &m, const vector3 &v)
|
||||
{
|
||||
return vector3(v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
|
||||
@@ -430,11 +436,16 @@ void inline vector3::Normalize()
|
||||
z *= il;
|
||||
}
|
||||
|
||||
double inline vector3::Length()
|
||||
double inline vector3::Length() const
|
||||
{
|
||||
return SQRT_FUNCTION(x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
double inline vector3::LengthSquared() const {
|
||||
|
||||
return ( x * x + y * y + z * z );
|
||||
}
|
||||
|
||||
inline bool operator==(const matrix4x4 &m1, const matrix4x4 &m2)
|
||||
{
|
||||
for (int x = 0; x < 4; ++x)
|
||||
|
||||
86
lightarray.cpp
Normal file
86
lightarray.cpp
Normal file
@@ -0,0 +1,86 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
/*
|
||||
MaSzyna EU07 locomotive simulator
|
||||
Copyright (C) 2001-2004 Marcin Wozniak and others
|
||||
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "lightarray.h"
|
||||
#include "dynobj.h"
|
||||
#include "driver.h"
|
||||
|
||||
void
|
||||
light_array::insert( TDynamicObject const *Owner ) {
|
||||
|
||||
// we're only storing lights for locos, which have two sets of lights, front and rear
|
||||
// for a more generic role this function would have to be tweaked to add vehicle type-specific light combinations
|
||||
data.emplace_back( Owner, 0 );
|
||||
data.emplace_back( Owner, 1 );
|
||||
}
|
||||
|
||||
void
|
||||
light_array::remove( TDynamicObject const *Owner ) {
|
||||
|
||||
data.erase(
|
||||
std::remove_if(
|
||||
data.begin(),
|
||||
data.end(),
|
||||
[=]( light_record const &light ){ return light.owner == Owner; } ),
|
||||
data.end() );
|
||||
}
|
||||
|
||||
// updates records in the collection
|
||||
void
|
||||
light_array::update() {
|
||||
|
||||
for( auto &light : data ) {
|
||||
// update light parameters to match current data of the owner
|
||||
if( light.index == 0 ) {
|
||||
// front light set
|
||||
light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * light.owner->GetLength() * 0.45 );
|
||||
light.direction = light.owner->VectorFront();
|
||||
}
|
||||
else {
|
||||
// rear light set
|
||||
light.position = light.owner->GetPosition() - ( light.owner->VectorFront() * light.owner->GetLength() * 0.45 );
|
||||
light.direction = light.owner->VectorFront();
|
||||
light.direction.x = -light.direction.x;
|
||||
light.direction.z = -light.direction.z;
|
||||
}
|
||||
// determine intensity of this light set
|
||||
if( true == light.owner->MoverParameters->Battery ) {
|
||||
// with battery on, the intensity depends on the state of activated switches
|
||||
auto const &lightbits = light.owner->iLights[ light.index ];
|
||||
light.count = 0 +
|
||||
( ( lightbits & 1 ) ? 1 : 0 ) +
|
||||
( ( lightbits & 4 ) ? 1 : 0 ) +
|
||||
( ( lightbits & 16 ) ? 1 : 0 );
|
||||
|
||||
light.intensity = 0.15f * light.count; // TODO: intensity can be affected further by dim switch or other factors
|
||||
|
||||
// crude catch for unmanned modules which share the light state with the controlled unit.
|
||||
// why don't they get their own light bits btw ._.
|
||||
// TODO, TBD: have separate light bits for each vehicle, so this override isn't necessary
|
||||
if( ( light.owner->Controller == AIdriver )
|
||||
&& ( light.owner->Mechanik == nullptr ) ) {
|
||||
|
||||
light.intensity = 0.0f;
|
||||
light.count = 0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// with battery off the lights are off
|
||||
light.intensity = 0.0f;
|
||||
light.count = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
45
lightarray.h
Normal file
45
lightarray.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include "dumb3d.h"
|
||||
#include "float3d.h"
|
||||
#include "dynobj.h"
|
||||
|
||||
// collection of virtual light sources present in the scene
|
||||
// used by the renderer to determine most suitable placement for actual light sources during render
|
||||
struct light_array {
|
||||
|
||||
public:
|
||||
// types
|
||||
struct light_record {
|
||||
|
||||
light_record( TDynamicObject const *Owner, int const Lightindex) :
|
||||
owner(Owner), index(Lightindex)
|
||||
{};
|
||||
|
||||
TDynamicObject const *owner; // the object in world which 'carries' the light
|
||||
int index{ -1 }; // 0: front lights, 1: rear lights
|
||||
Math3D::vector3 position; // position of the light in 3d scene
|
||||
Math3D::vector3 direction; // direction of the light in 3d scene
|
||||
float3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
|
||||
float intensity{ 0.0f }; // (combined) intensity of the light(s)
|
||||
int count{ 0 }; // number (or pattern) of active light(s)
|
||||
};
|
||||
|
||||
// methods
|
||||
// adds records for lights of specified owner to the collection
|
||||
void
|
||||
insert( TDynamicObject const *Owner );
|
||||
// removes records for lights of specified owner from the collection
|
||||
void
|
||||
remove( TDynamicObject const *Owner );
|
||||
// updates records in the collection
|
||||
void
|
||||
update();
|
||||
|
||||
// types
|
||||
typedef std::vector<light_record> lightrecord_array;
|
||||
|
||||
// members
|
||||
lightrecord_array data;
|
||||
};
|
||||
@@ -1,5 +1,4 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 2013
|
||||
VisualStudioVersion = 12.0.40629.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
|
||||
@@ -104,6 +104,7 @@
|
||||
<ClCompile Include="Gauge.cpp" />
|
||||
<ClCompile Include="Globals.cpp" />
|
||||
<ClCompile Include="Ground.cpp" />
|
||||
<ClCompile Include="lightarray.cpp" />
|
||||
<ClCompile Include="Logs.cpp" />
|
||||
<ClCompile Include="mczapkie\friction.cpp" />
|
||||
<ClCompile Include="mczapkie\hamulce.cpp" />
|
||||
@@ -119,15 +120,19 @@
|
||||
<ClCompile Include="parser.cpp" />
|
||||
<ClCompile Include="PyInt.cpp" />
|
||||
<ClCompile Include="RealSound.cpp" />
|
||||
<ClCompile Include="renderer.cpp" />
|
||||
<ClCompile Include="ResourceManager.cpp" />
|
||||
<ClCompile Include="Segment.cpp" />
|
||||
<ClCompile Include="sky.cpp" />
|
||||
<ClCompile Include="skydome.cpp" />
|
||||
<ClCompile Include="Sound.cpp" />
|
||||
<ClCompile Include="Spring.cpp" />
|
||||
<ClCompile Include="stars.cpp" />
|
||||
<ClCompile Include="stdafx.cpp">
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
|
||||
</ClCompile>
|
||||
<ClCompile Include="sun.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="TextureDDS.cpp" />
|
||||
<ClCompile Include="Timer.cpp" />
|
||||
@@ -147,6 +152,7 @@
|
||||
<ClInclude Include="Button.h" />
|
||||
<ClInclude Include="Camera.h" />
|
||||
<ClInclude Include="Classes.h" />
|
||||
<ClInclude Include="color.h" />
|
||||
<ClInclude Include="Console.h" />
|
||||
<ClInclude Include="Console\LPT.h" />
|
||||
<ClInclude Include="Console\MWD.h" />
|
||||
@@ -161,6 +167,7 @@
|
||||
<ClInclude Include="Gauge.h" />
|
||||
<ClInclude Include="Globals.h" />
|
||||
<ClInclude Include="Ground.h" />
|
||||
<ClInclude Include="lightarray.h" />
|
||||
<ClInclude Include="Logs.h" />
|
||||
<ClInclude Include="McZapkie\friction.h" />
|
||||
<ClInclude Include="McZapkie\hamulce.h" />
|
||||
@@ -179,13 +186,17 @@
|
||||
<ClInclude Include="PyInt.h" />
|
||||
<ClInclude Include="python\include\Python.h" />
|
||||
<ClInclude Include="RealSound.h" />
|
||||
<ClInclude Include="renderer.h" />
|
||||
<ClInclude Include="resource.h" />
|
||||
<ClInclude Include="ResourceManager.h" />
|
||||
<ClInclude Include="Segment.h" />
|
||||
<ClInclude Include="sky.h" />
|
||||
<ClInclude Include="skydome.h" />
|
||||
<ClInclude Include="Sound.h" />
|
||||
<ClInclude Include="Spring.h" />
|
||||
<ClInclude Include="stars.h" />
|
||||
<ClInclude Include="stdafx.h" />
|
||||
<ClInclude Include="sun.h" />
|
||||
<ClInclude Include="targetver.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="TextureDDS.h" />
|
||||
|
||||
@@ -189,6 +189,21 @@
|
||||
<ClCompile Include="Names.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="sun.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="renderer.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="skydome.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="stars.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="lightarray.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="opengl\glew.h">
|
||||
@@ -365,6 +380,24 @@
|
||||
<ClInclude Include="Console\MWD.h">
|
||||
<Filter>Header Files\console</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="renderer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="skydome.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="color.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="stars.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightarray.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="maszyna.rc">
|
||||
|
||||
@@ -67,6 +67,7 @@ cParser::~cParser()
|
||||
// methods
|
||||
bool cParser::getTokens(int Count, bool ToLower, const char *Break)
|
||||
{
|
||||
tokens.clear(); // emulates old parser behaviour. TODO, TBD: allow manual reset?
|
||||
/*
|
||||
if (LoadTraction==true)
|
||||
trtest="niemaproblema"; //wczytywać
|
||||
|
||||
93
renderer.cpp
Normal file
93
renderer.cpp
Normal file
@@ -0,0 +1,93 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "renderer.h"
|
||||
#include "globals.h"
|
||||
|
||||
opengl_renderer GfxRenderer;
|
||||
|
||||
void
|
||||
opengl_renderer::Init() {
|
||||
|
||||
// create dynamic light pool
|
||||
for( int idx = 0; idx < Global::DynamicLightCount; ++idx ) {
|
||||
|
||||
opengl_light light;
|
||||
light.id = GL_LIGHT1 + idx;
|
||||
|
||||
light.position[ 3 ] = 1.0f;
|
||||
::glLightf( light.id, GL_SPOT_CUTOFF, 20.0f );
|
||||
::glLightf( light.id, GL_SPOT_EXPONENT, 10.0f );
|
||||
::glLightf( light.id, GL_CONSTANT_ATTENUATION, 0.0f );
|
||||
::glLightf( light.id, GL_LINEAR_ATTENUATION, 0.035f );
|
||||
|
||||
m_lights.emplace_back( light );
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
opengl_renderer::Update_Lights( light_array const &Lights ) {
|
||||
|
||||
int const count = std::min( m_lights.size(), Lights.data.size() );
|
||||
if( count == 0 ) { return; }
|
||||
|
||||
auto renderlight = m_lights.begin();
|
||||
|
||||
for( auto const &scenelight : Lights.data ) {
|
||||
|
||||
if( renderlight == m_lights.end() ) {
|
||||
// we ran out of lights to assign
|
||||
break;
|
||||
}
|
||||
if( scenelight.intensity == 0.0f ) {
|
||||
// all lights past this one are bound to be off
|
||||
break;
|
||||
}
|
||||
if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
|
||||
// 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;
|
||||
}
|
||||
// if the light passed tests so far, it's good enough
|
||||
renderlight->set_position( scenelight.position );
|
||||
renderlight->direction = scenelight.direction;
|
||||
|
||||
renderlight->diffuse[ 0 ] = scenelight.color.x;
|
||||
renderlight->diffuse[ 1 ] = scenelight.color.y;
|
||||
renderlight->diffuse[ 2 ] = scenelight.color.z;
|
||||
renderlight->ambient[ 0 ] = scenelight.color.x * scenelight.intensity;
|
||||
renderlight->ambient[ 1 ] = scenelight.color.y * scenelight.intensity;
|
||||
renderlight->ambient[ 2 ] = scenelight.color.z * scenelight.intensity;
|
||||
|
||||
::glLightf( renderlight->id, GL_LINEAR_ATTENUATION, 0.3f / std::pow( scenelight.count, 2 ) );
|
||||
::glEnable( renderlight->id );
|
||||
|
||||
renderlight->apply_intensity();
|
||||
renderlight->apply_angle();
|
||||
|
||||
++renderlight;
|
||||
}
|
||||
|
||||
while( renderlight != m_lights.end() ) {
|
||||
// if we went through all scene lights and there's still opengl lights remaining, kill these
|
||||
::glDisable( renderlight->id );
|
||||
++renderlight;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
opengl_renderer::Disable_Lights() {
|
||||
|
||||
for( int idx = 0; idx < m_lights.size() + 1; ++idx ) {
|
||||
|
||||
::glDisable( GL_LIGHT0 + idx );
|
||||
}
|
||||
}
|
||||
//---------------------------------------------------------------------------
|
||||
125
renderer.h
Normal file
125
renderer.h
Normal file
@@ -0,0 +1,125 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "opengl/glew.h"
|
||||
#include "texture.h"
|
||||
#include "lightarray.h"
|
||||
#include "dumb3d.h"
|
||||
|
||||
struct opengl_light {
|
||||
|
||||
GLuint id{ -1 };
|
||||
Math3D::vector3 direction;
|
||||
GLfloat position[ 4 ]; // 4th parameter specifies directional(0) or omni-directional(1) light source
|
||||
GLfloat ambient[ 4 ];
|
||||
GLfloat diffuse[ 4 ];
|
||||
GLfloat specular[ 4 ];
|
||||
|
||||
opengl_light() {
|
||||
position[ 0 ] = position[ 1 ] = position[ 2 ] = 0.0f; position[ 3 ] = 1.0f; // 0,0,0,1
|
||||
ambient[ 0 ] = ambient[ 1 ] = ambient[ 2 ] = 0.0f; ambient[ 3 ] = 1.0f; // 0,0,0,1
|
||||
diffuse[ 0 ] = diffuse[ 1 ] = diffuse[ 2 ] = diffuse[ 3 ] = 1.0f; // 1,1,1,1
|
||||
specular[ 0 ] = specular[ 1 ] = specular[ 2 ] = specular[ 3 ] = 1.0f; // 1,1,1,1
|
||||
}
|
||||
|
||||
inline
|
||||
void apply_intensity() {
|
||||
|
||||
glLightfv( id, GL_AMBIENT, ambient );
|
||||
glLightfv( id, GL_DIFFUSE, diffuse );
|
||||
glLightfv( id, GL_SPECULAR, specular );
|
||||
}
|
||||
inline
|
||||
void apply_angle() {
|
||||
|
||||
glLightfv( id, GL_POSITION, position );
|
||||
if( position[ 3 ] == 1.0f ) {
|
||||
GLfloat directionarray[] = { direction.x, direction.y, direction.z };
|
||||
glLightfv( id, GL_SPOT_DIRECTION, directionarray );
|
||||
}
|
||||
}
|
||||
inline
|
||||
void set_position( Math3D::vector3 const &Position ) {
|
||||
|
||||
position[ 0 ] = Position.x;
|
||||
position[ 1 ] = Position.y;
|
||||
position[ 2 ] = Position.z;
|
||||
}
|
||||
};
|
||||
|
||||
// encapsulates basic rendering setup.
|
||||
// for modern opengl this translates to a specific collection of glsl shaders,
|
||||
// for legacy opengl this is combination of blending modes, active texture units etc
|
||||
struct opengl_technique {
|
||||
|
||||
};
|
||||
|
||||
// a collection of parameters for the rendering setup.
|
||||
// for modern opengl this translates to set of attributes for the active shaders,
|
||||
// for legacy opengl this is basically just texture(s) assigned to geometry
|
||||
struct opengl_material {
|
||||
|
||||
};
|
||||
|
||||
// bare-bones render controller, in lack of anything better yet
|
||||
class opengl_renderer {
|
||||
|
||||
public:
|
||||
// types
|
||||
|
||||
// methods
|
||||
void
|
||||
Init();
|
||||
|
||||
void
|
||||
Update_Lights( light_array const &Lights );
|
||||
|
||||
void
|
||||
Disable_Lights();
|
||||
|
||||
texture_manager::size_type
|
||||
GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true ) {
|
||||
|
||||
return m_textures.GetTextureId( Filename, Dir, Filter, Loadnow );
|
||||
}
|
||||
|
||||
void
|
||||
Bind( texture_manager::size_type const Id ) {
|
||||
// temporary until we separate the renderer
|
||||
m_textures.Bind( Id );
|
||||
}
|
||||
|
||||
opengl_texture &
|
||||
Texture( texture_manager::size_type const Id ) {
|
||||
|
||||
return m_textures.Texture( Id );
|
||||
}
|
||||
|
||||
// members
|
||||
GLenum static const sunlight{ GL_LIGHT0 };
|
||||
|
||||
private:
|
||||
// types
|
||||
enum class rendermode {
|
||||
color
|
||||
};
|
||||
|
||||
typedef std::vector<opengl_light> opengllight_array;
|
||||
|
||||
// members
|
||||
rendermode renderpass{ rendermode::color };
|
||||
opengllight_array m_lights;
|
||||
texture_manager m_textures;
|
||||
};
|
||||
|
||||
extern opengl_renderer GfxRenderer;
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
31
sky.cpp
31
sky.cpp
@@ -22,23 +22,23 @@ TSky::TSky(){};
|
||||
|
||||
void TSky::Init()
|
||||
{
|
||||
WriteLog(Global::asSky.c_str());
|
||||
WriteLog("init");
|
||||
WriteLog( "Clouds init" );
|
||||
if ((Global::asSky != "1") && (Global::asSky != "0"))
|
||||
// {
|
||||
mdCloud = TModelsManager::GetModel(Global::asSky.c_str());
|
||||
// }
|
||||
mdCloud = TModelsManager::GetModel( Global::asSky );
|
||||
};
|
||||
|
||||
void TSky::Render()
|
||||
void TSky::Render( float3 const &Tint )
|
||||
{
|
||||
if (mdCloud)
|
||||
{ // jeśli jest model nieba
|
||||
glPushMatrix();
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
glTranslatef(Global::pCameraPosition.x, Global::pCameraPosition.y,
|
||||
Global::pCameraPosition.z);
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// TODO: re-implement this
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
|
||||
#else
|
||||
::glEnable( GL_LIGHTING );
|
||||
GfxRenderer.Disable_Lights();
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &Tint.x );
|
||||
#endif
|
||||
if (Global::bUseVBO)
|
||||
{ // renderowanie z VBO
|
||||
mdCloud->RaRender(100, 0);
|
||||
@@ -49,11 +49,16 @@ void TSky::Render()
|
||||
mdCloud->Render(100, 0);
|
||||
mdCloud->RenderAlpha(100, 0);
|
||||
}
|
||||
// glEnable(GL_DEPTH_TEST);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
// glEnable(GL_LIGHTING);
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
glPopMatrix();
|
||||
// TODO: re-implement this
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
|
||||
#else
|
||||
GLfloat noambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, noambient );
|
||||
::glEnable( GL_LIGHT0 ); // other lights will be enabled during lights update
|
||||
::glDisable( GL_LIGHTING );
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
3
sky.h
3
sky.h
@@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#pragma once
|
||||
|
||||
#include "Model3d.h"
|
||||
#include "Float3d.h"
|
||||
|
||||
class TSky
|
||||
{
|
||||
@@ -21,7 +22,7 @@ class TSky
|
||||
TSky();
|
||||
~TSky();
|
||||
void Init();
|
||||
void Render();
|
||||
void Render( float3 const &Tint = float3(1.0f, 1.0f, 1.0f) );
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
344
skydome.cpp
Normal file
344
skydome.cpp
Normal file
@@ -0,0 +1,344 @@
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "opengl/glew.h"
|
||||
#include "skydome.h"
|
||||
#include "color.h"
|
||||
|
||||
// sky gradient based on "A practical analytic model for daylight"
|
||||
// by A. J. Preetham Peter Shirley Brian Smits (University of Utah)
|
||||
|
||||
float CSkyDome::m_distributionluminance[ 5 ][ 2 ] = { // Perez distributions
|
||||
{ 0.17872f , -1.46303f }, // a = darkening or brightening of the horizon
|
||||
{ -0.35540f , 0.42749f }, // b = luminance gradient near the horizon,
|
||||
{ -0.02266f , 5.32505f }, // c = relative intensity of the circumsolar region
|
||||
{ 0.12064f , -2.57705f }, // d = width of the circumsolar region
|
||||
{ -0.06696f , 0.37027f } // e = relative backscattered light
|
||||
};
|
||||
float CSkyDome::m_distributionxcomp[ 5 ][ 2 ] = {
|
||||
{ -0.01925f , -0.25922f },
|
||||
{ -0.06651f , 0.00081f },
|
||||
{ -0.00041f , 0.21247f },
|
||||
{ -0.06409f , -0.89887f },
|
||||
{ -0.00325f , 0.04517f }
|
||||
};
|
||||
float CSkyDome::m_distributionycomp[ 5 ][ 2 ] = {
|
||||
{ -0.01669f , -0.26078f },
|
||||
{ -0.09495f , 0.00921f },
|
||||
{ -0.00792f , 0.21023f },
|
||||
{ -0.04405f , -1.65369f },
|
||||
{ -0.01092f , 0.05291f }
|
||||
};
|
||||
|
||||
float CSkyDome::m_zenithxmatrix[ 3 ][ 4 ] = {
|
||||
{ 0.00165f, -0.00375f, 0.00209f, 0.00000f },
|
||||
{ -0.02903f, 0.06377f, -0.03202f, 0.00394f },
|
||||
{ 0.11693f, -0.21196f, 0.06052f, 0.25886f }
|
||||
};
|
||||
float CSkyDome::m_zenithymatrix[ 3 ][ 4 ] = {
|
||||
{ 0.00275f, -0.00610f, 0.00317f, 0.00000f },
|
||||
{ -0.04214f, 0.08970f, -0.04153f, 0.00516f },
|
||||
{ 0.15346f, -0.26756f, 0.06670f, 0.26688f }
|
||||
};
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
float clamp( float const Value, float const Min, float const Max ) {
|
||||
|
||||
float value = Value;
|
||||
if( value < Min ) { value = Min; }
|
||||
if( value > Max ) { value = Max; }
|
||||
return value;
|
||||
}
|
||||
|
||||
float interpolate( float const First, float const Second, float const Factor ) {
|
||||
|
||||
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
CSkyDome::CSkyDome (int const Tesselation) :
|
||||
m_tesselation( Tesselation ) {
|
||||
|
||||
// SetSunPosition( Math3D::vector3(75.0f, 0.0f, 0.0f) );
|
||||
SetTurbidity( 3.0f );
|
||||
SetExposure( true, 20.0f );
|
||||
SetOvercastFactor( 0.05f );
|
||||
SetGammaCorrection( 2.2f );
|
||||
Generate();
|
||||
}
|
||||
|
||||
CSkyDome::~CSkyDome() {
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
void CSkyDome::Generate() {
|
||||
// radius of dome
|
||||
float const radius = 1.0f;
|
||||
float const offset = 0.1f * radius; // horizontal offset, a cheap way to prevent a gap between ground and horizon
|
||||
|
||||
// create geometry chunk
|
||||
int const latitudes = m_tesselation / 2;
|
||||
int const longitudes = m_tesselation;
|
||||
|
||||
for( int i = 0; i < latitudes; ++i ) {
|
||||
|
||||
float lat0 = M_PI * ( -0.5f + (float)( i ) / latitudes );
|
||||
float z0 = std::sin( lat0 );
|
||||
float zr0 = std::cos( lat0 );
|
||||
|
||||
float lat1 = M_PI * ( -0.5f + (float)( i + 1 ) / latitudes );
|
||||
float z1 = std::sin( lat1 );
|
||||
float zr1 = std::cos( lat1 );
|
||||
|
||||
// quad strip
|
||||
for( int j = 0; j <= longitudes / 2; ++j ) {
|
||||
|
||||
float longitude = 2.0 * M_PI * (float)( j ) / longitudes;
|
||||
float x = std::cos( longitude );
|
||||
float y = std::sin( longitude );
|
||||
|
||||
m_vertices.emplace_back( float3( x * zr0, y * zr0 - offset, z0 ) * radius );
|
||||
// m_normals.emplace_back( float3( -x * zr0, -y * zr0, -z0 ) );
|
||||
m_colours.emplace_back( float3( 0.75f, 0.75f, 0.75f ) );
|
||||
|
||||
m_vertices.emplace_back( float3( x * zr1, y * zr1 - offset, z1 ) * radius );
|
||||
// m_normals.emplace_back( float3( -x * zr1, -y * zr1, -z1 ) );
|
||||
m_colours.emplace_back( float3( 0.75f, 0.75f, 0.75f ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
void CSkyDome::Update( Math3D::vector3 const &Sun ) {
|
||||
|
||||
if( true == SetSunPosition( Sun ) ) {
|
||||
// build colors if there's a change in sun position
|
||||
RebuildColors();
|
||||
}
|
||||
}
|
||||
|
||||
// render skydome to screen
|
||||
void CSkyDome::Render() {
|
||||
|
||||
int const latitudes = m_tesselation / 2;
|
||||
int const longitudes = m_tesselation;
|
||||
int idx = 0;
|
||||
|
||||
for( int i = 0; i < latitudes; ++i ) {
|
||||
|
||||
::glBegin( GL_QUAD_STRIP );
|
||||
for( int j = 0; j <= longitudes / 2; ++j ) {
|
||||
|
||||
::glColor3f( m_colours[ idx ].x, m_colours[ idx ].y, m_colours[ idx ].z );
|
||||
// ::glNormal3f( m_normals[ idx ].x, m_normals[ idx ].y, m_normals[ idx ].z );
|
||||
::glVertex3f( m_vertices[ idx ].x, m_vertices[ idx ].y, m_vertices[ idx ].z );
|
||||
++idx;
|
||||
::glColor3f( m_colours[ idx ].x, m_colours[ idx ].y, m_colours[ idx ].z );
|
||||
// ::glNormal3f( m_normals[ idx ].x, m_normals[ idx ].y, m_normals[ idx ].z );
|
||||
::glVertex3f( m_vertices[ idx ].x, m_vertices[ idx ].y, m_vertices[ idx ].z );
|
||||
++idx;
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
bool CSkyDome::SetSunPosition( Math3D::vector3 const &Direction ) {
|
||||
|
||||
auto sundirection = SafeNormalize( float3( Direction.x, Direction.y, Direction.z) );
|
||||
if( sundirection == m_sundirection ) {
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
m_sundirection = sundirection;
|
||||
m_thetasun = std::acosf( m_sundirection.y );
|
||||
m_phisun = std::atan2( m_sundirection.z, m_sundirection.x );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void CSkyDome::SetTurbidity( float const Turbidity ) {
|
||||
|
||||
m_turbidity = clamp( Turbidity, 1.0f, 512.0f );
|
||||
}
|
||||
|
||||
void CSkyDome::SetExposure( bool const Linearexposure, float const Expfactor ) {
|
||||
|
||||
m_linearexpcontrol = Linearexposure;
|
||||
m_expfactor = 1.0f / clamp( Expfactor, 1.0f, std::numeric_limits<float>::infinity() );
|
||||
}
|
||||
|
||||
void CSkyDome::SetGammaCorrection( float const Gamma ) {
|
||||
|
||||
m_gammacorrection = 1.0f / clamp( Gamma, std::numeric_limits<float>::epsilon(), std::numeric_limits<float>::infinity() );
|
||||
}
|
||||
|
||||
void CSkyDome::SetOvercastFactor( float const Overcast ) {
|
||||
|
||||
m_overcast = clamp( Overcast, 0.0f, 1.0f );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
void CSkyDome::GetPerez( float *Perez, float Distribution[ 5 ][ 2 ], const float Turbidity ) {
|
||||
|
||||
Perez[ 0 ] = Distribution[ 0 ][ 0 ] * Turbidity + Distribution[ 0 ][ 1 ];
|
||||
Perez[ 1 ] = Distribution[ 1 ][ 0 ] * Turbidity + Distribution[ 1 ][ 1 ];
|
||||
Perez[ 2 ] = Distribution[ 2 ][ 0 ] * Turbidity + Distribution[ 2 ][ 1 ];
|
||||
Perez[ 3 ] = Distribution[ 3 ][ 0 ] * Turbidity + Distribution[ 3 ][ 1 ];
|
||||
Perez[ 4 ] = Distribution[ 4 ][ 0 ] * Turbidity + Distribution[ 4 ][ 1 ];
|
||||
}
|
||||
|
||||
float CSkyDome::GetZenith( float Zenithmatrix[ 3 ][ 4 ], const float Theta, const float Turbidity ) {
|
||||
|
||||
const float theta2 = Theta*Theta;
|
||||
const float theta3 = Theta*theta2;
|
||||
|
||||
return ( Zenithmatrix[0][0] * theta3 + Zenithmatrix[0][1] * theta2 + Zenithmatrix[0][2] * Theta + Zenithmatrix[0][3]) * Turbidity * Turbidity +
|
||||
( Zenithmatrix[1][0] * theta3 + Zenithmatrix[1][1] * theta2 + Zenithmatrix[1][2] * Theta + Zenithmatrix[1][3]) * Turbidity +
|
||||
( Zenithmatrix[2][0] * theta3 + Zenithmatrix[2][1] * theta2 + Zenithmatrix[2][2] * Theta + Zenithmatrix[2][3]);
|
||||
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
float CSkyDome::PerezFunctionO1( float Perezcoeffs[ 5 ], const float Thetasun, const float Zenithval ) {
|
||||
|
||||
const float val = ( 1.0f + Perezcoeffs[ 0 ] * std::exp( Perezcoeffs[ 1 ] ) ) *
|
||||
( 1.0f + Perezcoeffs[ 2 ] * std::exp( Perezcoeffs[ 3 ] * Thetasun ) + Perezcoeffs[ 4 ] * std::pow( std::cos( Thetasun ), 2 ) );
|
||||
|
||||
return Zenithval / val;
|
||||
}
|
||||
|
||||
float CSkyDome::PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta, const float Gamma, const float Cosgamma2, const float Zenithval ) {
|
||||
// iCosTheta = 1.0f / cosf(theta)
|
||||
// cosGamma2 = SQR( cosf( gamma ) )
|
||||
return Zenithval * ( 1.0f + Perezcoeffs[ 0 ] * std::exp( Perezcoeffs[ 1 ] * Icostheta ) ) *
|
||||
( 1.0f + Perezcoeffs[ 2 ] * std::exp( Perezcoeffs[ 3 ] * Gamma ) + Perezcoeffs[ 4 ] * Cosgamma2 );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
void CSkyDome::RebuildColors() {
|
||||
|
||||
// get zenith luminance
|
||||
float const chi = ( (4.0f / 9.0f) - (m_turbidity / 120.0f) ) * ( M_PI - (2.0f * m_thetasun) );
|
||||
float zenithluminance = ( (4.0453f * m_turbidity) - 4.9710f ) * std::tan( chi ) - (0.2155f * m_turbidity) + 2.4192f;
|
||||
|
||||
// get x / y zenith
|
||||
float zenithx = GetZenith( m_zenithxmatrix, m_thetasun, m_turbidity );
|
||||
float zenithy = GetZenith( m_zenithymatrix, m_thetasun, m_turbidity );
|
||||
|
||||
// get perez function parametrs
|
||||
float perezluminance[5], perezx[5], perezy[5];
|
||||
GetPerez( perezluminance, m_distributionluminance, m_turbidity );
|
||||
GetPerez( perezx, m_distributionxcomp, m_turbidity );
|
||||
GetPerez( perezy, m_distributionycomp, m_turbidity );
|
||||
|
||||
// make some precalculation
|
||||
zenithx = PerezFunctionO1( perezx, m_thetasun, zenithx );
|
||||
zenithy = PerezFunctionO1( perezy, m_thetasun, zenithy );
|
||||
zenithluminance = PerezFunctionO1( perezluminance, m_thetasun, zenithluminance );
|
||||
|
||||
// start with fresh average for the new pass
|
||||
float3 averagecolor{ 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// trough all vertices
|
||||
float3 vertex;
|
||||
float3 color, colorconverter, shiftedcolor;
|
||||
|
||||
for ( unsigned int i = 0; i < m_vertices.size(); ++i ) {
|
||||
// grab it
|
||||
vertex = SafeNormalize( m_vertices[ i ] );
|
||||
|
||||
// angle between sun and vertex
|
||||
const float gamma = std::acos( DotProduct( vertex, m_sundirection ) );
|
||||
|
||||
// warning : major hack!!! .. i had to do something with values under horizon
|
||||
//vertex.y = Clamp<float>( vertex.y, 0.05f, 1.0f );
|
||||
if ( vertex.y < 0.05f ) vertex.y = 0.05f;
|
||||
|
||||
// from paper:
|
||||
// const float theta = arccos( vertex.y );
|
||||
// const float iCosTheta = 1.0f / cosf( theta );
|
||||
// optimized:
|
||||
// iCosTheta =
|
||||
// = 1.0f / cosf( arccos( vertex.y ) );
|
||||
// = 1.0f / vertex.y;
|
||||
float const icostheta = 1.0f / vertex.y;
|
||||
float const cosgamma2 = std::pow( std::cos( gamma ), 2 );
|
||||
|
||||
// Compute x,y values
|
||||
float const x = PerezFunctionO2( perezx, icostheta, gamma, cosgamma2, zenithx );
|
||||
float const y = PerezFunctionO2( perezy, icostheta, gamma, cosgamma2, zenithy );
|
||||
|
||||
// luminance(Y) for clear & overcast sky
|
||||
float const yclear = PerezFunctionO2( perezluminance, icostheta, gamma, cosgamma2, zenithluminance );
|
||||
float const yover = ( 1.0f + 2.0f * vertex.y ) / 3.0f;
|
||||
|
||||
float const Y = interpolate( yclear, yover, m_overcast );
|
||||
float const X = (x / y) * Y;
|
||||
float const Z = ((1.0f - x - y) / y) * Y;
|
||||
|
||||
colorconverter = float3( X, Y, Z );
|
||||
color = XYZtoRGB( colorconverter );
|
||||
|
||||
colorconverter = RGBtoHSV(color);
|
||||
if ( m_linearexpcontrol ) {
|
||||
// linear scale
|
||||
colorconverter.z *= m_expfactor;
|
||||
} else {
|
||||
// exp scale
|
||||
colorconverter.z = 1.0f - exp( -m_expfactor * colorconverter.z );
|
||||
}
|
||||
|
||||
// override the hue, based on sun height above the horizon. crude way to deal with model shortcomings
|
||||
// correction begins when the sun is higher than 10 degrees above the horizon, and fully in effect at 10+15 degrees
|
||||
auto const degreesabovehorizon = 90.0f - m_thetasun * ( 180.0f / M_PI );
|
||||
auto const sunbasedphase = clamp( (1.0f / 15.0f) * ( degreesabovehorizon - 10.0f ), 0.0f, 1.0f );
|
||||
// correction is applied in linear manner from the bottom, becomes fully in effect for vertices with y = 0.50
|
||||
auto const heightbasedphase = clamp( vertex.y * 2.0f, 0.0f, 1.0f );
|
||||
// this height-based factor is reduced the farther the sky is up in the sky
|
||||
float const shiftfactor = clamp( interpolate(heightbasedphase, sunbasedphase, sunbasedphase), 0.0f, 1.0f );
|
||||
// h = 210 makes for 'typical' sky tone
|
||||
shiftedcolor = float3( 210.0f, colorconverter.y, colorconverter.z );
|
||||
shiftedcolor = HSVtoRGB( shiftedcolor );
|
||||
|
||||
color = HSVtoRGB(colorconverter);
|
||||
|
||||
color = Interpolate( color, shiftedcolor, shiftfactor );
|
||||
/*
|
||||
// gamma control
|
||||
color.x = std::pow( color.x, m_gammacorrection );
|
||||
color.x = std::pow( color.y, m_gammacorrection );
|
||||
color.x = std::pow( color.z, m_gammacorrection );
|
||||
*/
|
||||
// crude correction for the times where the model breaks (late night)
|
||||
// TODO: use proper night sky calculation for these times instead
|
||||
if( ( color.x <= 0.0f )
|
||||
&& ( color.y <= 0.0f ) ) {
|
||||
// darken the sky as the sun goes deeper below the horizon
|
||||
// 15:50:75 is picture-based night sky colour. it may not be accurate but looks 'right enough'
|
||||
color.z = 0.75f * std::max( color.z + m_sundirection.y, 0.075f );
|
||||
color.x = 0.20f * color.z;
|
||||
color.y = 0.65f * color.z;
|
||||
color = color * ( 1.15f - vertex.y ); // simple gradient, darkening towards the top
|
||||
}
|
||||
|
||||
// save
|
||||
m_colours[ i ] = color;
|
||||
averagecolor += color;
|
||||
}
|
||||
|
||||
m_averagecolour = averagecolor / m_vertices.size();
|
||||
m_averagecolour.x = std::max( m_averagecolour.x, 0.0f );
|
||||
m_averagecolour.y = std::max( m_averagecolour.y, 0.0f );
|
||||
m_averagecolour.z = std::max( m_averagecolour.z, 0.0f );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
60
skydome.h
Normal file
60
skydome.h
Normal file
@@ -0,0 +1,60 @@
|
||||
#pragma once
|
||||
|
||||
#include "dumb3d.h"
|
||||
#include "float3d.h"
|
||||
|
||||
// sky gradient based on "A practical analytic model for daylight"
|
||||
// by A. J. Preetham Peter Shirley Brian Smits (University of Utah)
|
||||
|
||||
class CSkyDome {
|
||||
public:
|
||||
CSkyDome( int const Tesselation = 54 );
|
||||
~CSkyDome();
|
||||
void Generate();
|
||||
void RebuildColors();
|
||||
|
||||
bool SetSunPosition( Math3D::vector3 const &Direction );
|
||||
|
||||
void SetTurbidity( const float Turbidity = 5.0f );
|
||||
void SetExposure( const bool Linearexposure, const float Expfactor );
|
||||
void SetOvercastFactor( const float Overcast = 0.0f );
|
||||
void SetGammaCorrection( const float Gamma = 2.2f );
|
||||
|
||||
// update skydome
|
||||
void Update( Math3D::vector3 const &Sun );
|
||||
// render skydome to screen
|
||||
void Render();
|
||||
|
||||
// retrieves average colour of the sky dome
|
||||
float3 GetAverageColor() { return m_averagecolour; }
|
||||
|
||||
private:
|
||||
// shading parametrs
|
||||
float3 m_sundirection;
|
||||
float m_thetasun, m_phisun;
|
||||
float m_turbidity;
|
||||
bool m_linearexpcontrol;
|
||||
float m_expfactor;
|
||||
float m_overcast;
|
||||
float m_gammacorrection;
|
||||
float3 m_averagecolour;
|
||||
|
||||
// data
|
||||
int const m_tesselation;
|
||||
std::vector<float3> m_vertices;
|
||||
// std::vector<float3> m_normals;
|
||||
std::vector<float3> m_colours;
|
||||
|
||||
static float m_distributionluminance[ 5 ][ 2 ];
|
||||
static float m_distributionxcomp[ 5 ][ 2 ];
|
||||
static float m_distributionycomp[ 5 ][ 2 ];
|
||||
|
||||
static float m_zenithxmatrix[ 3 ][ 4 ];
|
||||
static float m_zenithymatrix[ 3 ][ 4 ];
|
||||
|
||||
// coloring
|
||||
void GetPerez( float *Perez, float Distribution[ 5 ][ 2 ], const float Turbidity );
|
||||
float GetZenith( float Zenithmatrix[ 3 ][ 4 ], const float Theta, const float Turbidity );
|
||||
float PerezFunctionO1( float Perezcoeffs[ 5 ], const float Thetasun, const float Zenithval );
|
||||
float PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta, const float Gamma, const float Cosgamma2, const float Zenithval );
|
||||
};
|
||||
28
stars.cpp
Normal file
28
stars.cpp
Normal file
@@ -0,0 +1,28 @@
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "stars.h"
|
||||
#include "globals.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cStars -- simple starfield model, simulating appearance of starry sky
|
||||
|
||||
void
|
||||
cStars::init() {
|
||||
|
||||
m_stars.LoadFromFile( "models\\skydome_stars.t3d", false );
|
||||
}
|
||||
|
||||
void
|
||||
cStars::render() {
|
||||
|
||||
::glPushMatrix();
|
||||
|
||||
::glRotatef( m_latitude, 1.0f, 0.0f, 0.0f ); // ustawienie osi OY na północ
|
||||
::glRotatef( -std::fmod( Global::fTimeAngleDeg, 360.0f ), 0.0f, 1.0f, 0.0f ); // obrót dobowy osi OX
|
||||
|
||||
::glPointSize( 2.0f );
|
||||
m_stars.Render( 1.0 );
|
||||
::glPointSize( 3.0f );
|
||||
|
||||
::glPopMatrix();
|
||||
}
|
||||
33
stars.h
Normal file
33
stars.h
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
#include "Model3d.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cStars -- simple starfield model, simulating appearance of starry sky
|
||||
|
||||
class cStars {
|
||||
|
||||
public:
|
||||
// types:
|
||||
|
||||
// methods:
|
||||
void init();
|
||||
void render();
|
||||
|
||||
// constructors:
|
||||
|
||||
// deconstructor:
|
||||
|
||||
// members:
|
||||
|
||||
private:
|
||||
// types:
|
||||
|
||||
// methods:
|
||||
|
||||
// members:
|
||||
float m_longitude{ 19.0f }; // geograpic coordinates hardcoded roughly to Poland location, for the time being
|
||||
float m_latitude{ 52.0f };
|
||||
TModel3d m_stars;
|
||||
};
|
||||
318
sun.cpp
Normal file
318
sun.cpp
Normal file
@@ -0,0 +1,318 @@
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "sun.h"
|
||||
#include "globals.h"
|
||||
#include "mtable.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cSun -- class responsible for dynamic calculation of position and intensity of the Sun,
|
||||
|
||||
cSun::cSun() {
|
||||
|
||||
setLocation( 19.00f, 52.00f ); // default location roughly in centre of Poland
|
||||
m_observer.press = 1013.0; // surface pressure, millibars
|
||||
m_observer.temp = 15.0; // ambient dry-bulb temperature, degrees C
|
||||
|
||||
TIME_ZONE_INFORMATION timezoneinfo; // TODO: timezone dependant on geographic location
|
||||
::GetTimeZoneInformation( &timezoneinfo );
|
||||
m_observer.timezone = -timezoneinfo.Bias / 60.0f;
|
||||
}
|
||||
|
||||
cSun::~cSun() { gluDeleteQuadric( sunsphere ); }
|
||||
|
||||
void
|
||||
cSun::init() {
|
||||
|
||||
sunsphere = gluNewQuadric();
|
||||
gluQuadricNormals( sunsphere, GLU_SMOOTH );
|
||||
}
|
||||
|
||||
void
|
||||
cSun::update() {
|
||||
|
||||
move();
|
||||
Math3D::vector3 position( 0.0f, 0.0f, -2000.0f );
|
||||
position.RotateX( (float)( m_body.elevref * ( M_PI / 180.0 ) ) );
|
||||
position.RotateY( (float)( -m_body.hrang * ( M_PI / 180.0 ) ) );
|
||||
|
||||
m_position = position;
|
||||
}
|
||||
|
||||
void
|
||||
cSun::render() {
|
||||
|
||||
/*
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, position.getVector() ); // sun
|
||||
|
||||
GLfloat LightPosition[]= { 10.0f, 50.0f, -5.0f, 1.0f }; // ambient
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition );
|
||||
*/
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_FOG);
|
||||
glColor4f( 255.0f/255.0f, 242.0f/255.0f, 231.0f/255.0f, 1.f );
|
||||
// debug line to locate the sun easier
|
||||
Math3D::vector3 position = m_position;
|
||||
glBegin( GL_LINES );
|
||||
glVertex3f( position.x, position.y, position.z );
|
||||
glVertex3f( position.x, 0.0f, position.z );
|
||||
glEnd();
|
||||
glPushMatrix();
|
||||
glTranslatef( position.x, position.y, position.z );
|
||||
// radius is a result of scaling true distance down to 2km -- it's scaled by equal ratio
|
||||
gluSphere( sunsphere, (float)(m_body.distance * 9.359157), 12, 12 );
|
||||
glPopMatrix();
|
||||
glEnable(GL_FOG);
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
Math3D::vector3
|
||||
cSun::getDirection() {
|
||||
|
||||
Math3D::vector3 position( 0.f, 0.f, -1.f );
|
||||
position.RotateX( (float)( m_body.elevref * (M_PI/180.0)) );
|
||||
position.RotateY( (float)( -m_body.hrang * (M_PI/180.0)) );
|
||||
position.Normalize();
|
||||
return position;
|
||||
}
|
||||
|
||||
float
|
||||
cSun::getAngle() {
|
||||
|
||||
return (float)m_body.elevref;
|
||||
}
|
||||
|
||||
float cSun::getIntensity() {
|
||||
|
||||
irradiance();
|
||||
return (float)( m_body.etr/ 1399.0 ); // arbitrary scaling factor taken from etrn value
|
||||
}
|
||||
|
||||
void cSun::setLocation( float const Longitude, float const Latitude ) {
|
||||
|
||||
// convert fraction from geographical base of 6o minutes
|
||||
m_observer.longitude = (int)Longitude + (Longitude - (int)(Longitude)) * 100.0 / 60.0;
|
||||
m_observer.latitude = (int)Latitude + (Latitude - (int)(Latitude)) * 100.0 / 60.0 ;
|
||||
}
|
||||
|
||||
void cSun::setTemperature( float const Temperature ) {
|
||||
|
||||
m_observer.temp = Temperature;
|
||||
}
|
||||
|
||||
void cSun::setPressure( float const Pressure ) {
|
||||
|
||||
m_observer.press = Pressure;
|
||||
}
|
||||
|
||||
void cSun::move() {
|
||||
|
||||
static double degrad = 57.295779513; // converts from radians to degrees
|
||||
static double raddeg = 0.0174532925; // converts from degrees to radians
|
||||
|
||||
SYSTEMTIME localtime; // time for the calculation
|
||||
time( &localtime );
|
||||
|
||||
double ut = localtime.wHour
|
||||
+ localtime.wMinute / 60.0 // too low resolution, noticeable skips
|
||||
+ localtime.wSecond / 3600.0; // good enough in normal circumstances
|
||||
/*
|
||||
+ localtime.wMilliseconds / 3600000.0; // for really smooth movement
|
||||
*/
|
||||
double daynumber = 367 * localtime.wYear
|
||||
- 7 * ( localtime.wYear + ( localtime.wMonth + 9 ) /12 ) / 4
|
||||
+ 275 * localtime.wMonth / 9
|
||||
+ localtime.wDay
|
||||
- 730530
|
||||
+ (ut / 24.0);
|
||||
|
||||
// Universal Coordinated (Greenwich standard) time
|
||||
m_observer.utime = ut * 3600.0;
|
||||
m_observer.utime = m_observer.utime / 3600.0 - m_observer.timezone;
|
||||
|
||||
// mean longitude
|
||||
m_body.mnlong = 280.460 + 0.9856474 * daynumber;
|
||||
m_body.mnlong -= 360.0 * (int) ( m_body.mnlong / 360.0 ); // clamp the range to 0-360
|
||||
if( m_body.mnlong < 0.0 ) m_body.mnlong += 360.0;
|
||||
|
||||
// mean anomaly
|
||||
m_body.mnanom = 357.528 + 0.9856003 * daynumber;
|
||||
m_body.mnanom -= 360.0 * (int) ( m_body.mnanom / 360.0 ); // clamp the range to 0-360
|
||||
if( m_body.mnanom < 0.0 ) m_body.mnanom += 360.0;
|
||||
|
||||
// ecliptic longitude
|
||||
m_body.eclong = m_body.mnlong
|
||||
+ 1.915 * sin( m_body.mnanom * raddeg )
|
||||
+ 0.020 * sin ( 2.0 * m_body.mnanom * raddeg );
|
||||
m_body.eclong -= 360.0 * (int)( m_body.eclong / 360.0 );
|
||||
if( m_body.eclong < 0.0 ) m_body.eclong += 360.0; // clamp the range to 0-360
|
||||
|
||||
// obliquity of the ecliptic
|
||||
m_body.ecobli = 23.439 - 4.0e-07 * daynumber;
|
||||
|
||||
// declination
|
||||
m_body.declin = degrad * asin( sin (m_body.ecobli * raddeg) * sin (m_body.eclong * raddeg) );
|
||||
|
||||
// right ascension
|
||||
double top = cos ( raddeg * m_body.ecobli ) * sin ( raddeg * m_body.eclong );
|
||||
double bottom = cos ( raddeg * m_body.eclong );
|
||||
|
||||
m_body.rascen = degrad * atan2( top, bottom );
|
||||
if( m_body.rascen < 0.0 ) m_body.rascen += 360.0; // (make it a positive angle)
|
||||
|
||||
// Greenwich mean sidereal time
|
||||
m_observer.gmst = 6.697375 + 0.0657098242 * daynumber + m_observer.utime;
|
||||
|
||||
m_observer.gmst -= 24.0 * (int)( m_observer.gmst / 24.0 );
|
||||
if( m_observer.gmst < 0.0 ) m_observer.gmst += 24.0;
|
||||
|
||||
// local mean sidereal time
|
||||
m_observer.lmst = m_observer.gmst * 15.0 + m_observer.longitude;
|
||||
|
||||
m_observer.lmst -= 360.0 * (int)( m_observer.lmst / 360.0 );
|
||||
if( m_observer.lmst < 0.0 ) m_observer.lmst += 360.0;
|
||||
|
||||
// hour angle
|
||||
m_body.hrang = m_observer.lmst - m_body.rascen;
|
||||
|
||||
if( m_body.hrang < -180.0 ) m_body.hrang += 360.0; // (force it between -180 and 180 degrees)
|
||||
else if( m_body.hrang > 180.0 ) m_body.hrang -= 360.0;
|
||||
|
||||
double cz; // cosine of the solar zenith angle
|
||||
|
||||
double tdatcd = cos( raddeg * m_body.declin );
|
||||
double tdatch = cos( raddeg * m_body.hrang );
|
||||
double tdatcl = cos( raddeg * m_observer.latitude );
|
||||
double tdatsd = sin( raddeg * m_body.declin );
|
||||
double tdatsl = sin( raddeg * m_observer.latitude );
|
||||
|
||||
cz = tdatsd * tdatsl + tdatcd * tdatcl * tdatch;
|
||||
|
||||
// (watch out for the roundoff errors)
|
||||
if( fabs (cz) > 1.0 ) { cz >= 0.0 ? cz = 1.0 : cz = -1.0; }
|
||||
|
||||
m_body.zenetr = acos( cz ) * degrad;
|
||||
m_body.elevetr = 90.0 - m_body.zenetr;
|
||||
refract();
|
||||
|
||||
// additional calculations for proper object sizing.
|
||||
// orbit eccentricity
|
||||
double e = 0.016709 - 1.151e-9 * daynumber;
|
||||
// eccentric anomaly
|
||||
double E = m_body.mnanom + e * degrad * sin(m_body.mnanom) * ( 1.0 + e * cos(m_body.mnanom) );
|
||||
double xv = cos(E) - e;
|
||||
double yv = sqrt(1.0 - e*e) * sin(E);
|
||||
m_body.distance = sqrt( xv*xv + yv*yv );
|
||||
}
|
||||
|
||||
void cSun::refract() {
|
||||
|
||||
static double raddeg = 0.0174532925; // converts from degrees to radians
|
||||
|
||||
double prestemp; // temporary pressure/temperature correction
|
||||
double refcor; // temporary refraction correction
|
||||
double tanelev; // tangent of the solar elevation angle
|
||||
|
||||
// if the sun is near zenith, the algorithm bombs; refraction near 0.
|
||||
if( m_body.elevetr > 85.0 )
|
||||
refcor = 0.0;
|
||||
else {
|
||||
|
||||
tanelev = tan( raddeg * m_body.elevetr );
|
||||
if( m_body.elevetr >= 5.0 )
|
||||
refcor = 58.1 / tanelev
|
||||
- 0.07 / pow( tanelev, 3 )
|
||||
+ 0.000086 / pow( tanelev, 5 );
|
||||
else if( m_body.elevetr >= -0.575 )
|
||||
refcor = 1735.0
|
||||
+ m_body.elevetr * ( -518.2 + m_body.elevetr *
|
||||
( 103.4 + m_body.elevetr * ( -12.79 + m_body.elevetr * 0.711 ) ) );
|
||||
else
|
||||
refcor = -20.774 / tanelev;
|
||||
|
||||
prestemp = ( m_observer.press * 283.0 ) / ( 1013.0 * ( 273.0 + m_observer.temp ) );
|
||||
refcor *= prestemp / 3600.0;
|
||||
}
|
||||
|
||||
// refracted solar elevation angle
|
||||
m_body.elevref = m_body.elevetr + refcor;
|
||||
|
||||
// refracted solar zenith angle
|
||||
m_body.zenref = 90.0 - m_body.elevref;
|
||||
}
|
||||
|
||||
void cSun::irradiance() {
|
||||
|
||||
static double degrad = 57.295779513; // converts from radians to degrees
|
||||
static double raddeg = 0.0174532925; // converts from degrees to radians
|
||||
|
||||
SYSTEMTIME localtime; // time for the calculation
|
||||
time( &localtime );
|
||||
|
||||
m_body.dayang = ( yearday( localtime.wDay, localtime.wMonth, localtime.wYear ) - 1 ) * 360.0 / 365.0;
|
||||
double sd = sin( raddeg * m_body.dayang ); // sine of the day angle
|
||||
double cd = cos( raddeg * m_body.dayang ); // cosine of the day angle or delination
|
||||
m_body.erv = 1.000110 + 0.034221*cd + 0.001280*sd;
|
||||
double d2 = 2.0 * m_body.dayang;
|
||||
double c2 = cos( raddeg * d2 );
|
||||
double s2 = sin( raddeg * d2 );
|
||||
m_body.erv += 0.000719*c2 + 0.000077*s2;
|
||||
|
||||
double solcon = 1367.0; // Solar constant, 1367 W/sq m
|
||||
|
||||
m_body.coszen = cos( raddeg * m_body.zenref );
|
||||
if( m_body.coszen > 0.0 ) {
|
||||
m_body.etrn = solcon * m_body.erv;
|
||||
m_body.etr = m_body.etrn * m_body.coszen;
|
||||
}
|
||||
else {
|
||||
m_body.etrn = 0.0;
|
||||
m_body.etr = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
int cSun::yearday( int Day, const int Month, const int Year ) {
|
||||
|
||||
char daytab[ 2 ][ 13 ] = {
|
||||
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
|
||||
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
|
||||
};
|
||||
int i, leap;
|
||||
|
||||
leap = ( Year%4 == 0 ) && ( Year%100 != 0 ) || ( Year%400 == 0 );
|
||||
for( i = 1; i < Month; ++i )
|
||||
Day += daytab[ leap ][ i ];
|
||||
|
||||
return Day;
|
||||
}
|
||||
|
||||
void cSun::daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday ) {
|
||||
|
||||
WORD daytab[ 2 ][ 13 ] = {
|
||||
{ 0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334, 365 },
|
||||
{ 0, 31, 60, 91, 121, 152, 182, 213, 244, 274, 305, 335, 366 }
|
||||
};
|
||||
|
||||
int leap = ( Year % 4 == 0 ) && ( Year % 100 != 0 ) || ( Year % 400 == 0 );
|
||||
WORD idx = 1;
|
||||
while( (idx < 13) && ( Yearday <= daytab[ leap ][ idx ] )) {
|
||||
|
||||
++idx;
|
||||
}
|
||||
Month = idx + 1;
|
||||
Day = Yearday - daytab[ leap ][ idx ];
|
||||
}
|
||||
|
||||
// obtains current time for calculations
|
||||
void
|
||||
cSun::time( SYSTEMTIME *Time ) {
|
||||
|
||||
::GetLocalTime( Time );
|
||||
// NOTE: we're currently using local time to determine day/month/year
|
||||
if( Global::fMoveLight > 0.0 ) {
|
||||
// TODO: enter scenario-defined day/month/year instead.
|
||||
daymonth( Time->wDay, Time->wMonth, Time->wYear, static_cast<WORD>(Global::fMoveLight) );
|
||||
}
|
||||
Time->wHour = GlobalTime->hh;
|
||||
Time->wMinute = GlobalTime->mm;
|
||||
Time->wSecond = std::floor( GlobalTime->mr );
|
||||
}
|
||||
101
sun.h
Normal file
101
sun.h
Normal file
@@ -0,0 +1,101 @@
|
||||
#pragma once
|
||||
|
||||
#include "windows.h"
|
||||
#include "opengl/glew.h"
|
||||
#include "opengl/wglew.h"
|
||||
#include "dumb3d.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cSun -- class responsible for dynamic calculation of position and intensity of the Sun,
|
||||
// given current weather, time and geographic location.
|
||||
|
||||
class cSun {
|
||||
|
||||
public:
|
||||
// types:
|
||||
|
||||
// methods:
|
||||
void init();
|
||||
void update();
|
||||
void render();
|
||||
// returns location of the sun in the 3d scene
|
||||
Math3D::vector3 getPosition() { return m_position; }
|
||||
// returns vector pointing at the sun
|
||||
Math3D::vector3 getDirection();
|
||||
// returns current elevation above horizon
|
||||
float getAngle();
|
||||
// returns current intensity of the sun
|
||||
float getIntensity();
|
||||
// sets current geographic location
|
||||
void setLocation( float const Longitude, float const Latitude );
|
||||
// sets ambient temperature in degrees C.
|
||||
void setTemperature( float const Temperature );
|
||||
// sets surface pressure in milibars
|
||||
void setPressure( float const Pressure );
|
||||
|
||||
// constructors:
|
||||
cSun();
|
||||
|
||||
// deconstructor:
|
||||
~cSun();
|
||||
|
||||
// members:
|
||||
|
||||
protected:
|
||||
// types:
|
||||
|
||||
// methods:
|
||||
// calculates sun position on the sky given specified time and location
|
||||
void move();
|
||||
// calculates position adjustment due to refraction
|
||||
void refract();
|
||||
// calculates light intensity at current moment
|
||||
void irradiance();
|
||||
// calculates day of year from given date
|
||||
int yearday( int Day, int const Month, int const Year );
|
||||
// calculates day and month from given day of year
|
||||
void daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday );
|
||||
// obtains current time for calculations
|
||||
void time( SYSTEMTIME *Time );
|
||||
|
||||
// members:
|
||||
GLUquadricObj *sunsphere; // temporary handler for sun positioning test
|
||||
|
||||
struct celestialbody { // main planet parameters
|
||||
|
||||
double dayang; // day angle (daynum*360/year-length) degrees
|
||||
double mnlong; // mean longitude, degrees
|
||||
double mnanom; // mean anomaly, degrees
|
||||
double eclong; // ecliptic longitude, degrees.
|
||||
double ecobli; // obliquity of ecliptic.
|
||||
double declin; // declination--zenith angle of solar noon at equator, degrees NORTH.
|
||||
double rascen; // right ascension, degrees
|
||||
double hrang; // hour angle--hour of sun from solar noon, degrees WEST
|
||||
double zenetr; // solar zenith angle, no atmospheric correction (= ETR)
|
||||
double zenref; // solar zenith angle, deg. from zenith, refracted
|
||||
double coszen; // cosine of refraction corrected solar zenith angle
|
||||
double elevetr; // solar elevation, no atmospheric correction (= ETR)
|
||||
double elevref; // solar elevation angle, deg. from horizon, refracted.
|
||||
double distance; // distance from earth in AUs
|
||||
double erv; // earth radius vector (multiplied to solar constant)
|
||||
double etr; // extraterrestrial (top-of-atmosphere) W/sq m global horizontal solar irradiance
|
||||
double etrn; // extraterrestrial (top-of-atmosphere) W/sq m direct normal solar irradiance
|
||||
};
|
||||
|
||||
struct observer { // weather, time and position data in observer's location
|
||||
|
||||
double latitude; // latitude, degrees north (south negative)
|
||||
double longitude; // longitude, degrees east (west negative)
|
||||
double utime; // universal (Greenwich) standard time
|
||||
double timezone; // time zone, east (west negative). USA: Mountain = -7, Central = -6, etc.
|
||||
double gmst; // Greenwich mean sidereal time, hours
|
||||
double lmst; // local mean sidereal time, degrees
|
||||
double temp; // ambient dry-bulb temperature, degrees C, used for refraction correction
|
||||
double press; // surface pressure, millibars, used for refraction correction and ampress
|
||||
};
|
||||
|
||||
celestialbody m_body;
|
||||
observer m_observer;
|
||||
Math3D::vector3 m_position;
|
||||
};
|
||||
Reference in New Issue
Block a user