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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 20:29:17 +02:00

Merge branch 'tmj-dev' into milek-dev

This commit is contained in:
milek7
2018-10-25 11:51:38 +02:00
26 changed files with 792 additions and 387 deletions

View File

@@ -554,7 +554,6 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
setup_drawing( true );
setup_units( true, false, false );
Render( &simulation::Environment );
gfx::opengl_vbogeometrybank::reset();
// opaque parts...
setup_drawing( false );
@@ -1465,6 +1464,7 @@ opengl_renderer::Render( world_environment *Environment ) {
::glPushMatrix();
::glScalef( 500.f, 500.f, 500.f );
Environment->m_skydome.Render();
gfx::opengl_vbogeometrybank::reset();
::glPopMatrix();
// stars
if( Environment->m_stars.m_stars != nullptr ) {
@@ -2606,6 +2606,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
auto const unitstate = m_unitstate;
switch_units( m_unitstate.diffuse, false, false );
auto const *lightcolor {
Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override
glm::value_ptr( Submodel->f4Diffuse ) :
glm::value_ptr( Submodel->DiffuseOverride ) };
// main draw call
if( Global.Overcast > 1.f ) {
// fake fog halo
@@ -2614,11 +2619,12 @@ opengl_renderer::Render( TSubModel *Submodel ) {
2.f, 1.f,
clamp<float>( Global.fFogEnd / 2000, 0.f, 1.f ) )
* std::max( 1.f, Global.Overcast ) };
::glPointSize( pointsize * fogfactor );
::glColor4f(
Submodel->f4Diffuse[ 0 ],
Submodel->f4Diffuse[ 1 ],
Submodel->f4Diffuse[ 2 ],
lightcolor[ 0 ],
lightcolor[ 1 ],
lightcolor[ 2 ],
Submodel->fVisible * std::min( 1.f, lightlevel ) * 0.5f );
::glDepthMask( GL_FALSE );
m_geometry.draw( Submodel->m_geometry );
@@ -2626,9 +2632,9 @@ opengl_renderer::Render( TSubModel *Submodel ) {
}
::glPointSize( pointsize );
::glColor4f(
Submodel->f4Diffuse[ 0 ],
Submodel->f4Diffuse[ 1 ],
Submodel->f4Diffuse[ 2 ],
lightcolor[ 0 ],
lightcolor[ 1 ],
lightcolor[ 2 ],
Submodel->fVisible * std::min( 1.f, lightlevel ) );
m_geometry.draw( Submodel->m_geometry );
@@ -2707,30 +2713,7 @@ opengl_renderer::Render( TTrack *Track ) {
++m_debugstats.drawcalls;
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
setup_environment_light( Track->eEnvironment );
if( Track->m_material1 != 0 ) {
Bind_Material( Track->m_material1 );
m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) );
}
if( Track->m_material2 != 0 ) {
Bind_Material( Track->m_material2 );
m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) );
}
if( ( Track->eType == tt_Switch )
&& ( Track->SwitchExtension->m_material3 != 0 ) ) {
Bind_Material( Track->SwitchExtension->m_material3 );
m_geometry.draw( Track->SwitchExtension->Geometry3 );
}
setup_environment_light();
break;
}
case rendermode::shadows: {
// shadow pass includes trackbeds but not tracks themselves due to low resolution of the map
// TODO: implement
break;
}
// single path pieces are rendererd in pick scenery mode only
case rendermode::pickscenery: {
// add the node to the pick list
m_picksceneryitems.emplace_back( Track );
@@ -2750,7 +2733,6 @@ opengl_renderer::Render( TTrack *Track ) {
}
break;
}
case rendermode::pickcontrols:
default: {
break;
}
@@ -2845,7 +2827,7 @@ opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First,
// restore default lighting
setup_environment_light();
}
break;
break;
}
case rendermode::shadows: {
if( ( std::abs( track->fTexHeight1 ) < 0.35f )
@@ -3534,7 +3516,6 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
::glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT );
Bind_Texture( m_glaretexture );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], Submodel->fVisible * glarelevel );
::glDisable( GL_LIGHTING );
::glDisable( GL_FOG );
::glDepthMask( GL_FALSE );
@@ -3545,12 +3526,19 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( std::atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
// disable shadows so they don't obstruct self-lit items
/*
setup_shadow_color( colors::white );
*/
auto const unitstate = m_unitstate;
switch_units( unitstate.diffuse, false, false );
auto const *lightcolor {
Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override
glm::value_ptr( Submodel->f4Diffuse ) :
glm::value_ptr( Submodel->DiffuseOverride ) };
::glColor4f(
lightcolor[ 0 ],
lightcolor[ 1 ],
lightcolor[ 2 ],
Submodel->fVisible * glarelevel );
// main draw call
m_geometry.draw( m_billboardgeometry );
/*
@@ -3562,9 +3550,6 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
// post-render cleanup
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections );
::glPopMatrix();