mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 12:29:18 +02:00
gfx renderers standardization, bug fixes
This commit is contained in:
@@ -125,8 +125,15 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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m_viewports.push_back(std::make_unique<viewport_config>());
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viewport_config &default_viewport = *m_viewports.front().get();
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default_viewport.width = Global.gfx_framebuffer_width;
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default_viewport.height = Global.gfx_framebuffer_height;
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if( Global.gfx_framebuffer_fidelity >= 0 ) {
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std::vector<int> resolutions = { 480, 720, 1080, 1440 };
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default_viewport.height = resolutions[ clamp<int>( Global.gfx_framebuffer_fidelity, 0, resolutions.size() - 1 ) ];
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default_viewport.width = quantize( Global.iWindowWidth * default_viewport.height / Global.iWindowHeight, 4 );
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}
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else {
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default_viewport.width = Global.gfx_framebuffer_width;
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default_viewport.height = Global.gfx_framebuffer_height;
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}
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default_viewport.main = true;
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default_viewport.window = m_window;
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default_viewport.draw_range = 1.0f;
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@@ -612,11 +619,18 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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if (!FreeFlyModeFlag && Global.Overcast <= 1.0f && Global.render_cab)
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{
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glDebug("render cab opaque");
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if (Global.gfx_shadowmap_enabled)
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setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass);
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auto const *vehicle = simulation::Train->Dynamic();
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Render_cab(vehicle, vehicle->InteriorLightLevel, false);
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if( Global.gfx_shadowmap_enabled ) {
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setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass );
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}
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// cache shadow colour in case we need to account for cab light
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auto const *vehicle{ simulation::Train->Dynamic() };
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if( vehicle->InteriorLightLevel > 0.f ) {
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setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
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}
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Render_cab( vehicle, vehicle->InteriorLightLevel, false );
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if( vehicle->InteriorLightLevel > 0.f ) {
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setup_shadow_color( m_shadowcolor );
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}
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}
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glDebug("render opaque region");
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@@ -644,10 +658,14 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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{
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glDebug("render translucent cab");
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model_ubs.future = glm::mat4();
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if (Global.gfx_shadowmap_enabled)
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setup_shadow_map(m_cabshadows_tex.get(), m_cabshadowpass);
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// cache shadow colour in case we need to account for cab light
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auto const *vehicle{simulation::Train->Dynamic()};
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if( Global.gfx_shadowmap_enabled ) {
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setup_shadow_map( m_cabshadows_tex.get(), m_cabshadowpass );
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}
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// cache shadow colour in case we need to account for cab light
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auto *vehicle { simulation::Train->Dynamic() };
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if( vehicle->InteriorLightLevel > 0.f ) {
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setup_shadow_color( glm::min( colors::white, m_shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
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}
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if (Global.Overcast > 1.0f)
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{
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// with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab
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@@ -656,7 +674,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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setup_drawing(true);
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}
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Render_cab(vehicle, vehicle->InteriorLightLevel, true);
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}
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if( vehicle->InteriorLightLevel > 0.f ) {
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setup_shadow_color( m_shadowcolor );
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}
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}
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Timer::subsystem.gfx_color.stop();
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@@ -731,8 +752,10 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
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scene_ubo->update(scene_ubs);
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Render(simulation::Region);
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if( m_shadowcolor != colors::white ) {
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Render( simulation::Region );
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}
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m_shadowpass = m_renderpass;
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m_shadow_fb->unbind();
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@@ -758,8 +781,13 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
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scene_ubo->update(scene_ubs);
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Render_cab(simulation::Train->Dynamic(), 0.0f, false);
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Render_cab(simulation::Train->Dynamic(), 0.0f, true);
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if( m_shadowcolor != colors::white ) {
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if( Global.RenderCabShadowsRange > 0 ) {
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Render( simulation::Region );
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}
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Render_cab( simulation::Train->Dynamic(), 0.0f, false );
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Render_cab( simulation::Train->Dynamic(), 0.0f, true );
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}
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m_cabshadowpass = m_renderpass;
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m_cabshadows_fb->unbind();
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@@ -1086,7 +1114,7 @@ void opengl33_renderer::setup_pass(viewport_config &Viewport, renderpass_config
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camera.position() = Global.pCamera.Pos - glm::dvec3{lightvector};
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viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCamera.Pos}, glm::dvec3{0.f, 1.f, 0.f});
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// projection
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auto const maphalfsize{Config.draw_range * 0.5f};
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auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) };
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camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
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frustumtest_proj = ortho_frustumtest_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
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@@ -1221,19 +1249,28 @@ void opengl33_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config
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0.5, 0.5, 0.5, 1.0 //
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);
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glm::mat4 depthproj = conf.pass_camera.projection();
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glm::mat4 depthcam = conf.pass_camera.modelview();
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glm::mat4 worldcam = m_renderpass.pass_camera.modelview();
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// NOTE: we strip transformations from camera projections to remove jitter that occurs
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// with large (and unneded as we only need the offset) transformations back and forth
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auto const depthcam{ glm::mat3{ conf.pass_camera.modelview()} };
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auto const worldcam{ glm::mat3{ m_renderpass.pass_camera.modelview()} };
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scene_ubs.lightview =
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coordmove
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* depthproj
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* depthcam
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* glm::inverse( worldcam );
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* glm::translate(
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glm::mat4{ depthcam },
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glm::vec3{ m_renderpass.pass_camera.position() - conf.pass_camera.position() } )
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* glm::mat4{ glm::inverse( worldcam ) };
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scene_ubo->update(scene_ubs);
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}
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}
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void opengl33_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) {
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model_ubs.shadow_tone = glm::pow( Shadowcolor.x, 2.2f );
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}
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void opengl33_renderer::setup_env_map(gl::cubemap *tex)
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{
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if (tex)
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@@ -1257,19 +1294,19 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme
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{
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case e_flat:
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{
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m_sunlight.apply_intensity();
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setup_sunlight_intensity();
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// m_environment = Environment;
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break;
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}
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case e_canyon:
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{
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m_sunlight.apply_intensity(0.4f);
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setup_sunlight_intensity(0.4f);
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// m_environment = Environment;
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break;
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}
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case e_tunnel:
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{
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m_sunlight.apply_intensity(0.2f);
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setup_sunlight_intensity(0.2f);
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// m_environment = Environment;
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break;
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}
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@@ -1280,18 +1317,18 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme
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}
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}
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void opengl33_renderer::setup_sunlight_intensity( float const Factor ) {
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m_sunlight.apply_intensity( Factor );
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light_ubs.lights[ 0 ].intensity = m_sunlight.factor;
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light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;
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light_ubo->update( light_ubs );
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}
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bool opengl33_renderer::Render(world_environment *Environment)
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{
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// calculate shadow tone, based on positions of celestial bodies
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m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f);
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if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f))
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{
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// turn on moon shadows after nautical twilight, if the moon is actually up
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m_shadowcolor = colors::shadow;
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}
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// soften shadows depending on sky overcast factor
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m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast));
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m_shadowcolor = colors::white; // prevent shadow from affecting sky
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setup_shadow_color( m_shadowcolor );
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if (Global.bWireFrame)
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{
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@@ -1303,19 +1340,20 @@ bool opengl33_renderer::Render(world_environment *Environment)
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::glDisable(GL_DEPTH_TEST);
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::glPushMatrix();
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model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
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model_ubo->update(model_ubs);
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// skydome
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// drawn with 500m radius to blend in if the fog range is low
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glPushMatrix();
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glScalef(500.0f, 500.0f, 500.0f);
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m_skydomerenderer.update();
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m_skydomerenderer.render();
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glPopMatrix();
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{
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glScalef( 500.0f, 500.0f, 500.0f );
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model_ubs.set_modelview( OpenGLMatrices.data( GL_MODELVIEW ) );
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model_ubo->update( model_ubs );
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// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
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gfx::opengl_vbogeometrybank::reset();
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m_skydomerenderer.update();
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m_skydomerenderer.render();
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// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
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gfx::opengl_vbogeometrybank::reset();
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}
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glPopMatrix();
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::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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@@ -1328,7 +1366,9 @@ bool opengl33_renderer::Render(world_environment *Environment)
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::glRotatef(-std::fmod((float)Global.fTimeAngleDeg, 360.f), 0.f, 1.f, 0.f); // obrót dobowy osi OX
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// render
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m_pointsize = ( 4.f ); // smaller points for stars visualization
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Render(Environment->m_stars.m_stars, nullptr, 1.0);
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m_pointsize = ( 8.f ); // default point size
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// post-render cleanup
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::glPopMatrix();
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@@ -1461,6 +1501,18 @@ bool opengl33_renderer::Render(world_environment *Environment)
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m_sunlight.apply_angle();
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m_sunlight.apply_intensity();
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// calculate shadow tone, based on positions of celestial bodies
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m_shadowcolor = interpolate(glm::vec4{colors::shadow}, glm::vec4{colors::white}, clamp(-Environment->m_sun.getAngle(), 0.f, 6.f) / 6.f);
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if ((Environment->m_sun.getAngle() < -18.f) && (Environment->m_moon.getAngle() > 0.f))
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{
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// turn on moon shadows after nautical twilight, if the moon is actually up
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m_shadowcolor = colors::shadow;
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}
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// soften shadows depending on sky overcast factor
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m_shadowcolor = glm::min(colors::white, m_shadowcolor + ((colors::white - colors::shadow) * Global.Overcast));
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setup_shadow_color( m_shadowcolor);
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return true;
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}
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@@ -1727,7 +1779,8 @@ void opengl33_renderer::Render(scene::basic_region *Region)
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break;
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}
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case rendermode::shadows:
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case rendermode::pickscenery:
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case rendermode::cabshadows:
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case rendermode::pickscenery:
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{
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// these render modes don't bother with lights
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Render(std::begin(m_sectionqueue), std::end(m_sectionqueue));
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@@ -1758,7 +1811,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
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{
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case rendermode::color:
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case rendermode::reflections:
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case rendermode::shadows:
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case rendermode::cabshadows:
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case rendermode::shadows:
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break;
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case rendermode::pickscenery:
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{
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@@ -1782,7 +1836,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
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case rendermode::color:
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case rendermode::reflections:
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case rendermode::shadows:
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case rendermode::pickscenery:
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case rendermode::cabshadows:
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case rendermode::pickscenery:
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{
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if (false == section->m_shapes.empty())
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{
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@@ -1812,7 +1867,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
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{
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case rendermode::color:
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case rendermode::shadows:
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case rendermode::pickscenery:
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case rendermode::cabshadows:
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case rendermode::pickscenery:
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{
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for (auto &cell : section->m_cells)
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{
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@@ -1838,7 +1894,8 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
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switch (m_renderpass.draw_mode)
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{
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case rendermode::shadows:
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{
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case rendermode::cabshadows:
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{
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break;
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}
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default:
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@@ -1903,6 +1960,24 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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break;
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}
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case rendermode::cabshadows:
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{
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// since all shapes of the section share center point we can optimize out a few calls here
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::glPushMatrix();
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auto const originoffset{cell->m_area.center - m_renderpass.pass_camera.position()};
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::glTranslated(originoffset.x, originoffset.y, originoffset.z);
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// render
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// opaque non-instanced shapes
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for (auto const &shape : cell->m_shapesopaque)
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Render(shape, false);
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// NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass
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// post-render cleanup
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::glPopMatrix();
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break;
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}
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case rendermode::pickscenery:
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{
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// same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking
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@@ -1946,7 +2021,8 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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{
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case rendermode::color:
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case rendermode::shadows:
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{
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case rendermode::cabshadows:
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{
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// opaque parts of instanced models
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for (auto *instance : cell->m_instancesopaque)
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{
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@@ -2022,7 +2098,8 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
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switch (m_renderpass.draw_mode)
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{
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case rendermode::shadows:
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{
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case rendermode::cabshadows:
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{
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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break;
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@@ -2047,7 +2124,8 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
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Bind_Material(data.material);
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break;
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case rendermode::shadows:
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Bind_Material_Shadow(data.material);
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case rendermode::cabshadows:
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Bind_Material_Shadow(data.material);
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break;
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case rendermode::pickscenery:
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case rendermode::pickcontrols:
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@@ -2076,7 +2154,8 @@ void opengl33_renderer::Render(TAnimModel *Instance)
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switch (m_renderpass.draw_mode)
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{
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case rendermode::shadows:
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{
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case rendermode::cabshadows:
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{
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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break;
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@@ -2140,8 +2219,18 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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case rendermode::shadows:
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{
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squaredistance = glm::length2(glm::vec3{glm::dvec3{Dynamic->vPosition - m_renderpass.viewport_camera.position()}} / Global.ZoomFactor) / Global.fDistanceFactor;
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if( false == FreeFlyModeFlag ) {
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// filter out small details if we're in vehicle cab
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squaredistance = std::max( 100.f * 100.f, squaredistance );
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}
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break;
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}
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case rendermode::cabshadows: {
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squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - m_renderpass.viewport_camera.position() } } / Global.ZoomFactor ) / Global.fDistanceFactor;
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// filter out small details
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squaredistance = std::max( 100.f * 100.f, squaredistance );
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break;
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}
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default:
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{
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squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor) / Global.fDistanceFactor;
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@@ -2167,39 +2256,73 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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if (Dynamic->fShade > 0.0f)
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{
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// change light level based on light level of the occupied track
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m_sunlight.apply_intensity(Dynamic->fShade);
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}
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setup_sunlight_intensity(Dynamic->fShade);
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}
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// render
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if (Dynamic->mdLowPolyInt)
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Render(Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance);
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if( Dynamic->mdLowPolyInt ) {
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// low poly interior
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// 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
|
||||
|
||||
Reference in New Issue
Block a user