16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 14:39:18 +02:00

completed basic separation of visual renderer from simulation

This commit is contained in:
tmj-fstate
2017-07-21 01:27:20 +02:00
parent 215a5b6039
commit 8d5fde7371
15 changed files with 197 additions and 130 deletions

View File

@@ -190,9 +190,9 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
// preload some common textures
WriteLog( "Loading common gfx data..." );
m_glaretexture = GetTextureId( "fx\\lightglare", szTexturePath );
m_suntexture = GetTextureId( "fx\\sun", szTexturePath );
m_moontexture = GetTextureId( "fx\\moon", szTexturePath );
m_glaretexture = Fetch_Texture( "fx\\lightglare" );
m_suntexture = Fetch_Texture( "fx\\sun" );
m_moontexture = Fetch_Texture( "fx\\moon" );
WriteLog( "...gfx data pre-loading done" );
// prepare basic geometry chunks
auto const geometrybank = m_geometry.create_bank();
@@ -236,15 +236,27 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
case rendermode::color: {
// TODO: run shadowmap pass before color
if( Global::RenderShadows && World.InitPerformed() ) {
// run shadowmap pass before color
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer );
::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment
Render_pass( rendermode::shadows );
m_renderpass.draw_mode = rendermode::color; // restore draw mode. TODO: render mode stack
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target
::glDrawBuffer( GL_BACK );
}
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, Global::ScreenWidth, Global::ScreenHeight );
#endif
if( World.InitPerformed() ) {
auto const skydomecolour = World.Environment.m_skydome.GetAverageColor();
::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.0f ); // kolor nieba
}
else {
::glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color
}
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if( World.InitPerformed() ) {
@@ -271,15 +283,14 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
case rendermode::shadows: {
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize ); // TODO: separate shadow buffer
#endif
::glViewport( 0, 0, m_shadowbuffersize, m_shadowbuffersize );
::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
::glClear( GL_DEPTH_BUFFER_BIT );
if( World.InitPerformed() ) {
// setup
m_renderpass.draw_range = 500.0f; // 1.5km square centered around camera
m_renderpass.draw_range = 500.0f; // 1.0km square centered around camera
Render_projection();
Render_camera();
::glDepthFunc( GL_LEQUAL );
@@ -355,9 +366,11 @@ opengl_renderer::Render_projection() {
switch( m_renderpass.draw_mode ) {
case rendermode::color:
#ifndef EU07_USE_PICKING_FRAMEBUFFER
case rendermode::pickcontrols:
case rendermode::pickscenery: {
case rendermode::pickscenery:
#endif
case rendermode::color: {
::gluPerspective(
Global::FieldOfView / Global::ZoomFactor,
std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
@@ -365,19 +378,20 @@ opengl_renderer::Render_projection() {
m_renderpass.draw_range * Global::fDistanceFactor );
break;
}
/*
// version for the smaller pickbuffer. ultimately scratched because resolution isn't comfortable/reliable enough for the user
#ifdef EU07_USE_PICKING_FRAMEBUFFER
case rendermode::pickcontrols:
case rendermode::pickscenery: {
// TODO: render to buffer and scissor test for pick modes
// TODO: scissor test for pick modes
auto const angle = Global::FieldOfView / Global::ZoomFactor;
auto const height = std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ) / ( Global::ScreenWidth / m_pickbuffersize );
::gluPerspective(
Global::FieldOfView / Global::ZoomFactor,
std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ) / ( Global::ScreenWidth / 1024.0f ),
std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ) / ( Global::ScreenWidth / m_pickbuffersize ),
0.1f * Global::ZoomFactor,
m_renderpass.draw_range * Global::fDistanceFactor );
break;
}
*/
#endif
case rendermode::shadows: {
// TODO: set parallel projection
::gluPerspective(
@@ -447,6 +461,9 @@ opengl_renderer::Render_setup( bool const Alpha ) {
case rendermode::color: {
::glEnable( GL_LIGHTING );
::glShadeModel( GL_SMOOTH );
if( Global::iMultisampling ) {
::glEnable( GL_MULTISAMPLE );
}
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
@@ -474,9 +491,12 @@ opengl_renderer::Render_setup( bool const Alpha ) {
case rendermode::shadows:
case rendermode::pickcontrols:
case rendermode::pickscenery: {
::glDisable( GL_FOG );
::glDisable( GL_LIGHTING );
::glShadeModel( GL_FLAT );
if( Global::iMultisampling ) {
::glDisable( GL_MULTISAMPLE );
}
::glDisable( GL_FOG );
if( m_texenvmode != m_renderpass.draw_mode ) {
// solid colour with texture alpha
@@ -508,19 +528,32 @@ opengl_renderer::Render( world_environment *Environment ) {
}
Bind( NULL );
::glDisable( GL_LIGHTING );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
::glPushMatrix();
// skydome
Environment->m_skydome.Render();
if( true == Global::bUseVBO ) {
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
opengl_vbogeometrybank::reset();
}
Environment->m_stars.render();
// stars
if( Environment->m_stars.m_stars != nullptr ) {
// setup
::glPushMatrix();
::glRotatef( Environment->m_stars.m_latitude, 1.f, 0.f, 0.f ); // ustawienie osi OY na północ
::glRotatef( -std::fmod( (float)Global::fTimeAngleDeg, 360.f ), 0.f, 1.f, 0.f ); // obrót dobowy osi OX
::glPointSize( 2.f );
// render
GfxRenderer.Render( Environment->m_stars.m_stars, nullptr, 1.0 );
// post-render cleanup
::glPointSize( 3.f );
::glPopMatrix();
}
// celestial bodies
float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
glm::vec3 suncolor = interpolate(
glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
@@ -601,10 +634,26 @@ opengl_renderer::Render( world_environment *Environment ) {
::glPopAttrib();
// clouds
Environment->m_clouds.Render(
interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
* ( 1.0f - Global::Overcast * 0.5f ) // overcast darkens the clouds
* 2.5f ); // arbitrary adjustment factor
if( Environment->m_clouds.mdCloud ) {
// setup
Disable_Lights();
::glEnable( GL_LIGHTING );
::glLightModelfv(
GL_LIGHT_MODEL_AMBIENT,
glm::value_ptr(
interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
* ( 1.0f - Global::Overcast * 0.5f ) // overcast darkens the clouds
* 2.5f // arbitrary adjustment factor
) );
// render
Render( Environment->m_clouds.mdCloud, nullptr, 100.0 );
Render_Alpha( Environment->m_clouds.mdCloud, nullptr, 100.0 );
// post-render cleanup
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 );
}
Global::DayLight.apply_angle();
Global::DayLight.apply_intensity();
@@ -655,7 +704,7 @@ opengl_renderer::Vertices( geometry_handle const &Geometry ) const {
// texture methods
texture_handle
opengl_renderer::GetTextureId( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
opengl_renderer::Fetch_Texture( std::string const &Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
return m_textures.create( Filename, Dir, Filter, Loadnow );
}
@@ -854,7 +903,7 @@ opengl_renderer::Render( TSubRect *Groundsubcell ) {
#ifdef EU07_SCENERY_EDITOR
// memcells
if( EditorModeFlag ) {
for( auto const memcell : m_memcells ) {
for( auto const memcell : Groundsubcell->m_memcells ) {
Render( memcell );
}
}
@@ -888,7 +937,7 @@ opengl_renderer::Render( TSubRect *Groundsubcell ) {
#ifdef EU07_SCENERY_EDITOR
// memcells
if( EditorModeFlag ) {
for( auto const memcell : m_memcells ) {
for( auto const memcell : Groundsubcell->m_memcells ) {
::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) );
Render( memcell );
}
@@ -961,7 +1010,14 @@ opengl_renderer::Render( TGroundNode *Node ) {
break;
}
}
#ifdef EU07_USE_OLD_RENDERCODE
Node->Model->Render( Node->pCenter - m_renderpass.camera.position() );
#else
Node->Model->RaAnimate(); // jednorazowe przeliczenie animacji
Node->Model->RaPrepare();
if( Node->Model->pModel ) // renderowanie rekurencyjne submodeli
Render( Node->Model->pModel, Node->Model->Material(), Node->pCenter - m_renderpass.camera.position(), Node->Model->vAngle );
#endif
return true;
}
@@ -1559,19 +1615,35 @@ opengl_renderer::Render( TTrack *Track ) {
void
opengl_renderer::Render( TMemCell *Memcell ) {
::glPushAttrib( GL_ENABLE_BIT );
// ::glDisable( GL_LIGHTING );
::glDisable( GL_TEXTURE_2D );
// ::glEnable( GL_BLEND );
::glPushMatrix();
auto const position = Memcell->Position();
auto const position = Memcell->Position() - m_renderpass.camera.position();
::glTranslated( position.x, position.y + 0.5, position.z );
::glColor3f( 0.36f, 0.75f, 0.35f );
::gluSphere( m_quadric, 0.35, 4, 2 );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
::glPushAttrib( GL_ENABLE_BIT );
::glDisable( GL_TEXTURE_2D );
::glColor3f( 0.36f, 0.75f, 0.35f );
::gluSphere( m_quadric, 0.35, 4, 2 );
::glPopAttrib();
break;
}
case rendermode::pickscenery:
case rendermode::shadows: {
::gluSphere( m_quadric, 0.35, 4, 2 );
break;
}
case rendermode::pickcontrols: {
break;
}
default: {
break;
}
}
::glPopMatrix();
::glPopAttrib();
}
bool
@@ -1615,8 +1687,11 @@ opengl_renderer::Render_Alpha( TSubRect *Groundsubcell ) {
Render_Alpha( node ); // przezroczyste z mieszanych modeli
for( node = Groundsubcell->nRenderAlpha; node; node = node->nNext3 )
Render_Alpha( node ); // przezroczyste modele
for( int j = 0; j < Groundsubcell->iTracks; ++j )
Groundsubcell->tTracks[ j ]->RenderDynAlpha(); // przezroczyste fragmenty pojazdów na torach
for( int trackidx = 0; trackidx < Groundsubcell->iTracks; ++trackidx ) {
for( auto dynamic : Groundsubcell->tTracks[ trackidx ]->Dynamics ) {
Render_Alpha( dynamic ); // przezroczyste fragmenty pojazdów na torach
}
}
return true;
}
@@ -1677,7 +1752,13 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
}
}
case TP_MODEL: {
#ifdef EU07_USE_OLD_RENDERCODE
Node->Model->RenderAlpha( Node->pCenter - m_renderpass.camera.position() );
#else
Node->Model->RaPrepare();
if( Node->Model->pModel ) // renderowanie rekurencyjne submodeli
Render_Alpha( Node->Model->pModel, Node->Model->Material(), Node->pCenter - m_renderpass.camera.position(), Node->Model->vAngle );
#endif
return true;
}
@@ -2137,15 +2218,11 @@ opengl_renderer::Update( double const Deltatime ) {
// adjust draw ranges etc, based on recent performance
auto const framerate = 1000.0f / (m_drawtime / 20.0f);
// NOTE: until we have quadtree in place we have to rely on the legacy rendering
// once this is resolved we should be able to simply adjust draw range
int targetsegments;
float targetfactor;
if( framerate > 90.0 ) { targetsegments = 400; targetfactor = 3.0f; }
else if( framerate > 60.0 ) { targetsegments = 225; targetfactor = 1.5f; }
else if( framerate > 30.0 ) { targetsegments = 90; targetfactor = Global::ScreenHeight / 768.0f; }
else { targetsegments = 9; targetfactor = Global::ScreenHeight / 768.0f * 0.75f; }
if( framerate > 90.0 ) { targetfactor = 3.0f; }
else if( framerate > 60.0 ) { targetfactor = 1.5f; }
else if( framerate > 30.0 ) { targetfactor = Global::ScreenHeight / 768.0f; }
else { targetfactor = Global::ScreenHeight / 768.0f * 0.75f; }
if( targetfactor > Global::fDistanceFactor ) {