mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 02:49:19 +02:00
Merge branch 'master' into feat/modern-editor
This commit is contained in:
@@ -22,30 +22,14 @@ cFrustum::calculate() {
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void
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cFrustum::calculate( glm::mat4 const &Projection, glm::mat4 const &Modelview ) {
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float const *proj = glm::value_ptr( Projection );
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float const *modl = glm::value_ptr( Modelview );
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// multiply the matrices to retrieve clipping planes (column-major, same layout as the old float[16] form)
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auto const clipmatrix { Projection * Modelview };
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float clip[ 16 ];
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// multiply the matrices to retrieve clipping planes
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clip[ 0 ] = modl[ 0 ] * proj[ 0 ] + modl[ 1 ] * proj[ 4 ] + modl[ 2 ] * proj[ 8 ] + modl[ 3 ] * proj[ 12 ];
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clip[ 1 ] = modl[ 0 ] * proj[ 1 ] + modl[ 1 ] * proj[ 5 ] + modl[ 2 ] * proj[ 9 ] + modl[ 3 ] * proj[ 13 ];
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clip[ 2 ] = modl[ 0 ] * proj[ 2 ] + modl[ 1 ] * proj[ 6 ] + modl[ 2 ] * proj[ 10 ] + modl[ 3 ] * proj[ 14 ];
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clip[ 3 ] = modl[ 0 ] * proj[ 3 ] + modl[ 1 ] * proj[ 7 ] + modl[ 2 ] * proj[ 11 ] + modl[ 3 ] * proj[ 15 ];
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clip[ 4 ] = modl[ 4 ] * proj[ 0 ] + modl[ 5 ] * proj[ 4 ] + modl[ 6 ] * proj[ 8 ] + modl[ 7 ] * proj[ 12 ];
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clip[ 5 ] = modl[ 4 ] * proj[ 1 ] + modl[ 5 ] * proj[ 5 ] + modl[ 6 ] * proj[ 9 ] + modl[ 7 ] * proj[ 13 ];
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clip[ 6 ] = modl[ 4 ] * proj[ 2 ] + modl[ 5 ] * proj[ 6 ] + modl[ 6 ] * proj[ 10 ] + modl[ 7 ] * proj[ 14 ];
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clip[ 7 ] = modl[ 4 ] * proj[ 3 ] + modl[ 5 ] * proj[ 7 ] + modl[ 6 ] * proj[ 11 ] + modl[ 7 ] * proj[ 15 ];
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clip[ 8 ] = modl[ 8 ] * proj[ 0 ] + modl[ 9 ] * proj[ 4 ] + modl[ 10 ] * proj[ 8 ] + modl[ 11 ] * proj[ 12 ];
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clip[ 9 ] = modl[ 8 ] * proj[ 1 ] + modl[ 9 ] * proj[ 5 ] + modl[ 10 ] * proj[ 9 ] + modl[ 11 ] * proj[ 13 ];
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clip[ 10 ] = modl[ 8 ] * proj[ 2 ] + modl[ 9 ] * proj[ 6 ] + modl[ 10 ] * proj[ 10 ] + modl[ 11 ] * proj[ 14 ];
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clip[ 11 ] = modl[ 8 ] * proj[ 3 ] + modl[ 9 ] * proj[ 7 ] + modl[ 10 ] * proj[ 11 ] + modl[ 11 ] * proj[ 15 ];
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clip[ 12 ] = modl[ 12 ] * proj[ 0 ] + modl[ 13 ] * proj[ 4 ] + modl[ 14 ] * proj[ 8 ] + modl[ 15 ] * proj[ 12 ];
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clip[ 13 ] = modl[ 12 ] * proj[ 1 ] + modl[ 13 ] * proj[ 5 ] + modl[ 14 ] * proj[ 9 ] + modl[ 15 ] * proj[ 13 ];
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clip[ 14 ] = modl[ 12 ] * proj[ 2 ] + modl[ 13 ] * proj[ 6 ] + modl[ 14 ] * proj[ 10 ] + modl[ 15 ] * proj[ 14 ];
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clip[ 15 ] = modl[ 12 ] * proj[ 3 ] + modl[ 13 ] * proj[ 7 ] + modl[ 14 ] * proj[ 11 ] + modl[ 15 ] * proj[ 15 ];
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for( int column = 0; column < 4; ++column ) {
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for( int row = 0; row < 4; ++row ) {
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clip[ column * 4 + row ] = clipmatrix[ column ][ row ];
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}
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}
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// get the sides of the frustum.
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m_frustum[ side_RIGHT ][ plane_A ] = clip[ 3 ] - clip[ 0 ];
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@@ -18,7 +18,7 @@ public:
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int index{ -1 }; // 0: front lights, 1: rear lights
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glm::dvec3 position; // position of the light in 3d scene
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glm::vec3 direction; // direction of the light in 3d scene
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glm::vec3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
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glm::vec3 color{ 1.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
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float intensity{ 0.0f }; // (combined) intensity of the light(s)
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int count{ 0 }; // number (or pattern) of active light(s)
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glm::vec3 state{ 0.f }; // state of individual lights
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@@ -29,6 +29,23 @@ http://mozilla.org/MPL/2.0/.
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int constexpr EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
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int constexpr EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
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namespace {
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// returns material assigned to the submodel, resolving replacable skins. null_handle if no skin set is bound
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material_handle
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submodel_material( TSubModel const *Submodel ) {
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if( Submodel->m_material >= 0 ) {
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return Submodel->m_material;
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}
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return (
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TSubModel::ReplacableSkinId != nullptr ?
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TSubModel::ReplacableSkinId[ -Submodel->m_material ] :
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null_handle );
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}
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} // namespace
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void GLAPIENTRY
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ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) {
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/*
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@@ -1975,7 +1992,7 @@ bool opengl33_renderer::Render(world_environment *Environment)
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auto const fogfactor{std::clamp(Global.fFogEnd / 2000.f, 0.f, 1.f)}; // stronger fog reduces opacity of the celestial bodies
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float const duskfactor = 1.0f - std::clamp(std::abs(Environment->m_sun.getAngle()), 0.0f, 12.0f) / 12.0f;
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glm::vec3 suncolor = glm::mix(glm::vec3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor);
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glm::vec3 suncolor = glm::mix(glm::vec3(1.0f, 242.0f / 255.0f, 231.0f / 255.0f), glm::vec3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f), duskfactor);
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// sun
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{
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@@ -2381,8 +2398,7 @@ opengl_material &opengl33_renderer::Material(material_handle const Material)
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opengl_material const & opengl33_renderer::Material( TSubModel const * Submodel ) const {
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auto const material { Submodel->m_material >= 0 ? Submodel->m_material : Submodel->ReplacableSkinId[ -Submodel->m_material ] };
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return m_materials.material( material );
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return m_materials.material( submodel_material( Submodel ) );
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}
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texture_handle opengl33_renderer::Fetch_Texture(std::string const &Filename, bool const Loadnow, GLint format_hint)
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@@ -4008,7 +4024,7 @@ void opengl33_renderer::Render(TSubModel *Submodel)
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// textures...
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if (Submodel->m_material < 0)
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{ // zmienialne skóry
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Bind_Material(Submodel->ReplacableSkinId[-Submodel->m_material], Submodel);
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Bind_Material(submodel_material(Submodel), Submodel);
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}
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else
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{
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@@ -4045,7 +4061,7 @@ void opengl33_renderer::Render(TSubModel *Submodel)
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if (Submodel->m_material < 0)
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{ // zmienialne skóry
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Bind_Material_Shadow(Submodel->ReplacableSkinId[-Submodel->m_material]);
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Bind_Material_Shadow(submodel_material(Submodel));
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}
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else
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{
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@@ -4964,6 +4980,21 @@ bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Mater
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return result;
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}
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// characters of a text display, laid out in a row. the text can be encoded in utf-8 or in windows-1250
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void opengl33_renderer::Render_Alpha_text(TSubModel *Submodel)
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{
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if (TSubModel::pasText == nullptr)
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{
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return;
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}
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for (auto *p : Submodel->text_letters(*TSubModel::pasText))
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{ // translucent only, for the time being
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Render_Alpha(p);
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if (p->fMatrix)
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::glMultMatrixf(p->fMatrix->readArray()); // move on to the place of the next character
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}
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}
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void opengl33_renderer::Render_Alpha(TSubModel *Submodel)
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{
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// renderowanie przezroczystych przez DL
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@@ -5004,7 +5035,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel)
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// textures...
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if (Submodel->m_material < 0)
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{ // zmienialne skóry
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Bind_Material(Submodel->ReplacableSkinId[-Submodel->m_material], Submodel);
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Bind_Material(submodel_material(Submodel), Submodel);
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}
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else
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{
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@@ -5036,7 +5067,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel)
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if (Submodel->m_material < 0)
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{ // zmienialne skóry
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Bind_Material_Shadow(Submodel->ReplacableSkinId[-Submodel->m_material]);
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Bind_Material_Shadow(submodel_material(Submodel));
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}
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else
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{
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@@ -5192,29 +5223,7 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel)
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{
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if (Submodel->eType == TP_TEXT)
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{ // tekst renderujemy w specjalny sposób, zamiast submodeli z łańcucha Child
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int i, j = (int)Submodel->pasText->size();
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TSubModel *p;
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if (!Submodel->smLetter)
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{ // jeśli nie ma tablicy, to ją stworzyć; miejsce nieodpowiednie, ale tymczasowo może być
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Submodel->smLetter = new TSubModel *[256]; // tablica wskaźników submodeli dla wyświetlania tekstu
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memset(Submodel->smLetter, 0, 256 * sizeof(TSubModel *)); // wypełnianie zerami
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p = Submodel->Child;
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while (p)
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{
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Submodel->smLetter[p->pName[0]] = p;
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p = p->Next; // kolejny znak
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}
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}
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for (i = 1; i <= j; ++i)
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{
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p = Submodel->smLetter[(*(Submodel->pasText))[i]]; // znak do wyświetlenia
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if (p)
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{ // na razie tylko jako przezroczyste
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Render_Alpha(p);
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if (p->fMatrix)
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::glMultMatrixf(p->fMatrix->readArray()); // przesuwanie widoku
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}
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}
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Render_Alpha_text(Submodel);
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}
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else if (Submodel->iAlpha & Submodel->iFlags & 0x002F0000)
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Render_Alpha(Submodel->Child);
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@@ -322,6 +322,7 @@ class opengl33_renderer : public gfx_renderer {
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
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void Render_Alpha(TSubModel *Submodel);
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void Render_Alpha_text(TSubModel *Submodel); // characters of a text display
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void Update_Lights(light_array &Lights);
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glm::vec3 pick_color(std::size_t const Index);
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std::size_t pick_index(glm::ivec3 const &Color);
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@@ -31,6 +31,23 @@ int constexpr EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound w
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int constexpr EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture
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int constexpr EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
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namespace {
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// returns material assigned to the submodel, resolving replacable skins. null_handle if no skin set is bound
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material_handle
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submodel_material( TSubModel const *Submodel ) {
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if( Submodel->m_material >= 0 ) {
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return Submodel->m_material;
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}
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return (
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TSubModel::ReplacableSkinId != nullptr ?
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TSubModel::ReplacableSkinId[ -Submodel->m_material ] :
|
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null_handle );
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}
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} // namespace
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float const EU07_OPACITYDEFAULT { 0.5f };
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bool
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@@ -1571,7 +1588,7 @@ opengl_renderer::Render( world_environment *Environment ) {
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auto const fogfactor { std::clamp( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // closer/denser fog reduces opacity of the celestial bodies
|
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float const duskfactor = 1.0f - std::clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
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glm::vec3 suncolor = glm::mix(
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glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
|
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glm::vec3( 1.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
|
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glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
|
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duskfactor );
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// sun
|
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@@ -1790,8 +1807,7 @@ opengl_renderer::Material( material_handle const Material ) const {
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opengl_material const &
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opengl_renderer::Material( TSubModel const * Submodel ) const {
|
||||
|
||||
auto const material { Submodel->m_material >= 0 ? Submodel->m_material : Submodel->ReplacableSkinId[ -Submodel->m_material ] };
|
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return m_materials.material( material );
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return m_materials.material( submodel_material( Submodel ) );
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}
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// shader methods
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@@ -2768,10 +2784,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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}
|
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#endif
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// material configuration:
|
||||
auto const material{ (
|
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Submodel->m_material < 0 ?
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Submodel->ReplacableSkinId[ -Submodel->m_material ] : // zmienialne skóry
|
||||
Submodel->m_material ) }; // również 0
|
||||
auto const material{ submodel_material( Submodel ) }; // zmienialne skóry, również 0
|
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// textures...
|
||||
Bind_Material( material );
|
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// ...colors and opacity...
|
||||
@@ -2879,7 +2892,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
|
||||
// material configuration:
|
||||
// textures...
|
||||
if( Submodel->m_material < 0 ) { // zmienialne skóry
|
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Bind_Material( TSubModel::ReplacableSkinId[ -Submodel->m_material ], Submodel );
|
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Bind_Material( submodel_material( Submodel ), Submodel );
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||||
}
|
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else {
|
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// również 0
|
||||
@@ -2897,7 +2910,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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::glColor3fv( glm::value_ptr( pick_color( m_pickcontrolsitems.size() ) ) );
|
||||
// textures...
|
||||
if( Submodel->m_material < 0 ) { // zmienialne skóry
|
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Bind_Material( TSubModel::ReplacableSkinId[ -Submodel->m_material ], Submodel );
|
||||
Bind_Material( submodel_material( Submodel ), Submodel );
|
||||
}
|
||||
else {
|
||||
// również 0
|
||||
@@ -2971,10 +2984,10 @@ opengl_renderer::Render( TSubModel *Submodel ) {
|
||||
auto const unitstate = m_unitstate;
|
||||
switch_units( m_unitstate.diffuse, false, false );
|
||||
|
||||
auto const *lightcolor {
|
||||
glm::vec3 const lightcolor {
|
||||
Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override
|
||||
glm::value_ptr( Submodel->f4Diffuse ) :
|
||||
glm::value_ptr( Submodel->DiffuseOverride ) };
|
||||
glm::vec3( Submodel->f4Diffuse ) :
|
||||
Submodel->DiffuseOverride };
|
||||
|
||||
// main draw call
|
||||
if( Global.Overcast > 1.f ) {
|
||||
@@ -2987,9 +3000,9 @@ opengl_renderer::Render( TSubModel *Submodel ) {
|
||||
|
||||
::glPointSize( pointsize * fogfactor );
|
||||
::glColor4f(
|
||||
lightcolor[ 0 ],
|
||||
lightcolor[ 1 ],
|
||||
lightcolor[ 2 ],
|
||||
lightcolor.r,
|
||||
lightcolor.g,
|
||||
lightcolor.b,
|
||||
Submodel->fVisible * std::min( 1.f, lightlevel ) * 0.5f );
|
||||
::glDepthMask( GL_FALSE );
|
||||
m_geometry.draw( Submodel->m_geometry.handle );
|
||||
@@ -2997,9 +3010,9 @@ opengl_renderer::Render( TSubModel *Submodel ) {
|
||||
}
|
||||
::glPointSize( pointsize );
|
||||
::glColor4f(
|
||||
lightcolor[ 0 ],
|
||||
lightcolor[ 1 ],
|
||||
lightcolor[ 2 ],
|
||||
lightcolor.r,
|
||||
lightcolor.g,
|
||||
lightcolor.b,
|
||||
Submodel->fVisible * std::min( 1.f, lightlevel ) );
|
||||
m_geometry.draw( Submodel->m_geometry.handle );
|
||||
|
||||
@@ -3800,6 +3813,19 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, f
|
||||
return result;
|
||||
}
|
||||
|
||||
// characters of a text display, laid out in a row. the text can be encoded in utf-8 or in windows-1250
|
||||
void
|
||||
opengl_renderer::Render_Alpha_text( TSubModel *Submodel ) {
|
||||
|
||||
if( TSubModel::pasText == nullptr ) { return; }
|
||||
|
||||
for( auto *p : Submodel->text_letters( *TSubModel::pasText ) ) { // translucent only, for the time being
|
||||
Render_Alpha( p );
|
||||
if( p->fMatrix )
|
||||
::glMultMatrixf( p->fMatrix->readArray() ); // move on to the place of the next character
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
|
||||
// renderowanie przezroczystych przez DL
|
||||
@@ -3845,10 +3871,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
|
||||
#endif
|
||||
// material configuration:
|
||||
// textures...
|
||||
auto const material { (
|
||||
Submodel->m_material < 0 ?
|
||||
Submodel->ReplacableSkinId[ -Submodel->m_material ] : // zmienialne skóry
|
||||
Submodel->m_material ) }; // również 0
|
||||
auto const material { submodel_material( Submodel ) }; // zmienialne skóry, również 0
|
||||
// textures...
|
||||
Bind_Material( material );
|
||||
// ...colors and opacity...
|
||||
@@ -3923,7 +3946,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
|
||||
// material configuration:
|
||||
// textures...
|
||||
if( Submodel->m_material < 0 ) { // zmienialne skóry
|
||||
Bind_Material( TSubModel::ReplacableSkinId[ -Submodel->m_material ], Submodel );
|
||||
Bind_Material( submodel_material( Submodel ), Submodel );
|
||||
}
|
||||
else {
|
||||
// również 0
|
||||
@@ -3986,14 +4009,14 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
|
||||
auto const unitstate = m_unitstate;
|
||||
switch_units( unitstate.diffuse, false, false );
|
||||
|
||||
auto const *lightcolor {
|
||||
glm::vec3 const lightcolor {
|
||||
Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override
|
||||
glm::value_ptr( Submodel->f4Diffuse ) :
|
||||
glm::value_ptr( Submodel->DiffuseOverride ) };
|
||||
glm::vec3( Submodel->f4Diffuse ) :
|
||||
Submodel->DiffuseOverride };
|
||||
::glColor4f(
|
||||
lightcolor[ 0 ],
|
||||
lightcolor[ 1 ],
|
||||
lightcolor[ 2 ],
|
||||
lightcolor.r,
|
||||
lightcolor.g,
|
||||
lightcolor.b,
|
||||
Submodel->fVisible * glarelevel );
|
||||
|
||||
// main draw call
|
||||
@@ -4018,25 +4041,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
|
||||
|
||||
if( Submodel->Child != nullptr ) {
|
||||
if( Submodel->eType == TP_TEXT ) { // tekst renderujemy w specjalny sposób, zamiast submodeli z łańcucha Child
|
||||
int i, j = (int)Submodel->pasText->size();
|
||||
TSubModel *p;
|
||||
if( !Submodel->smLetter ) { // jeśli nie ma tablicy, to ją stworzyć; miejsce nieodpowiednie, ale tymczasowo może być
|
||||
Submodel->smLetter = new TSubModel *[ 256 ]; // tablica wskaźników submodeli dla wyświetlania tekstu
|
||||
std::memset(Submodel->smLetter, 0, 256 * sizeof( TSubModel * )); // wypełnianie zerami
|
||||
p = Submodel->Child;
|
||||
while( p ) {
|
||||
Submodel->smLetter[ p->pName[ 0 ] ] = p;
|
||||
p = p->Next; // kolejny znak
|
||||
}
|
||||
}
|
||||
for( i = 1; i <= j; ++i ) {
|
||||
p = Submodel->smLetter[ ( *( Submodel->pasText) )[ i ] ]; // znak do wyświetlenia
|
||||
if( p ) { // na razie tylko jako przezroczyste
|
||||
Render_Alpha( p );
|
||||
if( p->fMatrix )
|
||||
::glMultMatrixf( p->fMatrix->readArray() ); // przesuwanie widoku
|
||||
}
|
||||
}
|
||||
Render_Alpha_text( Submodel );
|
||||
}
|
||||
else if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )
|
||||
Render_Alpha( Submodel->Child );
|
||||
|
||||
@@ -270,6 +270,9 @@ private:
|
||||
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
|
||||
void
|
||||
Render_Alpha( TSubModel *Submodel );
|
||||
// characters of a text display
|
||||
void
|
||||
Render_Alpha_text( TSubModel *Submodel );
|
||||
void
|
||||
Update_Lights( light_array &Lights );
|
||||
bool
|
||||
|
||||
@@ -31,7 +31,7 @@ basic_precipitation::init() {
|
||||
void
|
||||
basic_precipitation::update() {
|
||||
|
||||
auto const timedelta { static_cast<float>( ( DebugModeFlag ? Timer::GetDeltaTime() : Timer::GetDeltaTime() ) ) };
|
||||
auto const timedelta { static_cast<float>( Timer::GetDeltaTime() ) };
|
||||
|
||||
if( timedelta == 0.0 ) { return; }
|
||||
|
||||
|
||||
Reference in New Issue
Block a user