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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
reflection map fidelity level
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@@ -22,7 +22,8 @@ http://mozilla.org/MPL/2.0/.
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#include "application.h"
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#include "AnimModel.h"
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int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the pick framebuffer
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int const EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
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int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
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auto const gammacorrection { glm::vec3( 2.2f ) };
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@@ -1110,12 +1111,12 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c
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// creates dynamic environment cubemap
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bool opengl33_renderer::Render_reflections(viewport_config &vp)
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{
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if( Global.ReflectionUpdateInterval == 0 ) { return false; }
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if( Global.reflectiontune.update_interval == 0 ) { return false; }
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auto const timestamp{ Timer::GetTime() };
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if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval )
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&& ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) {
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// run update every 5+ mins of simulation time, or at least 1km from the last location
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auto const timestamp{ Timer::GetRenderTime() };
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if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval )
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&& ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) {
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// run update every 5+ mins of simulation time, or at least 1km from the last location
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return false;
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}
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m_environmentupdatetime = timestamp;
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@@ -2044,8 +2045,10 @@ void opengl33_renderer::Render(scene::basic_region *Region)
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}
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case rendermode::reflections:
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{
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// for the time being reflections render only terrain geometry
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Render(std::begin(m_sectionqueue), std::end(m_sectionqueue));
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if( Global.reflectiontune.fidelity >= 1 ) {
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Render(std::begin(m_cellqueue), std::end(m_cellqueue));
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}
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break;
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}
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case rendermode::pickcontrols:
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@@ -2120,6 +2123,7 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
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case rendermode::shadows:
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case rendermode::pickscenery:
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{
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// TBD, TODO: refactor into a method to reuse below?
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for (auto &cell : section->m_cells)
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{
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if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area)))
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@@ -2131,6 +2135,19 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
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break;
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}
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case rendermode::reflections:
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{
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// we can skip filling the cell queue if reflections pass isn't going to use it
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if( Global.reflectiontune.fidelity == 0 ) { break; }
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for (auto &cell : section->m_cells)
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{
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if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area)))
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{
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// store visible cells with content as well as their current distance, for sorting later
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m_cellqueue.emplace_back(glm::length2(m_renderpass.pass_camera.position() - cell.m_area.center), &cell);
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}
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}
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break;
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}
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case rendermode::pickcontrols:
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default:
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{
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@@ -2190,6 +2207,23 @@ 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::reflections:
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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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// post-render cleanup
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::glPopMatrix();
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break;
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}
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case rendermode::shadows:
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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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@@ -2232,7 +2266,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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::glPopMatrix();
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break;
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}
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case rendermode::reflections:
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case rendermode::pickcontrols:
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default:
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{
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@@ -2251,8 +2284,9 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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switch (m_renderpass.draw_mode)
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{
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case rendermode::color:
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case rendermode::shadows:
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case rendermode::shadows:
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{
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// TBD, TODO: refactor in to a method to reuse in branch below?
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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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@@ -2268,7 +2302,25 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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}
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break;
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}
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case rendermode::pickscenery:
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case rendermode::reflections:
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{
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if( Global.reflectiontune.fidelity >= 1 ) {
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// opaque parts of instanced models
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for( auto *instance : cell->m_instancesopaque ) {
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Render( instance );
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}
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}
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if( Global.reflectiontune.fidelity >= 2 ) {
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// opaque parts of vehicles
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for( auto *path : cell->m_paths ) {
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for( auto *dynamic : path->Dynamics ) {
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Render( dynamic );
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}
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}
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}
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break;
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}
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case rendermode::pickscenery:
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{
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// opaque parts of instanced models
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// same procedure like with regular render, but each node receives custom colour used for picking
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@@ -2280,7 +2332,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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// vehicles aren't included in scenery picking for the time being
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break;
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}
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case rendermode::reflections:
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case rendermode::pickcontrols:
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default:
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{
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@@ -2333,6 +2384,19 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
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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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}
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case rendermode::reflections:
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{
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// reflection mode draws simplified version of the shapes, by artificially increasing view range
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distancesquared =
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// TBD, TODO: bind offset value with setting variable?
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( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET )
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+ glm::length2( ( data.area.center - m_renderpass.pass_camera.position() ) );
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/*
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// TBD: take into account distance multipliers?
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/ Global.fDistanceFactor;
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*/
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break;
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}
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default:
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{
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distancesquared = glm::length2((data.area.center - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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@@ -2385,6 +2449,20 @@ void opengl33_renderer::Render(TAnimModel *Instance)
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distancesquared = glm::length2((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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break;
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}
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case rendermode::reflections:
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{
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// reflection mode draws simplified version of the shapes, by artificially increasing view range
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// it also ignores zoom settings and distance multipliers
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// TBD: take into account distance multipliers?
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distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position())) /* / Global.fDistanceFactor */;
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// NOTE: arbitrary draw range limit
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if( distancesquared > Global.reflectiontune.range_instances * Global.reflectiontune.range_instances ) {
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return;
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}
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// TBD, TODO: bind offset value with setting variable?
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distancesquared += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
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break;
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}
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default:
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{
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distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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@@ -2460,6 +2538,24 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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}
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break;
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}
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case rendermode::reflections:
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{
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// reflection mode draws simplified version of the shapes, by artificially increasing view range
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// it also ignores zoom settings and distance multipliers
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squaredistance =
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std::max(
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100.f * 100.f,
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// TBD: take into account distance multipliers?
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glm::length2( glm::vec3{ originoffset } ) /* / Global.fDistanceFactor */ );
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// NOTE: arbitrary draw range limit
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if( squaredistance > Global.reflectiontune.range_vehicles * Global.reflectiontune.range_vehicles ) {
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return false;
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}
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// TBD, TODO: bind offset value with setting variable?
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// NOTE: combined 'squared' distance doesn't equal actual squared (distance + offset) but, eh
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squaredistance += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
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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);
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@@ -2467,7 +2563,11 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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break;
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}
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow and reflection passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( squaredistance > drawdistancethreshold * drawdistancethreshold ) {
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return false;
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}
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// second stage visibility cull, reject vehicles too far away to be noticeable
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auto const squareradius{ Dynamic->radius() * Dynamic->radius() };
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Dynamic->renderme = ( squareradius * Global.ZoomFactor / squaredistance > 0.003 * 0.003 );
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@@ -2493,6 +2593,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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{
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case rendermode::color:
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case rendermode::reflections:
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{
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if (Dynamic->fShade > 0.0f)
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{
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