mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 03:59:19 +02:00
Merge branch 'master' into feat/modern-editor
This commit is contained in:
@@ -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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