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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 15:09:19 +02:00
debug configurable headlight
This commit is contained in:
@@ -31,6 +31,7 @@ void gl::glsl_common_setup()
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float linear;
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float linear;
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float quadratic;
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float quadratic;
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float ambient;
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};
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};
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layout(std140) uniform light_ubo
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layout(std140) uniform light_ubo
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3
gl/ubo.h
3
gl/ubo.h
@@ -88,7 +88,8 @@ namespace gl
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float linear;
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float linear;
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float quadratic;
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float quadratic;
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UBS_PAD(8);
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float ambient;
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UBS_PAD(4);
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};
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};
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static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs");
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static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs");
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21
renderer.cpp
21
renderer.cpp
@@ -633,6 +633,17 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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if (!Global.gfx_usegles && !Global.gfx_shadergamma)
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if (!Global.gfx_usegles && !Global.gfx_shadergamma)
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glDisable(GL_FRAMEBUFFER_SRGB);
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glDisable(GL_FRAMEBUFFER_SRGB);
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if (DebugModeFlag)
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{
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ImGui::Begin("light conf");
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ImGui::SliderFloat("in_cutoff", &in_cutoff, 0.9f, 1.1f);
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ImGui::SliderFloat("out_cutoff", &out_cutoff, 0.9f, 1.1f);
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ImGui::SliderFloat("linear", &linear, 0.0f, 1.0f, "%.3f", 2.0f);
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ImGui::SliderFloat("quadratic", &quadratic, 0.0f, 1.0f, "%.3f", 2.0f);
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ImGui::SliderFloat("ambient", &ambient, 0.0f, 1.0f);
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ImGui::End();
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}
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glDebug("uilayer render");
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glDebug("uilayer render");
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Application.render_ui();
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Application.render_ui();
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@@ -3700,11 +3711,12 @@ void opengl_renderer::Update_Lights(light_array &Lights)
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l->pos = mv * glm::vec4(renderlight->position, 1.0f);
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l->pos = mv * glm::vec4(renderlight->position, 1.0f);
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l->dir = mv * glm::vec4(renderlight->direction, 0.0f);
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l->dir = mv * glm::vec4(renderlight->direction, 0.0f);
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l->type = gl::light_element_ubs::SPOT;
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l->type = gl::light_element_ubs::SPOT;
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l->in_cutoff = 0.997f;
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l->in_cutoff = in_cutoff;
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l->out_cutoff = 0.99f;
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l->out_cutoff = out_cutoff;
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l->color = renderlight->diffuse * renderlight->factor;
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l->color = renderlight->diffuse * renderlight->factor;
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l->linear = 0.007f;
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l->linear = linear / 10.0f;
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l->quadratic = 0.0002f;
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l->quadratic = quadratic / 100.0f;
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l->ambient = ambient;
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light_i++;
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light_i++;
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++renderlight;
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++renderlight;
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@@ -3714,6 +3726,7 @@ void opengl_renderer::Update_Lights(light_array &Lights)
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light_ubs.lights[0].type = gl::light_element_ubs::DIR;
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light_ubs.lights[0].type = gl::light_element_ubs::DIR;
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light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f);
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light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f);
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light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor;
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light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor;
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light_ubs.lights[0].ambient = 0.0f;
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light_ubs.lights_count = light_i;
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light_ubs.lights_count = light_i;
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light_ubs.fog_color = Global.FogColor;
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light_ubs.fog_color = Global.FogColor;
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@@ -411,6 +411,8 @@ class opengl_renderer
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bool m_blendingenabled;
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bool m_blendingenabled;
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bool m_widelines_supported;
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bool m_widelines_supported;
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float in_cutoff=0.997f, out_cutoff=0.99f, linear=0.07f, quadratic=0.02f, ambient=0.25f;
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};
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};
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extern opengl_renderer GfxRenderer;
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extern opengl_renderer GfxRenderer;
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@@ -44,7 +44,7 @@ vec2 calc_light(vec3 light_dir)
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#endif
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#endif
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
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@@ -55,6 +55,7 @@ vec2 calc_point_light(light_s light)
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{
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{
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec3 light_dir = normalize(light.pos - f_pos.xyz);
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vec2 val = calc_light(light_dir);
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vec2 val = calc_light(light_dir);
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val.x += light.ambient;
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float distance = length(light.pos - f_pos.xyz);
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float distance = length(light.pos - f_pos.xyz);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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