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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-17 23:39:18 +02:00

gfx renderers standardization, bug fixes

This commit is contained in:
tmj-fstate
2019-11-07 00:28:59 +01:00
parent d06fad3b89
commit a74402804d
13 changed files with 348 additions and 165 deletions

View File

@@ -77,6 +77,7 @@ global_settings::ConfigParse(cParser &Parser) {
{
Parser.getTokens(1, false);
Parser >> fDistanceFactor;
fDistanceFactor = clamp( fDistanceFactor, 250.f, 10000.f ); // arbitrary limits to keep users from hurting themselves
}
else if (token == "targetfps")
{
@@ -93,6 +94,11 @@ global_settings::ConfigParse(cParser &Parser) {
Parser.getTokens();
Parser >> bFullScreen;
}
else if (token == "fullscreenmonitor")
{
Parser.getTokens(1, false);
Parser >> fullscreen_monitor;
}
else if( token == "vsync" ) {
Parser.getTokens();
@@ -734,6 +740,11 @@ global_settings::ConfigParse(cParser &Parser) {
Parser.getTokens(1, false);
Parser >> gfx_framebuffer_height;
}
else if (token == "gfx.framebuffer.fidelity")
{
Parser.getTokens(1, false);
Parser >> gfx_framebuffer_fidelity;
}
else if (token == "gfx.shadowmap.enabled")
{
Parser.getTokens(1);

View File

@@ -76,7 +76,7 @@ struct global_settings {
bool bLiveTraction{ true };
float Overcast{ 0.1f }; // NOTE: all this weather stuff should be moved elsewhere
glm::vec3 FogColor = { 0.6f, 0.7f, 0.8f };
double fFogEnd{ 2000 };
double fFogEnd{ 7500 };
std::string Season{}; // season of the year, based on simulation date
std::string Weather{ "cloudy:" }; // current weather
bool FullPhysics{ true }; // full calculations performed for each simulation step
@@ -187,6 +187,7 @@ struct global_settings {
bool render_cab = true;
int gfx_framebuffer_width = -1;
int gfx_framebuffer_height = -1;
int gfx_framebuffer_fidelity = -1;
bool gfx_shadowmap_enabled = true;
bool gfx_envmap_enabled = true;
bool gfx_postfx_motionblur_enabled = true;
@@ -198,6 +199,7 @@ struct global_settings {
bool gfx_extraeffects = true;
bool gfx_shadergamma = false;
bool gfx_usegles = false;
std::string fullscreen_monitor;
bool python_mipmaps = true;
// methods

View File

@@ -160,7 +160,8 @@ auto python_taskqueue::insert( task_request const &Task ) -> bool {
if( ( Task.renderer.empty() )
|| ( Task.input == nullptr )
|| ( Task.target == 0 ) ) { return false; }
|| ( Task.target == 0 )
|| ( Task.target == (GLuint)-1 ) ) { return false; }
auto *renderer { fetch_renderer( Task.renderer ) };
if( renderer == nullptr ) { return false; }

View File

@@ -316,7 +316,7 @@ eu07_application::on_scroll( double const Xoffset, double const Yoffset ) {
}
GLFWwindow *
eu07_application::window( int const Windowindex ) {
eu07_application::window(int const Windowindex, bool visible, int width, int height, GLFWmonitor *monitor, bool keep_ownership , bool share_ctx) {
if( Windowindex >= 0 ) {
return (
@@ -325,15 +325,51 @@ eu07_application::window( int const Windowindex ) {
nullptr );
}
// for index -1 create a new child window
glfwWindowHint( GLFW_VISIBLE, GL_FALSE );
auto *childwindow = glfwCreateWindow( 1, 1, "eu07helper", nullptr, m_windows.front() );
if( childwindow != nullptr ) {
m_windows.emplace_back( childwindow );
}
auto const *vmode { glfwGetVideoMode( monitor ? monitor : glfwGetPrimaryMonitor() ) };
glfwWindowHint( GLFW_RED_BITS, vmode->redBits );
glfwWindowHint( GLFW_GREEN_BITS, vmode->greenBits );
glfwWindowHint( GLFW_BLUE_BITS, vmode->blueBits );
glfwWindowHint( GLFW_REFRESH_RATE, vmode->refreshRate );
glfwWindowHint( GLFW_VISIBLE, visible );
auto *childwindow = glfwCreateWindow( width, height, "eu07window", monitor,
share_ctx ? m_windows.front() : nullptr);
if (!childwindow)
return nullptr;
if (keep_ownership)
m_windows.emplace_back( childwindow );
glfwFocusWindow(m_windows.front()); // restore focus to main window
return childwindow;
}
// private:
GLFWmonitor* eu07_application::find_monitor(const std::string &str) const {
int monitor_count;
GLFWmonitor **monitors = glfwGetMonitors(&monitor_count);
for (size_t i = 0; i < monitor_count; i++) {
if (describe_monitor(monitors[i]) == str)
return monitors[i];
}
return nullptr;
}
std::string eu07_application::describe_monitor(GLFWmonitor *monitor) const {
std::string name(glfwGetMonitorName(monitor));
std::replace(std::begin(name), std::end(name), ' ', '_');
int x, y;
glfwGetMonitorPos(monitor, &x, &y);
return name + ":" + std::to_string(x) + "," + std::to_string(y);
}
void
eu07_application::init_debug() {
@@ -342,12 +378,10 @@ eu07_application::init_debug() {
// memory leaks
_CrtSetDbgFlag( _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG ) | _CRTDBG_LEAK_CHECK_DF );
// floating point operation errors
/*
auto state { _clearfp() };
state = _control87( 0, 0 );
// this will turn on FPE for #IND and zerodiv
state = _control87( state & ~( _EM_ZERODIVIDE | _EM_INVALID ), _MCW_EM );
*/
#endif
#ifdef _WIN32
::SetUnhandledExceptionFilter( unhandled_handler );
@@ -462,13 +496,19 @@ eu07_application::init_glfw() {
}
// match requested video mode to current to allow for
// fullwindow creation when resolution is the same
auto *monitor { glfwGetPrimaryMonitor() };
auto const *vmode { glfwGetVideoMode( monitor ) };
{
int monitor_count;
GLFWmonitor **monitors = glfwGetMonitors(&monitor_count);
glfwWindowHint( GLFW_RED_BITS, vmode->redBits );
glfwWindowHint( GLFW_GREEN_BITS, vmode->greenBits );
glfwWindowHint( GLFW_BLUE_BITS, vmode->blueBits );
glfwWindowHint( GLFW_REFRESH_RATE, vmode->refreshRate );
WriteLog("available monitors:");
for (size_t i = 0; i < monitor_count; i++) {
WriteLog(describe_monitor(monitors[i]));
}
}
auto *monitor { find_monitor(Global.fullscreen_monitor) };
if (!monitor)
monitor = glfwGetPrimaryMonitor();
glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE );
if( Global.iMultisampling > 0 ) {
@@ -494,40 +534,24 @@ eu07_application::init_glfw() {
}
}
glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE );
auto *mainwindow = window(
-1, true, Global.iWindowWidth, Global.iWindowHeight, Global.bFullScreen ? monitor : nullptr, true, false );
if( Global.bFullScreen ) {
// match screen dimensions with selected monitor, for 'borderless window' in fullscreen mode
Global.iWindowWidth = vmode->width;
Global.iWindowHeight = vmode->height;
}
auto *window {
glfwCreateWindow(
Global.iWindowWidth,
Global.iWindowHeight,
Global.AppName.c_str(),
( Global.bFullScreen ?
monitor :
nullptr ),
nullptr ) };
if( window == nullptr ) {
if( mainwindow == nullptr ) {
ErrorLog( "Bad init: failed to create glfw window" );
return -1;
}
glfwMakeContextCurrent( window );
glfwMakeContextCurrent( mainwindow );
glfwSwapInterval( Global.VSync ? 1 : 0 ); //vsync
#ifdef _WIN32
// setup wrapper for base glfw window proc, to handle copydata messages
Hwnd = glfwGetWin32Window( window );
Hwnd = glfwGetWin32Window( mainwindow );
BaseWindowProc = ( WNDPROC )::SetWindowLongPtr( Hwnd, GWLP_WNDPROC, (LONG_PTR)WndProc );
// switch off the topmost flag
::SetWindowPos( Hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE );
#endif
m_windows.emplace_back( window );
return 0;
}

View File

@@ -71,7 +71,7 @@ public:
on_scroll( double const Xoffset, double const Yoffset );
// gives access to specified window, creates a new window if index == -1
GLFWwindow *
window( int const Windowindex = 0 );
window( int const Windowindex = 0, bool visible = false, int width = 1, int height = 1, GLFWmonitor *monitor = nullptr, bool keep_ownership = true, bool share_ctx = true );
private:
// types
@@ -88,6 +88,8 @@ private:
int init_audio();
int init_data();
int init_modes();
GLFWmonitor * find_monitor( const std::string &str ) const;
std::string describe_monitor( GLFWmonitor *monitor ) const;
// members
modeptr_array m_modes { nullptr }; // collection of available application behaviour modes
mode_stack m_modestack; // current behaviour mode

View File

@@ -4,7 +4,7 @@ namespace colors {
glm::vec4 const none{ 0.f, 0.f, 0.f, 1.f };
glm::vec4 const white{ 1.f, 1.f, 1.f, 1.f };
glm::vec4 const shadow{ 0.65f, 0.65f, 0.65f, 1.f };
glm::vec4 const shadow{ 0.6f, 0.6f, 0.6f, 1.f };
inline
glm::vec3

View File

@@ -1092,7 +1092,7 @@ debug_panel::update_section_renderer( std::vector<text_line> &Output ) {
// gfx renderer data
auto textline =
"FoV: " + to_string( Global.FieldOfView / Global.ZoomFactor, 1 )
+ ", Draw range x " + to_string( Global.fDistanceFactor, 1 )
+ ", Draw range: " + to_string( Global.BaseDrawRange * Global.fDistanceFactor, 0 ) + "m"
// + "; sectors: " + std::to_string( GfxRenderer->m_drawcount )
// + ", FPS: " + to_string( Timer::GetFPS(), 2 );
+ ", FPS: " + std::to_string( static_cast<int>(std::round(GfxRenderer->Framerate())) );

View File

@@ -58,6 +58,7 @@ void gl::glsl_common_setup()
float emission;
float fog_density;
float alpha_mult;
float shadow_tone;
};
layout (std140) uniform scene_ubo

View File

@@ -56,6 +56,7 @@ namespace gl
float emission;
float fog_density;
float alpha_mult;
float shadow_tone;
UBS_PAD(4);
void set_modelview(const glm::mat4 &mv)
@@ -65,7 +66,7 @@ namespace gl
}
};
static_assert(sizeof(model_ubs) == 196 + 16 * MAX_PARAMS, "bad size of ubs");
static_assert(sizeof(model_ubs) == 200 + 16 * MAX_PARAMS, "bad size of ubs");
struct light_element_ubs
{

View File

@@ -125,8 +125,15 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
m_viewports.push_back(std::make_unique<viewport_config>());
viewport_config &default_viewport = *m_viewports.front().get();
default_viewport.width = Global.gfx_framebuffer_width;
default_viewport.height = Global.gfx_framebuffer_height;
if( Global.gfx_framebuffer_fidelity >= 0 ) {
std::vector<int> resolutions = { 480, 720, 1080, 1440 };
default_viewport.height = resolutions[ clamp<int>( Global.gfx_framebuffer_fidelity, 0, resolutions.size() - 1 ) ];
default_viewport.width = quantize( Global.iWindowWidth * default_viewport.height / Global.iWindowHeight, 4 );
}
else {
default_viewport.width = Global.gfx_framebuffer_width;
default_viewport.height = Global.gfx_framebuffer_height;
}
default_viewport.main = true;
default_viewport.window = m_window;
default_viewport.draw_range = 1.0f;
@@ -612,11 +619,18 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab)
{
glDebug("render cab opaque");
if (Global.gfx_shadowmap_enabled)
setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass);
auto const *vehicle = simulation::Train->Dynamic();
Render_cab(vehicle, vehicle->InteriorLightLevel, false);
if( Global.gfx_shadowmap_enabled ) {
setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass );
}
// cache shadow colour in case we need to account for cab light
auto const *vehicle{ simulation::Train->Dynamic() };
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
}
Render_cab( vehicle, vehicle->InteriorLightLevel, false );
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( m_shadowcolor );
}
}
glDebug("render opaque region");
@@ -644,10 +658,14 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
{
glDebug("render translucent cab");
model_ubs.future = glm::mat4();
if (Global.gfx_shadowmap_enabled)
setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass);
// cache shadow colour in case we need to account for cab light
auto const *vehicle{simulation::Train->Dynamic()};
if( Global.gfx_shadowmap_enabled ) {
setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass );
}
// cache shadow colour in case we need to account for cab light
auto *vehicle { simulation::Train->Dynamic() };
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
}
if (Global.Overcast > 1.0f)
{
// with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab
@@ -656,7 +674,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
setup_drawing(true);
}
Render_cab(vehicle, vehicle->InteriorLightLevel, true);
}
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( m_shadowcolor );
}
}
Timer::subsystem.gfx_color.stop();
@@ -731,8 +752,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
scene_ubo->update(scene_ubs);
Render(simulation::Region);
if( m_shadowcolor != colors::white ) {
Render( simulation::Region );
}
m_shadowpass = m_renderpass;
m_shadow_fb->unbind();
@@ -758,8 +781,13 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
scene_ubo->update(scene_ubs);
Render_cab(simulation::Train->Dynamic(), 0.0f, false);
Render_cab(simulation::Train->Dynamic(), 0.0f, true);
if( m_shadowcolor != colors::white ) {
if( Global.RenderCabShadowsRange > 0 ) {
Render( simulation::Region );
}
Render_cab( simulation::Train->Dynamic(), 0.0f, false );
Render_cab( simulation::Train->Dynamic(), 0.0f, true );
}
m_cabshadowpass = m_renderpass;
m_cabshadows_fb->unbind();
@@ -1086,7 +1114,7 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config
camera.position() = Global.pCamera.Pos - glm::dvec3{lightvector};
viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCamera.Pos}, glm::dvec3{0.f, 1.f, 0.f});
// projection
auto const maphalfsize{Config.draw_range * 0.5f};
auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) };
camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
frustumtest_proj = ortho_frustumtest_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
@@ -1221,19 +1249,28 @@ void opengl33_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config
0.5, 0.5, 0.5, 1.0 //
);
glm::mat4 depthproj = conf.pass_camera.projection();
glm::mat4 depthcam = conf.pass_camera.modelview();
glm::mat4 worldcam = m_renderpass.pass_camera.modelview();
// NOTE: we strip transformations from camera projections to remove jitter that occurs
// with large (and unneded as we only need the offset) transformations back and forth
auto const depthcam{ glm::mat3{ conf.pass_camera.modelview()} };
auto const worldcam{ glm::mat3{ m_renderpass.pass_camera.modelview()} };
scene_ubs.lightview =
coordmove
* depthproj
* depthcam
* glm::inverse( worldcam );
* glm::translate(
glm::mat4{ depthcam },
glm::vec3{ m_renderpass.pass_camera.position() - conf.pass_camera.position() } )
* glm::mat4{ glm::inverse( worldcam ) };
scene_ubo->update(scene_ubs);
}
}
void opengl33_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) {
model_ubs.shadow_tone = glm::pow( Shadowcolor.x, 2.2f );
}
void opengl33_renderer::setup_env_map(gl::cubemap *tex)
{
if (tex)
@@ -1257,19 +1294,19 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme
{
case e_flat:
{
m_sunlight.apply_intensity();
setup_sunlight_intensity();
// m_environment = Environment;
break;
}
case e_canyon:
{
m_sunlight.apply_intensity(0.4f);
setup_sunlight_intensity(0.4f);
// m_environment = Environment;
break;
}
case e_tunnel:
{
m_sunlight.apply_intensity(0.2f);
setup_sunlight_intensity(0.2f);
// m_environment = Environment;
break;
}
@@ -1280,18 +1317,18 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme
}
}
void opengl33_renderer::setup_sunlight_intensity( float const Factor ) {
m_sunlight.apply_intensity( Factor );
light_ubs.lights[ 0 ].intensity = m_sunlight.factor;
light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;
light_ubo->update( light_ubs );
}
bool opengl33_renderer::Render(world_environment *Environment)
{
// calculate shadow tone, based on positions of celestial bodies
m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f);
if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f))
{
// turn on moon shadows after nautical twilight, if the moon is actually up
m_shadowcolor = colors::shadow;
}
// soften shadows depending on sky overcast factor
m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast));
m_shadowcolor = colors::white; // prevent shadow from affecting sky
setup_shadow_color( m_shadowcolor );
if (Global.bWireFrame)
{
@@ -1303,19 +1340,20 @@ bool opengl33_renderer::Render(world_environment *Environment)
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(model_ubs);
// skydome
// drawn with 500m radius to blend in if the fog range is low
glPushMatrix();
glScalef(500.0f, 500.0f, 500.0f);
m_skydomerenderer.update();
m_skydomerenderer.render();
glPopMatrix();
{
glScalef( 500.0f, 500.0f, 500.0f );
model_ubs.set_modelview( OpenGLMatrices.data( GL_MODELVIEW ) );
model_ubo->update( model_ubs );
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
gfx::opengl_vbogeometrybank::reset();
m_skydomerenderer.update();
m_skydomerenderer.render();
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
gfx::opengl_vbogeometrybank::reset();
}
glPopMatrix();
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
@@ -1328,7 +1366,9 @@ bool opengl33_renderer::Render(world_environment *Environment)
::glRotatef(-std::fmod((float)Global.fTimeAngleDeg, 360.f), 0.f, 1.f, 0.f); // obrót dobowy osi OX
// render
m_pointsize = ( 4.f ); // smaller points for stars visualization
Render(Environment->m_stars.m_stars, nullptr, 1.0);
m_pointsize = ( 8.f ); // default point size
// post-render cleanup
::glPopMatrix();
@@ -1461,6 +1501,18 @@ bool opengl33_renderer::Render(world_environment *Environment)
m_sunlight.apply_angle();
m_sunlight.apply_intensity();
// calculate shadow tone, based on positions of celestial bodies
m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f);
if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f))
{
// turn on moon shadows after nautical twilight, if the moon is actually up
m_shadowcolor = colors::shadow;
}
// soften shadows depending on sky overcast factor
m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast));
setup_shadow_color( m_shadowcolor);
return true;
}
@@ -1727,7 +1779,8 @@ void opengl33_renderer::Render(scene::basic_region *Region)
break;
}
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::cabshadows:
case rendermode::pickscenery:
{
// these render modes don't bother with lights
Render(std::begin(m_sectionqueue), std::end(m_sectionqueue));
@@ -1758,7 +1811,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
{
case rendermode::color:
case rendermode::reflections:
case rendermode::shadows:
case rendermode::cabshadows:
case rendermode::shadows:
break;
case rendermode::pickscenery:
{
@@ -1782,7 +1836,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
case rendermode::color:
case rendermode::reflections:
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::cabshadows:
case rendermode::pickscenery:
{
if (false == section->m_shapes.empty())
{
@@ -1812,7 +1867,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
{
case rendermode::color:
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::cabshadows:
case rendermode::pickscenery:
{
for (auto &cell : section->m_cells)
{
@@ -1838,7 +1894,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
switch (m_renderpass.draw_mode)
{
case rendermode::shadows:
{
case rendermode::cabshadows:
{
break;
}
default:
@@ -1903,6 +1960,24 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
break;
}
case rendermode::cabshadows:
{
// since all shapes of the section share center point we can optimize out a few calls here
::glPushMatrix();
auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()};
::glTranslated(originoffset.x, originoffset.y, originoffset.z);
// render
// opaque non-instanced shapes
for (auto const &shape : cell->m_shapesopaque)
Render(shape, false);
// NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass
// post-render cleanup
::glPopMatrix();
break;
}
case rendermode::pickscenery:
{
// same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking
@@ -1946,7 +2021,8 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
{
case rendermode::color:
case rendermode::shadows:
{
case rendermode::cabshadows:
{
// opaque parts of instanced models
for (auto *instance : cell->m_instancesopaque)
{
@@ -2022,7 +2098,8 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
switch (m_renderpass.draw_mode)
{
case rendermode::shadows:
{
case rendermode::cabshadows:
{
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break;
@@ -2047,7 +2124,8 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
Bind_Material(data.material);
break;
case rendermode::shadows:
Bind_Material_Shadow(data.material);
case rendermode::cabshadows:
Bind_Material_Shadow(data.material);
break;
case rendermode::pickscenery:
case rendermode::pickcontrols:
@@ -2076,7 +2154,8 @@ void opengl33_renderer::Render(TAnimModel *Instance)
switch (m_renderpass.draw_mode)
{
case rendermode::shadows:
{
case rendermode::cabshadows:
{
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break;
@@ -2140,8 +2219,18 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
case rendermode::shadows:
{
squaredistance = glm::length2(glm::vec3{glm::dvec3{Dynamic->vPosition - m_renderpass.viewport_camera.position()}} / Global.ZoomFactor) / Global.fDistanceFactor;
if( false == FreeFlyModeFlag ) {
// filter out small details if we're in vehicle cab
squaredistance = std::max( 100.f * 100.f, squaredistance );
}
break;
}
case rendermode::cabshadows: {
squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - m_renderpass.viewport_camera.position() } } / Global.ZoomFactor ) / Global.fDistanceFactor;
// filter out small details
squaredistance = std::max( 100.f * 100.f, squaredistance );
break;
}
default:
{
squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor;
@@ -2167,39 +2256,73 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
if (Dynamic->fShade > 0.0f)
{
// change light level based on light level of the occupied track
m_sunlight.apply_intensity(Dynamic->fShade);
}
setup_sunlight_intensity(Dynamic->fShade);
}
// render
if (Dynamic->mdLowPolyInt)
Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance);
if( Dynamic->mdLowPolyInt ) {
// low poly interior
// HACK: reduce light level for vehicle interior if there's strong global lighting source
auto const luminance { static_cast<float>( 0.5 * ( std::max( 0.3, Global.fLuminance - Global.Overcast ) ) ) };
setup_sunlight_intensity(
clamp( (
Dynamic->fShade > 0.f ?
Dynamic->fShade :
1.f )
- luminance,
0.f, 1.f ) );
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
// HACK: if the model has low poly interior, we presume the load is placed inside and also affected by reduced light level
if( Dynamic->mdLoad ) {
// renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
}
if (Dynamic->mdModel)
Render(Dynamic->mdModel, Dynamic->Material(), squaredistance);
if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku
Render(Dynamic->mdLoad, Dynamic->Material(), squaredistance, {0.f, Dynamic->LoadOffset, 0.f}, {});
setup_sunlight_intensity( Dynamic->fShade > 0.f ? Dynamic->fShade : 1.f );
}
else {
// HACK: if the model lacks low poly interior, we presume the load is placed outside
if( Dynamic->mdLoad ) {
// renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
}
}
if( Dynamic->mdModel ) {
// main model
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
}
// optional attached models
for( auto *attachment : Dynamic->mdAttachments ) {
Render( attachment, Dynamic->Material(), squaredistance );
}
// post-render cleanup
if (Dynamic->fShade > 0.0f)
{
// restore regular light level
m_sunlight.apply_intensity();
}
setup_sunlight_intensity();
}
break;
}
case rendermode::shadows:
case rendermode::cabshadows:
{
if (Dynamic->mdLowPolyInt)
{
// low poly interior
Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance);
}
if (Dynamic->mdModel)
Render(Dynamic->mdModel, Dynamic->Material(), squaredistance);
if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku
Render(Dynamic->mdLoad, Dynamic->Material(), squaredistance, {0.f, Dynamic->LoadOffset, 0.f}, {});
if( Dynamic->mdLowPolyInt ) {
// low poly interior
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
}
if( Dynamic->mdModel ) {
// main model
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
}
// optional attached models
for( auto *attachment : Dynamic->mdAttachments ) {
Render( attachment, Dynamic->Material(), squaredistance );
}
if( Dynamic->mdLoad ) {
// renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
}
// post-render cleanup
break;
}
@@ -2265,8 +2388,8 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li
if (Dynamic->fShade > 0.0f)
{
// change light level based on light level of the occupied track
m_sunlight.apply_intensity(Dynamic->fShade);
}
setup_sunlight_intensity(Dynamic->fShade);
}
// crude way to light the cabin, until we have something more complete in place
glm::vec3 old_ambient = light_ubs.ambient;
@@ -2288,8 +2411,8 @@ bool opengl33_renderer::Render_cab(TDynamicObject const *Dynamic, float const Li
if (Dynamic->fShade > 0.0f)
{
// change light level based on light level of the occupied track
m_sunlight.apply_intensity();
}
setup_sunlight_intensity();
}
// restore ambient
light_ubs.ambient = old_ambient;
@@ -2490,7 +2613,7 @@ void opengl33_renderer::Render(TSubModel *Submodel)
Bind_Material(Submodel->m_material, Submodel);
// main draw call
model_ubs.param[1].x = 2.0f * 2.0f;
model_ubs.param[1].x = m_pointsize;
draw(Submodel->m_geometry);
}
@@ -2565,6 +2688,7 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
switch (m_renderpass.draw_mode)
{
case rendermode::shadows:
case rendermode::cabshadows:
{
// NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling
glDisable(GL_CULL_FACE);
@@ -2614,7 +2738,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
break;
}
case rendermode::shadows:
{
case rendermode::cabshadows:
{
if ((std::abs(track->fTexHeight1) < 0.35f) || (track->iCategoryFlag != 2))
{
// shadows are only calculated for high enough roads, typically meaning track platforms
@@ -2665,7 +2790,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
break;
}
case rendermode::shadows:
{
case rendermode::cabshadows:
{
if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal)))
{
// shadows are only calculated for high enough trackbeds
@@ -2722,7 +2848,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
break;
}
case rendermode::shadows:
{
case rendermode::cabshadows:
{
if ((std::abs(track->fTexHeight1) < 0.35f) || ((track->iCategoryFlag == 1) && (track->eType != tt_Normal)))
{
// shadows are only calculated for high enough trackbeds
@@ -2745,7 +2872,8 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
switch (m_renderpass.draw_mode)
{
case rendermode::shadows:
{
case rendermode::cabshadows:
{
// restore standard face cull mode
::glEnable(GL_CULL_FACE);
break;
@@ -2771,7 +2899,8 @@ void opengl33_renderer::Render(TMemCell *Memcell)
break;
}
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::cabshadows:
case rendermode::pickscenery:
{
break;
}
@@ -3099,27 +3228,32 @@ bool opengl33_renderer::Render_Alpha(TDynamicObject *Dynamic)
if (Dynamic->fShade > 0.0f)
{
// change light level based on light level of the occupied track
m_sunlight.apply_intensity(Dynamic->fShade);
setup_sunlight_intensity(Dynamic->fShade);
}
// render
if (Dynamic->mdLowPolyInt)
{
// low poly interior
Render_Alpha(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance);
}
if (Dynamic->mdModel)
Render_Alpha(Dynamic->mdModel, Dynamic->Material(), squaredistance);
if (Dynamic->mdLoad) // renderowanie nieprzezroczystego ładunku
Render_Alpha(Dynamic->mdLoad, Dynamic->Material(), squaredistance);
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
}
if( Dynamic->mdModel ) {
// main model
Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
}
// optional attached models
for( auto *attachment : Dynamic->mdAttachments ) {
Render_Alpha( attachment, Dynamic->Material(), squaredistance );
}
if( Dynamic->mdLoad ) {
// renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
}
// post-render cleanup
if (Dynamic->fShade > 0.0f)
{
// restore regular light level
m_sunlight.apply_intensity();
setup_sunlight_intensity();
}
::glPopMatrix();
@@ -3365,12 +3499,12 @@ void opengl33_renderer::Render_Alpha(TSubModel *Submodel)
{
// fake fog halo
float const fogfactor{interpolate(2.f, 1.f, clamp<float>(Global.fFogEnd / 2000, 0.f, 1.f)) * std::max(1.f, Global.Overcast)};
model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 2.0f;
model_ubs.param[1].x = pointsize * resolutionratio * fogfactor * 3.0f;
model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel) * 0.5f);
draw(Submodel->m_geometry);
}
model_ubs.param[1].x = pointsize * resolutionratio * 2.0f;
model_ubs.param[1].x = pointsize * resolutionratio * 3.0f;
model_ubs.param[0] = glm::vec4(glm::vec3(lightcolor), Submodel->fVisible * std::min(1.f, lightlevel));
if (!Submodel->occlusion_query)
@@ -3639,11 +3773,12 @@ void opengl33_renderer::Update(double const Deltatime)
// TODO: it doesn't make much sense with vsync
if( Global.targetfps == 0.0f ) {
// automatic adjustment
auto const framerate = 1000.f / Timer::subsystem.gfx_color.average();
float targetfactor;
if( m_framerate > 90.0 ) { targetfactor = 3.0f; }
else if( m_framerate > 60.0 ) { targetfactor = 1.5f; }
else if( m_framerate > 30.0 ) { targetfactor = 1.25; }
else { targetfactor = 1.0f; }
if( framerate > 90.0 ) { targetfactor = 3.0f; }
else if( framerate > 60.0 ) { targetfactor = 1.5f; }
else if( framerate > 30.0 ) { targetfactor = 1.25; }
else { targetfactor = 1.0f; }
if( targetfactor > Global.fDistanceFactor ) {
Global.fDistanceFactor = std::min( targetfactor, Global.fDistanceFactor + 0.05f );
}
@@ -3656,7 +3791,7 @@ void opengl33_renderer::Update(double const Deltatime)
if( fps_diff > 0.5f ) {
Global.fDistanceFactor = std::max( 1.0f, Global.fDistanceFactor - 0.05f );
}
else if( fps_diff < 0.5f ) {
else if( fps_diff < 1.0f ) {
Global.fDistanceFactor = std::min( 3.0f, Global.fDistanceFactor + 0.05f );
}
}
@@ -3807,23 +3942,26 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
bool opengl33_renderer::Init_caps()
{
WriteLog("MaSzyna OpenGL Renderer");
WriteLog("Renderer: " + std::string((char *)glGetString(GL_RENDERER)));
WriteLog("Vendor: " + std::string((char *)glGetString(GL_VENDOR)));
WriteLog("GL version: " + std::string((char *)glGetString(GL_VERSION)));
WriteLog(
"Gfx Renderer: " + std::string( (char *)glGetString(GL_RENDERER))
+ "\nVendor: " + std::string( (char *)glGetString(GL_VENDOR))
+ "\nOpenGL Version: " + std::string((char *)glGetString(GL_VERSION)) );
WriteLog("--------");
{
GLint extCount = 0;
glGetIntegerv( GL_NUM_EXTENSIONS, &extCount );
std::string extensions;
GLint extCount = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &extCount);
WriteLog("Supported extensions:");
for (int i = 0; i < extCount; i++)
{
const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i);
WriteLog(ext);
}
WriteLog("--------");
WriteLog( "Supported extensions:" );
for( int i = 0; i < extCount; i++ ) {
const char *ext = (const char *)glGetStringi( GL_EXTENSIONS, i );
extensions += ext;
extensions += " ";
}
WriteLog( extensions );
}
WriteLog("--------");
if (!Global.gfx_usegles)
{
@@ -3860,20 +3998,20 @@ bool opengl33_renderer::Init_caps()
}
if (GLAD_GL_EXT_texture_filter_anisotropic)
WriteLog("EXT_texture_filter_anisotropic supported!");
WriteLog("EXT_texture_filter_anisotropic supported.");
if (GLAD_GL_EXT_clip_control)
WriteLog("EXT_clip_control supported!");
WriteLog("EXT_clip_control supported.");
if (GLAD_GL_EXT_geometry_shader)
WriteLog("EXT_geometry_shader supported!");
WriteLog("EXT_geometry_shader supported.");
}
glGetError();
glLineWidth(2.0f);
if (!glGetError())
{
WriteLog("wide lines supported!");
WriteLog("wide lines supported.");
m_widelines_supported = true;
}
else

View File

@@ -204,8 +204,10 @@ class opengl33_renderer : public gfx_renderer {
void setup_matrices();
void setup_drawing(bool const Alpha = false);
void setup_shadow_map(opengl_texture *tex, renderpass_config conf);
void setup_shadow_color( glm::vec4 const &Shadowcolor );
void setup_env_map(gl::cubemap *tex);
void setup_environment_light(TEnvironmentType const Environment = e_flat);
void setup_sunlight_intensity( float const Factor = 1.f);
// runs jobs needed to generate graphics for specified render pass
void Render_pass(viewport_config &vp, rendermode const Mode);
// creates dynamic environment cubemap
@@ -309,6 +311,7 @@ class opengl33_renderer : public gfx_renderer {
GLuint64 m_gllasttime = 0;
double m_precipitationrotation;
float m_pointsize{ 8.f };
glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far);
glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far);

View File

@@ -895,7 +895,7 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
glm::dvec3 { Global.pCamera.Pos },
glm::dvec3 { 0.f, 1.f, 0.f } );
// projection
auto const maphalfsize { Config.draw_range * 0.5f };
auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) };
camera.projection() *=
glm::ortho(
-maphalfsize, maphalfsize,

View File

@@ -184,7 +184,7 @@ state_serializer::deserialize_atmo( cParser &Input, scene::scratch_data &Scratch
Global.fFogEnd =
clamp(
Random( std::min( fograngestart, fograngeend ), std::max( fograngestart, fograngeend ) ),
10.0, 2000.0 );
10.0, 25000.0 );
}
std::string token { Input.getToken<std::string>() };