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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

reflection map fidelity level

This commit is contained in:
tmj-fstate
2020-08-03 16:49:01 +02:00
parent f2110ced25
commit d13221b270
7 changed files with 244 additions and 27 deletions

View File

@@ -26,6 +26,7 @@ http://mozilla.org/MPL/2.0/.
int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer
int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture
int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
float const EU07_OPACITYDEFAULT { 0.5f };
@@ -871,10 +872,10 @@ bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float con
bool
opengl_renderer::Render_reflections() {
if( Global.ReflectionUpdateInterval == 0 ) { return false; }
if( Global.reflectiontune.update_interval == 0 ) { return false; }
auto const timestamp { Timer::GetTime() };
if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval )
auto const timestamp { Timer::GetRenderTime() };
if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval )
&& ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) {
// run update every 5+ mins of simulation time, or at least 1km from the last location
return false;
@@ -1847,8 +1848,10 @@ opengl_renderer::Render( scene::basic_region *Region ) {
break;
}
case rendermode::reflections: {
// for the time being reflections render only terrain geometry
Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) );
if( Global.reflectiontune.fidelity >= 1 ) {
Render(std::begin(m_cellqueue), std::end(m_cellqueue));
}
break;
}
case rendermode::pickcontrols:
@@ -1918,6 +1921,7 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite
case rendermode::shadows:
case rendermode::cabshadows:
case rendermode::pickscenery: {
// TBD, TODO: refactor into a method to reuse below?
for( auto &cell : section->m_cells ) {
if( ( true == cell.m_active )
&& ( m_renderpass.camera.visible( cell.m_area ) ) ) {
@@ -1929,7 +1933,17 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite
}
break;
}
case rendermode::reflections:
case rendermode::reflections: {
// we can skip filling the cell queue if reflections pass isn't going to use it
if( Global.reflectiontune.fidelity == 0 ) { break; }
for( auto &cell : section->m_cells ) {
if( ( true == cell.m_active ) && ( m_renderpass.camera.visible( cell.m_area ) ) ) {
// store visible cells with content as well as their current distance, for sorting later
m_cellqueue.emplace_back( glm::length2( m_renderpass.camera.position() - cell.m_area.center ), &cell );
}
}
break;
}
case rendermode::pickcontrols:
default: {
break;
@@ -2011,6 +2025,22 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
break;
}
case rendermode::reflections:
{
// since all shapes of the section share center point we can optimize out a few calls here
::glPushMatrix();
auto const originoffset{ cell->m_area.center - m_renderpass.camera.position() };
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
// opaque non-instanced shapes
for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); }
// post-render cleanup
::glPopMatrix();
break;
}
case rendermode::shadows: {
// since all shapes of the section share center point we can optimize out a few calls here
::glPushMatrix();
@@ -2019,7 +2049,9 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
// render
// opaque non-instanced shapes
for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); }
for( auto const &shape : cell->m_shapesopaque ) {
Render( shape, false );
}
// tracks
Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) );
@@ -2036,7 +2068,9 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
// render
// opaque non-instanced shapes
for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); }
for( auto const &shape : cell->m_shapesopaque ) {
Render( shape, false );
}
// NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass
// post-render cleanup
@@ -2066,7 +2100,6 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
break;
}
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
@@ -2084,8 +2117,11 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
case rendermode::color:
case rendermode::shadows:
case rendermode::cabshadows: {
// TBD, TODO: refactor in to a method to reuse in branch below?
// opaque parts of instanced models
for( auto *instance : cell->m_instancesopaque ) { Render( instance ); }
for( auto *instance : cell->m_instancesopaque ) {
Render( instance );
}
// opaque parts of vehicles
for( auto *path : cell->m_paths ) {
for( auto *dynamic : path->Dynamics ) {
@@ -2105,6 +2141,23 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
}
break;
}
case rendermode::reflections: {
if( Global.reflectiontune.fidelity >= 1 ) {
// opaque parts of instanced models
for( auto *instance : cell->m_instancesopaque ) {
Render( instance );
}
}
if( Global.reflectiontune.fidelity >= 2 ) {
// opaque parts of vehicles
for( auto *path : cell->m_paths ) {
for( auto *dynamic : path->Dynamics ) {
Render( dynamic );
}
}
}
break;
}
case rendermode::pickscenery: {
// opaque parts of instanced models
// same procedure like with regular render, but each node receives custom colour used for picking
@@ -2123,7 +2176,6 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
// vehicles aren't included in scenery picking for the time being
break;
}
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
@@ -2180,6 +2232,15 @@ opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange
distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
case rendermode::reflections: {
// reflection mode draws simplified version of the shapes, by artificially increasing view range
distancesquared =
// TBD, TODO: bind offset value with setting variable?
( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET )
// TBD: take into account distance multipliers?
+ glm::length2( ( data.area.center - m_renderpass.camera.position() ) ) /* / Global.fDistanceFactor */;
break;
}
default: {
distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break;
@@ -2235,6 +2296,19 @@ opengl_renderer::Render( TAnimModel *Instance ) {
distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break;
}
case rendermode::reflections: {
// reflection mode draws simplified version of the shapes, by artificially increasing view range
// it also ignores zoom settings and distance multipliers
// TBD: take into account distance multipliers?
distancesquared = glm::length2( ( Instance->location() - m_renderpass.camera.position() ) ) /* / Global.fDistanceFactor */;
// NOTE: arbitrary draw range limit
if( distancesquared > Global.reflectiontune.range_instances * Global.reflectiontune.range_instances ) {
return;
}
// TBD, TODO: bind offset value with setting variable?
distancesquared += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
break;
}
default: {
distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break;
@@ -2308,13 +2382,34 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
squaredistance = std::max( 100.f * 100.f, squaredistance );
break;
}
case rendermode::reflections: {
// reflection mode draws simplified version of the shapes, by artificially increasing view range
// it also ignores zoom settings and distance multipliers
squaredistance =
std::max(
100.f * 100.f,
// TBD: take into account distance multipliers?
glm::length2( glm::vec3{ originoffset } ) /* / Global.fDistanceFactor */ );
// NOTE: arbitrary draw range limit
if( squaredistance > Global.reflectiontune.range_vehicles * Global.reflectiontune.range_vehicles ) {
return false;
}
// TBD, TODO: bind offset value with setting variable?
// NOTE: combined 'squared' distance doesn't equal actual squared (distance + offset) but, eh
squaredistance += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
break;
}
default: {
squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor );
// TODO: filter out small details based on fidelity setting
break;
}
}
// crude way to reject early items too far to affect the output (mostly relevant for shadow and reflection passes)
auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
if( squaredistance > drawdistancethreshold * drawdistancethreshold ) {
return false;
}
// second stage visibility cull, reject vehicles too far away to be noticeable
Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 );
if( false == Dynamic->renderme ) {