mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
tune headlight parameters, refactor config window
This commit is contained in:
@@ -31,6 +31,8 @@ void gl::glsl_common_setup()
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float linear;
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float quadratic;
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float intensity;
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float ambient;
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};
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2
gl/ubo.h
2
gl/ubo.h
@@ -88,8 +88,8 @@ namespace gl
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float linear;
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float quadratic;
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float intensity;
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float ambient;
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UBS_PAD(4);
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};
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static_assert(sizeof(light_element_ubs) == 64, "bad size of ubs");
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46
renderer.cpp
46
renderer.cpp
@@ -442,6 +442,28 @@ void opengl_renderer::SwapBuffers()
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Timer::subsystem.gfx_swap.stop();
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}
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void opengl_renderer::draw_debug_ui()
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{
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if (!debug_ui_active)
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return;
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if (ImGui::Begin("headlight config", &debug_ui_active))
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{
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ImGui::SetWindowSize(ImVec2(0, 0));
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headlight_config_s &conf = headlight_config;
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ImGui::SliderFloat("in_cutoff", &conf.in_cutoff, 0.9f, 1.1f);
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ImGui::SliderFloat("out_cutoff", &conf.out_cutoff, 0.9f, 1.1f);
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ImGui::SliderFloat("falloff_linear", &conf.falloff_linear, 0.0f, 1.0f, "%.3f", 2.0f);
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ImGui::SliderFloat("falloff_quadratic", &conf.falloff_quadratic, 0.0f, 1.0f, "%.3f", 2.0f);
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ImGui::SliderFloat("ambient", &conf.ambient, 0.0f, 3.0f);
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ImGui::SliderFloat("intensity", &conf.intensity, 0.0f, 10.0f);
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}
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ImGui::End();
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}
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// runs jobs needed to generate graphics for specified render pass
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void opengl_renderer::Render_pass(rendermode const Mode)
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{
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@@ -633,18 +655,8 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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if (!Global.gfx_usegles && !Global.gfx_shadergamma)
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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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draw_debug_ui();
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Application.render_ui();
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// restore binding
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@@ -3711,12 +3723,13 @@ 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->dir = mv * glm::vec4(renderlight->direction, 0.0f);
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l->type = gl::light_element_ubs::SPOT;
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l->in_cutoff = in_cutoff;
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l->out_cutoff = out_cutoff;
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l->in_cutoff = headlight_config.in_cutoff;
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l->out_cutoff = headlight_config.out_cutoff;
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l->color = renderlight->diffuse * renderlight->factor;
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l->linear = linear / 10.0f;
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l->quadratic = quadratic / 100.0f;
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l->ambient = ambient;
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l->linear = headlight_config.falloff_linear / 10.0f;
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l->quadratic = headlight_config.falloff_quadratic / 100.0f;
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l->ambient = headlight_config.ambient;
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l->intensity = headlight_config.intensity;
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light_i++;
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++renderlight;
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@@ -3727,6 +3740,7 @@ void opengl_renderer::Update_Lights(light_array &Lights)
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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].ambient = 0.0f;
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light_ubs.lights[0].intensity = 1.0f;
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light_ubs.lights_count = light_i;
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light_ubs.fog_color = Global.FogColor;
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18
renderer.h
18
renderer.h
@@ -194,6 +194,8 @@ class opengl_renderer
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GLenum static const sunlight{0};
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std::size_t m_drawcount{0};
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bool debug_ui_active = false;
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private:
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// types
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enum class rendermode
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@@ -277,6 +279,8 @@ class opengl_renderer
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void draw(const gfx::geometry_handle &handle);
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void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
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void draw_debug_ui();
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// members
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GLFWwindow *m_window{nullptr};
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gfx::geometrybank_manager m_geometry;
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@@ -412,7 +416,19 @@ class opengl_renderer
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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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struct headlight_config_s
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{
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float in_cutoff = 1.005f;
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float out_cutoff = 0.993f;
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float falloff_linear = 0.069f;
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float falloff_quadratic = 0.03f;
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float intensity = 1.0f;
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float ambient = 0.184f;
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};
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headlight_config_s headlight_config;
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};
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extern opengl_renderer GfxRenderer;
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@@ -56,6 +56,7 @@ vec2 calc_point_light(light_s light)
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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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val.x += light.ambient;
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val *= light.intensity;
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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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@@ -368,6 +368,8 @@ void ui_layer::render_menu_contents()
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ImGui::MenuItem(LOC_STR(ui_log), "F9", &m_logpanel.is_open);
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if (Global.map_enabled && m_map)
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ImGui::MenuItem(LOC_STR(ui_map), "Tab", &m_map->map_opened);
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if (DebugModeFlag)
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ImGui::MenuItem("Headlight config", nullptr, &GfxRenderer.debug_ui_active);
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ImGui::EndMenu();
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}
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}
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