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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

switches for local converter and compressor, motor connector fix for multi-unit engines, crossroad generation fixes for vbo render path

This commit is contained in:
tmj-fstate
2017-05-23 02:25:56 +02:00
parent e805533f54
commit 9f07e2b504
16 changed files with 425 additions and 249 deletions

288
Track.cpp
View File

@@ -405,8 +405,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
std::string token;
parser->getTokens();
*parser >> token;
str = token; // typ toru
*parser >> str; // typ toru
if (str == "normal")
{
@@ -460,8 +459,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
if (iDamageFlag & 128)
iAction |= 0x80; // flaga wykolejania z powodu uszkodzenia
parser->getTokens();
*parser >> token;
str = token; // environment
*parser >> str; // environment
if (str == "flat")
eEnvironment = e_flat;
else if (str == "mountains" || str == "mountain")
@@ -477,7 +475,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
else
{
eEnvironment = e_unknown;
Error("Unknown track environment: \"" + str + "\"");
Error( "Unknown track environment: \"" + str + "\"" );
}
parser->getTokens();
*parser >> token;
@@ -485,8 +483,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
if (bVisible)
{
parser->getTokens();
*parser >> token;
str = token; // railtex
*parser >> str; // railtex
TextureID1 = (str == "none" ? 0 : GfxRenderer.GetTextureId(
str, szTexturePath,
(iCategoryFlag & 1) ? Global::iRailProFiltering :
@@ -496,8 +493,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
if (fTexLength < 0.01)
fTexLength = 4; // Ra: zabezpiecznie przed zawieszeniem
parser->getTokens();
*parser >> token;
str = token; // sub || railtex
*parser >> str; // sub || railtex
TextureID2 = (str == "none" ? 0 : GfxRenderer.GetTextureId(
str, szTexturePath,
(eType == tt_Normal) ? Global::iBallastFiltering :
@@ -1232,7 +1228,7 @@ void TTrack::Compile(GLuint tex)
}
break;
case tt_Switch: // dla zwrotnicy dwa razy szyny
if (TextureID1) // zwrotnice nie są grupowane, aby prościej było je animować
if (TextureID1 || TextureID2) // zwrotnice nie są grupowane, aby prościej było je animować
{ // iglice liczone tylko dla zwrotnic
// Ra: TODO: oddzielna animacja każdej iglicy, opór na docisku
vector6 rpts3[24], rpts4[24];
@@ -1254,27 +1250,34 @@ void TTrack::Compile(GLuint tex)
// McZapkie-130302 - poprawione rysowanie szyn
if (SwitchExtension->RightSwitch)
{ // zwrotnica prawa
GfxRenderer.Bind( TextureID1 );
SwitchExtension->Segments[0]->RenderLoft( immediate, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2); // prawa iglica
SwitchExtension->Segments[0]->RenderLoft( immediate, rpts1, nnumPts, fTexLength, 1.0, 2); // prawa szyna za iglicą
SwitchExtension->Segments[0]->RenderLoft( immediate, rpts2, nnumPts, fTexLength); // lewa szyna normalnie cała
if (TextureID2 != TextureID1) // nie wiadomo, czy OpenGL to optymalizuje
if( TextureID1 ) {
GfxRenderer.Bind( TextureID1 );
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 ); // prawa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength ); // lewa szyna normalnie cała
}
if( TextureID2 ) {
GfxRenderer.Bind( TextureID2 );
SwitchExtension->Segments[1]->RenderLoft( immediate, rpts1, nnumPts, fTexLength); // prawa szyna normalna cała
SwitchExtension->Segments[1]->RenderLoft( immediate, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1); // lewa iglica
SwitchExtension->Segments[1]->RenderLoft( immediate, rpts2, nnumPts, fTexLength, 1.0, 2); // lewa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength ); // prawa szyna normalna cała
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 ); // lewa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
}
}
else
{ // lewa kiedyś działała lepiej niż prawa
GfxRenderer.Bind( TextureID1 );
SwitchExtension->Segments[0]->RenderLoft( immediate, rpts1, nnumPts, fTexLength); // prawa szyna normalna cała
SwitchExtension->Segments[0]->RenderLoft( immediate, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2); // lewa iglica
SwitchExtension->Segments[0]->RenderLoft( immediate, rpts2, nnumPts, fTexLength, 1.0, 2); // lewa szyna za iglicą
if (TextureID2 != TextureID1) // nie wiadomo, czy OpenGL to optymalizuje
if( TextureID1 ) {
GfxRenderer.Bind( TextureID1 );
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength ); // prawa szyna normalna cała
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 ); // lewa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
}
if( TextureID2 ) {
// nie wiadomo, czy OpenGL to optymalizuje
GfxRenderer.Bind( TextureID2 );
SwitchExtension->Segments[1]->RenderLoft( immediate, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1); // prawa iglica
SwitchExtension->Segments[1]->RenderLoft( immediate, rpts1, nnumPts, fTexLength, 1.0, 2); // prawa szyna za iglicą
SwitchExtension->Segments[1]->RenderLoft( immediate, rpts2, nnumPts, fTexLength); // lewa szyna normalnie cała
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength ); // lewa szyna normalnie cała
}
}
}
break;
@@ -1782,31 +1785,33 @@ int TTrack::RaArrayPrepare()
if( SwitchExtension->iRoads == 3 ) {
// mogą być tylko 3 drogi zamiast 4
SwitchExtension->iPoints =
5
+ SwitchExtension->Segments[ 0 ]->RaSegCount()
SwitchExtension->Segments[ 0 ]->RaSegCount()
+ SwitchExtension->Segments[ 1 ]->RaSegCount()
+ SwitchExtension->Segments[ 2 ]->RaSegCount();
}
else {
SwitchExtension->iPoints =
5
+ SwitchExtension->Segments[ 2 ]->RaSegCount()
SwitchExtension->Segments[ 2 ]->RaSegCount()
+ SwitchExtension->Segments[ 3 ]->RaSegCount()
+ SwitchExtension->Segments[ 4 ]->RaSegCount()
+ SwitchExtension->Segments[ 5 ]->RaSegCount();
}
/*
if (fTexHeight1 >= 0) {
// normalne pobocze, na razie się składa z
return SwitchExtension->iPoints * ((TextureID1 ? 1 : 0) + (TextureID2 ? 12 : 0));
return ( ( TextureID1 ? SwitchExtension->iPoints + SwitchExtension->iRoads + 2 : 0 ) + ( TextureID2 ? SwitchExtension->iPoints * 12 : 0 ) );
}
else {
// jeśli fTexHeight1<0, to są chodniki i może któregoś nie być
return SwitchExtension->iPoints * ((TextureID1 ? 1 : 0) + (TextureID2 ? 6 : 0 ));
return ( ( TextureID1 ? SwitchExtension->iPoints + SwitchExtension->iRoads + 2 : 0 ) + ( TextureID2 ? SwitchExtension->iPoints * 6 : 0 ) );
}
*/
// each sub-segment covers only one side of the road, so it has points for single sideroad, if any
return ( ( TextureID1 ? SwitchExtension->iPoints + SwitchExtension->iRoads + 2 : 0 ) + ( TextureID2 ? SwitchExtension->iPoints * 6 : 0 ) );
}
else // standardowo dla zwykłej drogi
if (fTexHeight1 >= 0) // jeśli fTexHeight1<0, to są chodniki i może któregoś nie być
return (Segment->RaSegCount()) *
return ( Segment->RaSegCount()) *
((TextureID1 ? 4 : 0) + (TextureID2 ? 12 : 0)); // może nie być poziomego!
else
return (Segment->RaSegCount()) *
@@ -1818,9 +1823,8 @@ int TTrack::RaArrayPrepare()
return 0;
};
int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const Vertexcount)
void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const Vertexcount)
{ // wypełnianie tablic VBO
int debugvertexcount{ 0 };
// Ra: trzeba rozdzielić szyny od podsypki, aby móc grupować wg tekstur
double fHTW = 0.5 * fabs(fTrackWidth);
double side = fabs(fTexWidth); // szerokść podsypki na zewnątrz szyny albo pobocza
@@ -1955,19 +1959,16 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
bpts1[3] = vector6(-rozp, -fTexHeight1 - 0.18, 0.5 + map12, -normal1.x, -normal1.y, 0.0); // prawy skos
}
}
debugvertexcount += Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -4 : 4, fTexLength);
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -4 : 4, fTexLength);
}
if (TextureID1)
{ // szyny - generujemy dwie, najwyżej rysować się będzie jedną
debugvertexcount += Segment->RenderLoft(Vert, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
assert( debugvertexcount <= Vertexcount );
debugvertexcount += Segment->RenderLoft(Vert, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft(Vert, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft(Vert, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
}
break;
case tt_Switch: // dla zwrotnicy dwa razy szyny
if (TextureID1) // Ra: !!!! tu jest do poprawienia
if( TextureID1 || TextureID2 )
{ // iglice liczone tylko dla zwrotnic
vector6 rpts3[24], rpts4[24];
for (i = 0; i < 12; ++i)
@@ -1987,46 +1988,34 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
}
if (SwitchExtension->RightSwitch)
{ // nowa wersja z SPKS, ale odwrotnie lewa/prawa
int batch{ 0 };
batch = SwitchExtension->Segments[0]->RenderLoft( Vert, rpts2, nnumPts, fTexLength);
debugvertexcount += batch;
assert( debugvertexcount <= Vertexcount );
batch = SwitchExtension->Segments[0]->RenderLoft( Vert, rpts1, nnumPts, fTexLength, 1.0, 2 );
debugvertexcount += batch;
assert( debugvertexcount <= Vertexcount );
SwitchExtension->iLeftVBO = Vert - Start; // indeks lewej iglicy
batch = SwitchExtension->Segments[0]->RenderLoft( Vert, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 );
debugvertexcount += batch;
assert( debugvertexcount <= Vertexcount );
if( TextureID1 ) {
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength );
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength, 1.0, 2 );
SwitchExtension->iRightVBO = Vert - Start; // indeks prawej iglicy
batch = SwitchExtension->Segments[1]->RenderLoft( Vert, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 );
debugvertexcount += batch;
assert( debugvertexcount <= Vertexcount );
batch = SwitchExtension->Segments[1]->RenderLoft( Vert, rpts2, nnumPts, fTexLength, 1.0, 2 );
debugvertexcount += batch;
assert( debugvertexcount <= Vertexcount );
batch = SwitchExtension->Segments[1]->RenderLoft( Vert, rpts1, nnumPts, fTexLength );
debugvertexcount += batch;
assert( debugvertexcount <= Vertexcount );
SwitchExtension->iLeftVBO = Vert - Start; // indeks lewej iglicy
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 );
}
if( TextureID2 ) {
SwitchExtension->iRightVBO = Vert - Start; // indeks prawej iglicy
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength, 1.0, 2 );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength );
}
}
else
{ // lewa działa lepiej niż prawa
debugvertexcount += SwitchExtension->Segments[0]->RenderLoft( Vert, rpts1, nnumPts, fTexLength); // lewa szyna normalna cała
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[0]->RenderLoft( Vert, rpts2, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
assert( debugvertexcount <= Vertexcount );
SwitchExtension->iLeftVBO = Vert - Start; // indeks lewej iglicy
debugvertexcount += SwitchExtension->Segments[0]->RenderLoft( Vert, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2); // prawa iglica
assert( debugvertexcount <= Vertexcount );
SwitchExtension->iRightVBO = Vert - Start; // indeks prawej iglicy
debugvertexcount += SwitchExtension->Segments[1]->RenderLoft( Vert, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1); // lewa iglica
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[1]->RenderLoft( Vert, rpts1, nnumPts, fTexLength, 1.0, 2); // lewa szyna za iglicą
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[1]->RenderLoft( Vert, rpts2, nnumPts, fTexLength); // prawa szyna normalnie cała
assert( debugvertexcount <= Vertexcount );
if( TextureID1 ) {
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength ); // lewa szyna normalna cała
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->iLeftVBO = Vert - Start; // indeks lewej iglicy
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 ); // prawa iglica
}
if( TextureID2 ) {
SwitchExtension->iRightVBO = Vert - Start; // indeks prawej iglicy
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 ); // lewa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength ); // prawa szyna normalnie cała
}
}
}
break;
@@ -2060,8 +2049,7 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
}
if (TextureID1) // jeśli podana była tekstura, generujemy trójkąty
{ // tworzenie trójkątów nawierzchni szosy
debugvertexcount += Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -2 : 2, fTexLength);
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -2 : 2, fTexLength);
}
if (TextureID2)
{ // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak w Midtown Madness 2?)
@@ -2142,25 +2130,21 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
{ // pobocza do trapezowatej nawierzchni - dodatkowe punkty z drugiej strony
// odcinka
if( ( fTexHeight1 >= 0.0 ) || ( slop != 0.0 ) ) {
debugvertexcount += Segment->RenderLoft( Vert, rpts1, -3, fTexLength ); // tylko jeśli jest z prawej
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft( Vert, rpts1, -3, fTexLength ); // tylko jeśli jest z prawej
}
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
debugvertexcount += Segment->RenderLoft( Vert, rpts2, -3, fTexLength ); // tylko jeśli jest z lewej
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft( Vert, rpts2, -3, fTexLength ); // tylko jeśli jest z lewej
}
}
else { // pobocza zwykłe, brak przechyłki
if( ( fTexHeight1 >= 0.0 ) || ( slop != 0.0 ) ) {
debugvertexcount += Segment->RenderLoft( Vert, rpts1, 3, fTexLength );
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft( Vert, rpts1, 3, fTexLength );
}
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
debugvertexcount += Segment->RenderLoft( Vert, rpts2, 3, fTexLength );
assert( debugvertexcount <= Vertexcount );
}
Segment->RenderLoft( Vert, rpts2, 3, fTexLength );
}
}
}
break;
}
case tt_Cross: // skrzyżowanie dróg rysujemy inaczej
@@ -2191,24 +2175,9 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
int i; // ile punktów (może byc różna ilość punktów między drogami)
if (!SwitchExtension->vPoints)
{ // jeśli tablica punktów nie jest jeszcze utworzona, zliczamy punkty i tworzymy ją
if( SwitchExtension->iRoads == 3 ) {
// mogą być tylko 3 drogi zamiast 4
SwitchExtension->iPoints =
5
+ SwitchExtension->Segments[ 0 ]->RaSegCount()
+ SwitchExtension->Segments[ 1 ]->RaSegCount()
+ SwitchExtension->Segments[ 2 ]->RaSegCount();
}
else {
SwitchExtension->iPoints =
5
+ SwitchExtension->Segments[ 2 ]->RaSegCount()
+ SwitchExtension->Segments[ 3 ]->RaSegCount()
+ SwitchExtension->Segments[ 4 ]->RaSegCount()
+ SwitchExtension->Segments[ 5 ]->RaSegCount();
}
// tablica utworzona z zapasem, ale nie wypełniona współrzędnymi
SwitchExtension->vPoints = new vector3[SwitchExtension->iPoints];
// points were already counted during preparation stage
// we'll need to add couple extra points for the complete fan we'll build
SwitchExtension->vPoints = new vector3[SwitchExtension->iPoints + SwitchExtension->iRoads];
}
vector3 *b =
SwitchExtension->bPoints ?
@@ -2297,46 +2266,32 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
if (SwitchExtension->iRoads == 4)
{ // pobocza do trapezowatej nawierzchni - dodatkowe punkty z drugiej strony odcinka
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
debugvertexcount += SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[ 3 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[ 4 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[ 5 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
assert( debugvertexcount <= Vertexcount );
SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 3 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 4 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 5 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
}
}
else {
// punkt 3 pokrywa się z punktem 1, jak w zwrotnicy; połączenie 1->2 nie musi być prostoliniowe
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
debugvertexcount += SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P2 do P4
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P4 do P3=P1 (odwrócony)
assert( debugvertexcount <= Vertexcount );
debugvertexcount += SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P1 do P2
assert( debugvertexcount <= Vertexcount );
SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P2 do P4
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P4 do P3=P1 (odwrócony)
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P1 do P2
}
}
}
// renderowanie nawierzchni na końcu
double sina0 = sin(a[0]), cosa0 = cos(a[0]);
double u, v;
if (!SwitchExtension->bPoints) // jeśli tablica nie wypełniona
if (b) // ale jest wskaźnik do tablicy - może nie być?
{ // coś się gubi w obliczeniach na wskaźnikach
// ustalenie liczby punktów, bo mogło wyjść inaczej niż policzone z góry
i = (int)(((size_t)(b)) - ((size_t)(SwitchExtension->vPoints))) / sizeof(vector3);
if (i > 0)
{ // jeśli zostało to właśnie utworzone
SwitchExtension->iPoints = std::min( SwitchExtension->iPoints - 2, i );
SwitchExtension->vPoints[SwitchExtension->iPoints++] = SwitchExtension->vPoints[0];
++SwitchExtension->iPoints; // we'll add one extra point in the middle
SwitchExtension->bPoints = true; // tablica punktów została wypełniona
}
}
if( ( false == SwitchExtension->bPoints ) // jeśli tablica nie wypełniona
&& ( b != nullptr ) ) {
SwitchExtension->bPoints = true; // tablica punktów została wypełniona
}
if (TextureID1) {
// jeśli podana tekstura nawierzchni
// jeśli podana tekstura nawierzchni
// we start with a vertex in the middle...
Vert->nx = 0.0;
Vert->ny = 1.0;
Vert->nz = 0.0;
@@ -2346,8 +2301,21 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
Vert->y = oxz.y;
Vert->z = oxz.z;
++Vert;
++debugvertexcount;
for (i = SwitchExtension->iPoints - 2; i >= 0; --i)
// ...and add one extra vertex to close the fan...
Vert->nx = 0.0;
Vert->ny = 1.0;
Vert->nz = 0.0;
// mapowanie we współrzędnych scenerii
u = ( SwitchExtension->vPoints[ 0 ].x - oxz.x ) / fTexLength;
v = ( SwitchExtension->vPoints[ 0 ].z - oxz.z ) / ( fTexRatio1 * fTexLength );
Vert->u = cosa0 * u + sina0 * v + 0.5;
Vert->v = -sina0 * u + cosa0 * v + 0.5;
Vert->x = SwitchExtension->vPoints[ 0 ].x;
Vert->y = SwitchExtension->vPoints[ 0 ].y;
Vert->z = SwitchExtension->vPoints[ 0 ].z;
++Vert;
// ...then draw the precalculated rest
for (i = SwitchExtension->iPoints + SwitchExtension->iRoads - 1; i >= 0; --i)
{
Vert->nx = 0.0;
Vert->ny = 1.0;
@@ -2361,13 +2329,11 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
Vert->y = SwitchExtension->vPoints[ i ].y;
Vert->z = SwitchExtension->vPoints[ i ].z;
++Vert;
++debugvertexcount;
}
assert( debugvertexcount <= Vertexcount );
}
break;
}
}
} // tt_cross
} // road
break;
case 4: // Ra: rzeki na razie jak drogi, przechyłki na pewno nie mają
switch (eType) // dalej zależnie od typu
@@ -2402,8 +2368,7 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
}
if (TextureID1) // jeśli podana była tekstura, generujemy trójkąty
{ // tworzenie trójkątów nawierzchni szosy
debugvertexcount += Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -2 : 2, fTexLength);
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -2 : 2, fTexLength);
}
if (TextureID2)
{ // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak w
@@ -2425,24 +2390,20 @@ int TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int const
rpts2[3] = vector6(bpts1[3].x, bpts1[3].y, 1.0);
rpts2[4] = vector6(bpts1[3].x - side2, bpts1[3].y, 0.5);
rpts2[5] = vector6(-rozp2, -fTexHeight2, 0.0); // prawy brzeg prawego pobocza
debugvertexcount += Segment->RenderLoft(Vert, rpts1, -3, fTexLength);
assert( debugvertexcount <= Vertexcount );
debugvertexcount += Segment->RenderLoft(Vert, rpts2, -3, fTexLength);
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft(Vert, rpts1, -3, fTexLength);
Segment->RenderLoft(Vert, rpts2, -3, fTexLength);
}
else
{ // pobocza zwykłe, brak przechyłki
debugvertexcount += Segment->RenderLoft(Vert, rpts1, 3, fTexLength);
assert( debugvertexcount <= Vertexcount );
debugvertexcount += Segment->RenderLoft(Vert, rpts2, 3, fTexLength);
assert( debugvertexcount <= Vertexcount );
Segment->RenderLoft(Vert, rpts1, 3, fTexLength);
Segment->RenderLoft(Vert, rpts2, 3, fTexLength);
}
}
}
}
break;
}
return debugvertexcount;
return;
};
void TTrack::RaRenderVBO( int iPtr ) { // renderowanie z użyciem VBO
@@ -2456,12 +2417,12 @@ void TTrack::RaRenderVBO( int iPtr ) { // renderowanie z użyciem VBO
if( eType == tt_Switch ) // dla zwrotnicy tylko szyny
{
int const bladesegmentcount = 2;
if( TextureID1 )
if( TextureID1 ) {
if( ( seg = SwitchExtension->Segments[ 0 ]->RaSegCount() ) > 0 ) {
GfxRenderer.Bind( TextureID1 ); // szyny +
::glDrawArrays( GL_TRIANGLE_STRIP, iPtr, 24 * seg );
iPtr += 24 * seg;
::glDrawArrays( GL_TRIANGLE_STRIP, iPtr, 24 * (seg - bladesegmentcount) );
::glDrawArrays( GL_TRIANGLE_STRIP, iPtr, 24 * ( seg - bladesegmentcount ) );
// NOTE: due to way blades bend need to render each segment separately, or some unwanted edges may show
iPtr += 24 * ( seg - bladesegmentcount );
for( int i = 0; i < bladesegmentcount; ++i ) {
@@ -2469,7 +2430,8 @@ void TTrack::RaRenderVBO( int iPtr ) { // renderowanie z użyciem VBO
iPtr += 24;
}
}
if( TextureID2 )
}
if( TextureID2 ) {
if( ( seg = SwitchExtension->Segments[ 1 ]->RaSegCount() ) > 0 ) {
GfxRenderer.Bind( TextureID2 );
// NOTE: due to way blades bend need to render each segment separately, or some unwanted edges may show
@@ -2482,6 +2444,7 @@ void TTrack::RaRenderVBO( int iPtr ) { // renderowanie z użyciem VBO
::glDrawArrays( GL_TRIANGLE_STRIP, iPtr, 24 * seg );
iPtr += 24 * seg;
}
}
}
else // dla toru podsypka plus szyny
{
@@ -2564,7 +2527,7 @@ void TTrack::RaRenderVBO( int iPtr ) { // renderowanie z użyciem VBO
if( TextureID1 ) {
// roads
GfxRenderer.Bind( TextureID1 );
::glDrawArrays( GL_TRIANGLE_FAN, iPtr, SwitchExtension->iPoints );
::glDrawArrays( GL_TRIANGLE_FAN, iPtr, SwitchExtension->iPoints + SwitchExtension->iRoads + 2 );
iPtr += SwitchExtension->iPoints;
}
}
@@ -2921,19 +2884,21 @@ TTrack * TTrack::RaAnimate(GLuint const Vertexbuffer)
// fetch current blade geometry
std::vector<CVertNormTex> bladesbuffer; bladesbuffer.resize( 2 * 2 * 24 ); // 2 blades, 2 segments each
/*
::glGetBufferSubData(
GL_ARRAY_BUFFER,
SwitchExtension->iLeftVBO * sizeof( CVertNormTex ),
bladesbuffer.size() * sizeof( CVertNormTex ),
bladesbuffer.data() );
*/
auto bladevertices = bladesbuffer.data();
if( SwitchExtension->RightSwitch ) { // nowa wersja z SPKS, ale odwrotnie lewa/prawa
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2, true );
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1, true );
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 /*, true*/ );
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 /*, true*/ );
}
else {
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2, true ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1, true ); // lewa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 /*, true*/ ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 /*, true*/ ); // lewa iglica
}
// push back updated geometry
::glBufferSubData(
@@ -2987,8 +2952,7 @@ TTrack * TTrack::RaAnimate(GLuint const Vertexbuffer)
int size = RaArrayPrepare(); // wielkość tabeli potrzebna dla tej obrotnicy
CVertNormTex *Vert = new CVertNormTex[size]; // bufor roboczy
// CVertNormTex *v=Vert; //zmieniane przez
auto const debugvertexcount = RaArrayFill(Vert, Vert - SwitchExtension->iLeftVBO, size); // iLeftVBO powinno zostać niezmienione
assert( debugvertexcount == size );
RaArrayFill(Vert, Vert - SwitchExtension->iLeftVBO, size); // iLeftVBO powinno zostać niezmienione
::glBufferSubData(
GL_ARRAY_BUFFER, SwitchExtension->iLeftVBO * sizeof(CVertNormTex),
size * sizeof(CVertNormTex), Vert); // wysłanie fragmentu bufora VBO