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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 13:59:19 +02:00

reformat renderer

This commit is contained in:
milek7
2018-07-13 11:11:41 +02:00
parent 0acf2da5c1
commit a81499f7e5
2 changed files with 2671 additions and 2497 deletions

File diff suppressed because it is too large Load Diff

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@@ -31,385 +31,342 @@ http://mozilla.org/MPL/2.0/.
//#define EU07_USE_DEBUG_CAMERA //#define EU07_USE_DEBUG_CAMERA
//#define EU07_USE_DEBUG_SOUNDEMITTERS //#define EU07_USE_DEBUG_SOUNDEMITTERS
struct opengl_light : public basic_light { struct opengl_light : public basic_light
{
GLuint id { (GLuint)-1 }; GLuint id{(GLuint)-1};
float factor; float factor;
void void apply_intensity(float const Factor = 1.0f);
apply_intensity( float const Factor = 1.0f ); void apply_angle();
void
apply_angle();
opengl_light & opengl_light &operator=(basic_light const &Right)
operator=( basic_light const &Right ) { {
basic_light::operator=( Right ); basic_light::operator=(Right);
return *this; } return *this;
}
}; };
// encapsulates basic rendering setup. // encapsulates basic rendering setup.
// for modern opengl this translates to a specific collection of glsl shaders, // for modern opengl this translates to a specific collection of glsl shaders,
// for legacy opengl this is combination of blending modes, active texture units etc // for legacy opengl this is combination of blending modes, active texture units etc
struct opengl_technique { struct opengl_technique
{
}; };
// simple camera object. paired with 'virtual camera' in the scene // simple camera object. paired with 'virtual camera' in the scene
class opengl_camera { class opengl_camera
{
public: public:
// methods: // methods:
inline inline void update_frustum()
void {
update_frustum() { update_frustum( m_projection, m_modelview ); } update_frustum(m_projection, m_modelview);
void }
update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ); void update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview);
bool bool visible(scene::bounding_area const &Area) const;
visible( scene::bounding_area const &Area ) const; bool visible(TDynamicObject const *Dynamic) const;
bool inline glm::dvec3 const &position() const
visible( TDynamicObject const *Dynamic ) const; {
inline return m_position;
glm::dvec3 const & }
position() const { return m_position; } inline glm::dvec3 &position()
inline {
glm::dvec3 & return m_position;
position() { return m_position; } }
inline inline glm::mat4 const &projection() const
glm::mat4 const & {
projection() const { return m_projection; } return m_projection;
inline }
glm::mat4 & inline glm::mat4 &projection()
projection() { return m_projection; } {
inline return m_projection;
glm::mat4 const & }
modelview() const { return m_modelview; } inline glm::mat4 const &modelview() const
inline {
glm::mat4 & return m_modelview;
modelview() { return m_modelview; } }
inline inline glm::mat4 &modelview()
std::vector<glm::vec4> & {
frustum_points() { return m_frustumpoints; } return m_modelview;
// transforms provided set of clip space points to world space }
template <class Iterator_> inline std::vector<glm::vec4> &frustum_points()
void {
transform_to_world( Iterator_ First, Iterator_ Last ) const { return m_frustumpoints;
std::for_each( }
First, Last, // transforms provided set of clip space points to world space
[this]( glm::vec4 &point ) { template <class Iterator_> void transform_to_world(Iterator_ First, Iterator_ Last) const
// transform each point using the cached matrix... {
point = this->m_inversetransformation * point; std::for_each(First, Last, [this](glm::vec4 &point) {
// ...and scale by transformed w // transform each point using the cached matrix...
point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); } point = this->m_inversetransformation * point;
// debug helper, draws shape of frustum in world space // ...and scale by transformed w
void point = glm::vec4{glm::vec3{point} / point.w, 1.f};
draw( glm::vec3 const &Offset ) const; });
}
// debug helper, draws shape of frustum in world space
void draw(glm::vec3 const &Offset) const;
private: private:
// members: // members:
cFrustum m_frustum; cFrustum m_frustum;
std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
glm::dvec3 m_position; glm::dvec3 m_position;
glm::mat4 m_projection; glm::mat4 m_projection;
glm::mat4 m_modelview; glm::mat4 m_modelview;
glm::mat4 m_inversetransformation; // cached transformation to world space glm::mat4 m_inversetransformation; // cached transformation to world space
}; };
// bare-bones render controller, in lack of anything better yet // bare-bones render controller, in lack of anything better yet
class opengl_renderer { class opengl_renderer
{
public: public:
// types // types
// destructor // methods
~opengl_renderer() { gluDeleteQuadric( m_quadric ); } bool Init(GLFWwindow *Window);
// main draw call. returns false on error
bool Render();
void SwapBuffers();
inline float Framerate()
{
return m_framerate;
}
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle Create_Bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type);
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0);
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type);
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &Vertices(gfx::geometry_handle const &Geometry) const;
// material methods
material_handle Fetch_Material(std::string const &Filename, bool const Loadnow = true);
void Bind_Material(material_handle const Material);
// methods // shader methods
bool std::shared_ptr<gl::program> Fetch_Shader(std::string const &name);
Init( GLFWwindow *Window );
// main draw call. returns false on error
bool
Render();
void SwapBuffers();
inline
float
Framerate() { return m_framerate; }
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
Create_Bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle
Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0 );
// adds supplied vertex data at the end of specified chunk
bool
Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type );
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
Vertices( gfx::geometry_handle const &Geometry ) const;
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true );
void
Bind_Material( material_handle const Material );
// shader methods opengl_material const &Material(material_handle const Material) const;
std::shared_ptr<gl::program> Fetch_Shader(std::string const &name); // texture methods
texture_handle Fetch_Texture(std::string const &Filename, bool const Loadnow = true);
void Bind_Texture(size_t Unit, texture_handle const Texture);
opengl_texture &Texture(texture_handle const Texture) const;
// utility methods
TSubModel const *Pick_Control() const
{
return m_pickcontrolitem;
}
scene::basic_node const *Pick_Node() const
{
return m_picksceneryitem;
}
// maintenance methods
void Update(double const Deltatime);
TSubModel const *Update_Pick_Control();
scene::basic_node const *Update_Pick_Node();
// debug methods
std::string const &info_times() const;
std::string const &info_stats() const;
opengl_material const & // members
Material( material_handle const Material ) const; GLenum static const sunlight{GL_LIGHT0};
// texture methods std::size_t m_drawcount{0};
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true );
void
Bind_Texture( size_t Unit, texture_handle const Texture );
opengl_texture &
Texture( texture_handle const Texture ) const;
// utility methods
TSubModel const *
Pick_Control() const { return m_pickcontrolitem; }
scene::basic_node const *
Pick_Node() const { return m_picksceneryitem; }
// maintenance methods
void
Update( double const Deltatime );
TSubModel const *
Update_Pick_Control();
scene::basic_node const *
Update_Pick_Node();
// debug methods
std::string const &
info_times() const;
std::string const &
info_stats() const;
// members private:
GLenum static const sunlight { GL_LIGHT0 }; // types
std::size_t m_drawcount { 0 }; enum class rendermode
{
none,
color,
shadows,
cabshadows,
reflections,
pickcontrols,
pickscenery
};
private: struct debug_stats
// types {
enum class rendermode { int dynamics{0};
none, int models{0};
color, int submodels{0};
shadows, int paths{0};
cabshadows, int traction{0};
reflections, int shapes{0};
pickcontrols, int lines{0};
pickscenery int drawcalls{0};
}; };
struct debug_stats { using section_sequence = std::vector<scene::basic_section *>;
int dynamics { 0 }; using distancecell_pair = std::pair<double, scene::basic_cell *>;
int models { 0 }; using cell_sequence = std::vector<distancecell_pair>;
int submodels { 0 };
int paths { 0 };
int traction { 0 };
int shapes { 0 };
int lines { 0 };
int drawcalls { 0 };
};
using section_sequence = std::vector<scene::basic_section *>; struct renderpass_config
using distancecell_pair = std::pair<double, scene::basic_cell *>; {
using cell_sequence = std::vector<distancecell_pair>;
struct renderpass_config { opengl_camera camera;
rendermode draw_mode{rendermode::none};
float draw_range{0.0f};
};
opengl_camera camera; typedef std::vector<opengl_light> opengllight_array;
rendermode draw_mode { rendermode::none };
float draw_range { 0.0f };
};
typedef std::vector<opengl_light> opengllight_array; // methods
bool Init_caps();
void setup_pass(renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false);
void setup_matrices();
void setup_drawing(bool const Alpha = false);
void setup_shadow_map(opengl_texture *tex);
void setup_environment_light(TEnvironmentType const Environment = e_flat);
// runs jobs needed to generate graphics for specified render pass
void Render_pass(rendermode const Mode);
// creates dynamic environment cubemap
bool Render_reflections();
bool Render(world_environment *Environment);
void Render(scene::basic_region *Region);
void Render(section_sequence::iterator First, section_sequence::iterator Last);
void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
void Render(scene::shape_node const &Shape, bool const Ignorerange);
void Render(TAnimModel *Instance);
bool Render(TDynamicObject *Dynamic);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render(TSubModel *Submodel);
void Render(TTrack *Track);
void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
bool Render_cab(TDynamicObject const *Dynamic, bool const Alpha = false);
void Render(TMemCell *Memcell);
void Render_Alpha(scene::basic_region *Region);
void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last);
void Render_Alpha(TAnimModel *Instance);
void Render_Alpha(TTraction *Traction);
void Render_Alpha(scene::lines_node const &Lines);
bool Render_Alpha(TDynamicObject *Dynamic);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render_Alpha(TSubModel *Submodel);
void Update_Lights(light_array &Lights);
glm::vec3 pick_color(std::size_t const Index);
std::size_t pick_index(glm::ivec3 const &Color);
// methods // members
bool GLFWwindow *m_window{nullptr};
Init_caps(); gfx::geometrybank_manager m_geometry;
void material_manager m_materials;
setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false ); texture_manager m_textures;
void opengl_light m_sunlight;
setup_matrices(); opengllight_array m_lights;
void /*
setup_drawing( bool const Alpha = false ); float m_sunandviewangle; // cached dot product of sunlight and camera vectors
void */
setup_shadow_map(opengl_texture *tex); gfx::geometry_handle m_billboardgeometry{0, 0};
void texture_handle m_glaretexture{-1};
setup_environment_light( TEnvironmentType const Environment = e_flat ); texture_handle m_suntexture{-1};
// runs jobs needed to generate graphics for specified render pass texture_handle m_moontexture{-1};
void texture_handle m_reflectiontexture{-1};
Render_pass( rendermode const Mode ); // TODO: refactor framebuffer stuff into an object
// creates dynamic environment cubemap bool m_framebuffersupport{false};
bool
Render_reflections();
bool
Render( world_environment *Environment );
void
Render( scene::basic_region *Region );
void
Render( section_sequence::iterator First, section_sequence::iterator Last );
void
Render( cell_sequence::iterator First, cell_sequence::iterator Last );
void
Render( scene::shape_node const &Shape, bool const Ignorerange );
void
Render( TAnimModel *Instance );
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render( TSubModel *Submodel );
void
Render( TTrack *Track );
void
Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last );
bool
Render_cab( TDynamicObject const *Dynamic, bool const Alpha = false );
void
Render( TMemCell *Memcell );
void
Render_Alpha( scene::basic_region *Region );
void
Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last );
void
Render_Alpha( TAnimModel *Instance );
void
Render_Alpha( TTraction *Traction );
void
Render_Alpha( scene::lines_node const &Lines );
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render_Alpha( TSubModel *Submodel );
void
Update_Lights( light_array &Lights );
glm::vec3
pick_color( std::size_t const Index );
std::size_t
pick_index( glm::ivec3 const &Color );
// members
GLFWwindow *m_window { nullptr };
gfx::geometrybank_manager m_geometry;
material_manager m_materials;
texture_manager m_textures;
opengl_light m_sunlight;
opengllight_array m_lights;
/*
float m_sunandviewangle; // cached dot product of sunlight and camera vectors
*/
gfx::geometry_handle m_billboardgeometry { 0, 0 };
texture_handle m_glaretexture { -1 };
texture_handle m_suntexture { -1 };
texture_handle m_moontexture { -1 };
texture_handle m_reflectiontexture { -1 };
GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements
// TODO: refactor framebuffer stuff into an object
bool m_framebuffersupport { false };
#ifdef EU07_USE_PICKING_FRAMEBUFFER #ifdef EU07_USE_PICKING_FRAMEBUFFER
GLuint m_pickframebuffer { 0 }; GLuint m_pickframebuffer{0};
GLuint m_picktexture { 0 }; GLuint m_picktexture{0};
GLuint m_pickdepthbuffer { 0 }; GLuint m_pickdepthbuffer{0};
#endif #endif
// main shadowmap resources // main shadowmap resources
int m_shadowbuffersize { 2048 }; int m_shadowbuffersize{2048};
GLuint m_shadowframebuffer { 0 }; GLuint m_shadowframebuffer{0};
GLuint m_shadowtexture { 0 }; GLuint m_shadowtexture{0};
#ifdef EU07_USE_DEBUG_SHADOWMAP #ifdef EU07_USE_DEBUG_SHADOWMAP
GLuint m_shadowdebugtexture{ 0 }; GLuint m_shadowdebugtexture{0};
#endif #endif
#ifdef EU07_USE_DEBUG_CABSHADOWMAP #ifdef EU07_USE_DEBUG_CABSHADOWMAP
GLuint m_cabshadowdebugtexture{ 0 }; GLuint m_cabshadowdebugtexture{0};
#endif #endif
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
// cab shadowmap resources // cab shadowmap resources
GLuint m_cabshadowframebuffer { 0 }; GLuint m_cabshadowframebuffer{0};
GLuint m_cabshadowtexture { 0 }; GLuint m_cabshadowtexture{0};
glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
// environment map resources // environment map resources
GLuint m_environmentframebuffer { 0 }; GLuint m_environmentframebuffer{0};
GLuint m_environmentcubetexture { 0 }; GLuint m_environmentcubetexture{0};
GLuint m_environmentdepthbuffer { 0 }; GLuint m_environmentdepthbuffer{0};
bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map bool m_environmentcubetexturesupport{false}; // indicates whether we can use the dynamic environment cube map
int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face int m_environmentcubetextureface{0}; // helper, currently processed cube map face
int m_environmentupdatetime { 0 }; // time of the most recent environment map update int m_environmentupdatetime{0}; // time of the most recent environment map update
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
unsigned int m_framestamp; // id of currently rendered gfx frame unsigned int m_framestamp; // id of currently rendered gfx frame
float m_framerate; float m_framerate;
double m_updateaccumulator { 0.0 }; double m_updateaccumulator{0.0};
std::string m_debugtimestext; std::string m_debugtimestext;
std::string m_pickdebuginfo; std::string m_pickdebuginfo;
debug_stats m_debugstats; debug_stats m_debugstats;
std::string m_debugstatstext; std::string m_debugstatstext;
glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f }; glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f};
glm::vec4 m_shadowcolor { colors::shadow }; glm::vec4 m_shadowcolor{colors::shadow};
// TEnvironmentType m_environment { e_flat }; // TEnvironmentType m_environment { e_flat };
float m_specularopaquescalefactor { 1.f }; float m_specularopaquescalefactor{1.f};
float m_speculartranslucentscalefactor { 1.f }; float m_speculartranslucentscalefactor{1.f};
bool m_renderspecular{ false }; // controls whether to include specular component in the calculations bool m_renderspecular{false}; // controls whether to include specular component in the calculations
renderpass_config m_renderpass; // parameters for current render pass renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue; cell_sequence m_cellqueue;
renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
std::vector<TSubModel const *> m_pickcontrolsitems; std::vector<TSubModel const *> m_pickcontrolsitems;
TSubModel const *m_pickcontrolitem { nullptr }; TSubModel const *m_pickcontrolitem{nullptr};
std::vector<scene::basic_node const *> m_picksceneryitems; std::vector<scene::basic_node const *> m_picksceneryitems;
scene::basic_node const *m_picksceneryitem { nullptr }; scene::basic_node const *m_picksceneryitem{nullptr};
#ifdef EU07_USE_DEBUG_CAMERA #ifdef EU07_USE_DEBUG_CAMERA
renderpass_config m_worldcamera; // debug item renderpass_config m_worldcamera; // debug item
#endif #endif
GLuint m_gltimequery = 0; GLuint m_gltimequery = 0;
GLuint64 m_gllasttime = 0; GLuint64 m_gllasttime = 0;
std::unique_ptr<gl::shader> m_vertex_shader; std::unique_ptr<gl::shader> m_vertex_shader;
std::unique_ptr<gl::ubo> scene_ubo; std::unique_ptr<gl::ubo> scene_ubo;
std::unique_ptr<gl::ubo> model_ubo; std::unique_ptr<gl::ubo> model_ubo;
std::unique_ptr<gl::ubo> light_ubo; std::unique_ptr<gl::ubo> light_ubo;
gl::scene_ubs scene_ubs; gl::scene_ubs scene_ubs;
gl::model_ubs model_ubs; gl::model_ubs model_ubs;
gl::light_ubs light_ubs; gl::light_ubs light_ubs;
std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders; std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders;
std::unique_ptr<gl::program> m_line_shader; std::unique_ptr<gl::program> m_line_shader;
std::unique_ptr<gl::program> m_freespot_shader; std::unique_ptr<gl::program> m_freespot_shader;
std::unique_ptr<gl::framebuffer> m_msaa_fb; std::unique_ptr<gl::framebuffer> m_msaa_fb;
std::unique_ptr<gl::renderbuffer> m_msaa_rbc; std::unique_ptr<gl::renderbuffer> m_msaa_rbc;
std::unique_ptr<gl::renderbuffer> m_msaa_rbd; std::unique_ptr<gl::renderbuffer> m_msaa_rbd;
std::unique_ptr<gl::framebuffer> m_main_fb; std::unique_ptr<gl::framebuffer> m_main_fb;
std::unique_ptr<opengl_texture> m_main_tex; std::unique_ptr<opengl_texture> m_main_tex;
std::unique_ptr<gl::postfx> m_pfx; std::unique_ptr<gl::postfx> m_pfx;
std::unique_ptr<gl::framebuffer> m_shadow_fb; std::unique_ptr<gl::framebuffer> m_shadow_fb;
std::unique_ptr<opengl_texture> m_shadow_tex; std::unique_ptr<opengl_texture> m_shadow_tex;
std::unique_ptr<gl::program> m_shadow_shader; std::unique_ptr<gl::program> m_shadow_shader;
std::unique_ptr<gl::framebuffer> m_pick_fb; std::unique_ptr<gl::framebuffer> m_pick_fb;
std::unique_ptr<opengl_texture> m_pick_tex; std::unique_ptr<opengl_texture> m_pick_tex;
std::unique_ptr<gl::renderbuffer> m_pick_rb; std::unique_ptr<gl::renderbuffer> m_pick_rb;
std::unique_ptr<gl::program> m_pick_shader; std::unique_ptr<gl::program> m_pick_shader;
material_handle m_invalid_material; material_handle m_invalid_material;
bool m_widelines_supported; bool m_widelines_supported;
}; };
extern opengl_renderer GfxRenderer; extern opengl_renderer GfxRenderer;