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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +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

@@ -447,7 +447,12 @@ global_settings::ConfigParse(cParser &Parser) {
else if( token == "gfx.reflections.framerate" ) { else if( token == "gfx.reflections.framerate" ) {
auto const updatespersecond { std::abs( Parser.getToken<double>() ) }; auto const updatespersecond { std::abs( Parser.getToken<double>() ) };
ReflectionUpdateInterval = 1.0 / updatespersecond; reflectiontune.update_interval = 1.0 / updatespersecond;
}
else if( token == "gfx.reflections.fidelity" ) {
Parser.getTokens( 1, false );
Parser >> reflectiontune.fidelity;
reflectiontune.fidelity = clamp( reflectiontune.fidelity, 0, 2 );
} }
else if( token == "timespeed" ) { else if( token == "timespeed" ) {
// przyspieszenie czasu, zmienna do testów // przyspieszenie czasu, zmienna do testów
@@ -1032,7 +1037,8 @@ global_settings::export_as_text( std::ostream &Output ) const {
export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds ); export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds );
export_as_text( Output, "gfx.resource.sweep", ResourceSweep ); export_as_text( Output, "gfx.resource.sweep", ResourceSweep );
export_as_text( Output, "gfx.resource.move", ResourceMove ); export_as_text( Output, "gfx.resource.move", ResourceMove );
export_as_text( Output, "gfx.reflections.framerate", 1.0 / ReflectionUpdateInterval ); export_as_text( Output, "gfx.reflections.framerate", 1.0 / reflectiontune.update_interval );
export_as_text( Output, "gfx.reflections.fidelity", reflectiontune.fidelity );
export_as_text( Output, "timespeed", fTimeSpeed ); export_as_text( Output, "timespeed", fTimeSpeed );
export_as_text( Output, "multisampling", iMultisampling ); export_as_text( Output, "multisampling", iMultisampling );
export_as_text( Output, "latitude", fLatitudeDeg ); export_as_text( Output, "latitude", fLatitudeDeg );

View File

@@ -127,7 +127,12 @@ struct global_settings {
unsigned int map_size{ 2048 }; unsigned int map_size{ 2048 };
float range{ 250.f }; float range{ 250.f };
} shadowtune; } shadowtune;
double ReflectionUpdateInterval{ 300.0 }; struct reflectiontune_t {
double update_interval{ 300.0 };
int fidelity{ 0 }; // 0: sections, 1: +static models, 2: +vehicles
float range_instances{ 750.f };
float range_vehicles{ 250.f };
} reflectiontune;
bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć) bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć)
float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object
float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer

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@@ -20,6 +20,7 @@ double fFPS{ 0.0f };
double fLastTime{ 0.0f }; double fLastTime{ 0.0f };
DWORD dwFrames{ 0 }; DWORD dwFrames{ 0 };
double fSimulationTime{ 0.0 }; double fSimulationTime{ 0.0 };
double fRenderTime{ 0.0 };
double fSoundTimer{ 0.0 }; double fSoundTimer{ 0.0 };
double fSinceStart{ 0.0 }; double fSinceStart{ 0.0 };
double override_delta = -1.0f; double override_delta = -1.0f;
@@ -29,6 +30,10 @@ double GetTime()
return fSimulationTime; return fSimulationTime;
} }
double GetRenderTime() {
return fRenderTime;
}
double GetDeltaTime() double GetDeltaTime()
{ // czas symulacji (stoi gdy pauza) { // czas symulacji (stoi gdy pauza)
if (override_delta != -1.0f) if (override_delta != -1.0f)
@@ -67,6 +72,7 @@ void UpdateTimers(bool pause)
fr = 1000000000; fr = 1000000000;
#endif #endif
DeltaRenderTime = double(count - oldCount) / double(fr); DeltaRenderTime = double(count - oldCount) / double(fr);
fRenderTime += DeltaRenderTime;
if (!pause) if (!pause)
{ {
DeltaTime = Global.fTimeSpeed * DeltaRenderTime; DeltaTime = Global.fTimeSpeed * DeltaRenderTime;

View File

@@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/.
namespace Timer { namespace Timer {
double GetTime(); double GetTime();
double GetRenderTime();
double GetDeltaTime(); double GetDeltaTime();
double GetDeltaRenderTime(); double GetDeltaRenderTime();

View File

@@ -572,7 +572,10 @@ debug_panel::render() {
ImGui::Checkbox( "Debug Traction", &DebugTractionFlag ); ImGui::Checkbox( "Debug Traction", &DebugTractionFlag );
} }
render_section( "Camera", m_cameralines ); render_section( "Camera", m_cameralines );
render_section( "Gfx Renderer", m_rendererlines ); if( true == render_section( "Gfx Renderer", m_rendererlines ) ) {
// reflection fidelity
ImGui::SliderInt( ( to_string( Global.reflectiontune.fidelity ) + "###reflectionfidelity" ).c_str(), &Global.reflectiontune.fidelity, 0, 2, "Reflection fidelity" );
}
// toggles // toggles
ImGui::Separator(); ImGui::Separator();
ImGui::Checkbox( "Debug Mode", &DebugModeFlag ); ImGui::Checkbox( "Debug Mode", &DebugModeFlag );

View File

@@ -22,7 +22,8 @@ http://mozilla.org/MPL/2.0/.
#include "application.h" #include "application.h"
#include "AnimModel.h" #include "AnimModel.h"
int const EU07_PICKBUFFERSIZE{1024}; // size of (square) textures bound with the pick framebuffer int const EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
auto const gammacorrection { glm::vec3( 2.2f ) }; auto const gammacorrection { glm::vec3( 2.2f ) };
@@ -1110,12 +1111,12 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c
// creates dynamic environment cubemap // creates dynamic environment cubemap
bool opengl33_renderer::Render_reflections(viewport_config &vp) bool opengl33_renderer::Render_reflections(viewport_config &vp)
{ {
if( Global.ReflectionUpdateInterval == 0 ) { return false; } if( Global.reflectiontune.update_interval == 0 ) { return false; }
auto const timestamp{ Timer::GetTime() }; auto const timestamp{ Timer::GetRenderTime() };
if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval ) if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval )
&& ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { && ( glm::length( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) {
// run update every 5+ mins of simulation time, or at least 1km from the last location // run update every 5+ mins of simulation time, or at least 1km from the last location
return false; return false;
} }
m_environmentupdatetime = timestamp; m_environmentupdatetime = timestamp;
@@ -2044,8 +2045,10 @@ void opengl33_renderer::Render(scene::basic_region *Region)
} }
case rendermode::reflections: case rendermode::reflections:
{ {
// for the time being reflections render only terrain geometry
Render(std::begin(m_sectionqueue), std::end(m_sectionqueue)); Render(std::begin(m_sectionqueue), std::end(m_sectionqueue));
if( Global.reflectiontune.fidelity >= 1 ) {
Render(std::begin(m_cellqueue), std::end(m_cellqueue));
}
break; break;
} }
case rendermode::pickcontrols: case rendermode::pickcontrols:
@@ -2120,6 +2123,7 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
case rendermode::shadows: case rendermode::shadows:
case rendermode::pickscenery: case rendermode::pickscenery:
{ {
// TBD, TODO: refactor into a method to reuse below?
for (auto &cell : section->m_cells) for (auto &cell : section->m_cells)
{ {
if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area))) if ((true == cell.m_active) && (m_renderpass.pass_camera.visible(cell.m_area)))
@@ -2131,6 +2135,19 @@ void opengl33_renderer::Render(section_sequence::iterator First, section_sequenc
break; 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.pass_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.pass_camera.position() - cell.m_area.center), &cell);
}
}
break;
}
case rendermode::pickcontrols: case rendermode::pickcontrols:
default: default:
{ {
@@ -2190,6 +2207,23 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
break; 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.pass_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: case rendermode::shadows:
{ {
// since all shapes of the section share center point we can optimize out a few calls here // since all shapes of the section share center point we can optimize out a few calls here
@@ -2232,7 +2266,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
::glPopMatrix(); ::glPopMatrix();
break; break;
} }
case rendermode::reflections:
case rendermode::pickcontrols: case rendermode::pickcontrols:
default: default:
{ {
@@ -2251,8 +2284,9 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
switch (m_renderpass.draw_mode) switch (m_renderpass.draw_mode)
{ {
case rendermode::color: case rendermode::color:
case rendermode::shadows: case rendermode::shadows:
{ {
// TBD, TODO: refactor in to a method to reuse in branch below?
// opaque parts of instanced models // opaque parts of instanced models
for (auto *instance : cell->m_instancesopaque) for (auto *instance : cell->m_instancesopaque)
{ {
@@ -2268,7 +2302,25 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
} }
break; break;
} }
case rendermode::pickscenery: 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 // opaque parts of instanced models
// same procedure like with regular render, but each node receives custom colour used for picking // same procedure like with regular render, but each node receives custom colour used for picking
@@ -2280,7 +2332,6 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
// vehicles aren't included in scenery picking for the time being // vehicles aren't included in scenery picking for the time being
break; break;
} }
case rendermode::reflections:
case rendermode::pickcontrols: case rendermode::pickcontrols:
default: default:
{ {
@@ -2333,6 +2384,19 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break; 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 )
+ glm::length2( ( data.area.center - m_renderpass.pass_camera.position() ) );
/*
// TBD: take into account distance multipliers?
/ Global.fDistanceFactor;
*/
break;
}
default: default:
{ {
distancesquared = glm::length2((data.area.center - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; distancesquared = glm::length2((data.area.center - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
@@ -2385,6 +2449,20 @@ void opengl33_renderer::Render(TAnimModel *Instance)
distancesquared = glm::length2((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; distancesquared = glm::length2((Instance->location() - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break; 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.pass_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: default:
{ {
distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; distancesquared = glm::length2((Instance->location() - m_renderpass.pass_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
@@ -2460,6 +2538,24 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
} }
break; 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: default:
{ {
squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor); squaredistance = glm::length2(glm::vec3{originoffset} / Global.ZoomFactor);
@@ -2467,7 +2563,11 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
break; 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 // second stage visibility cull, reject vehicles too far away to be noticeable
auto const squareradius{ Dynamic->radius() * Dynamic->radius() }; auto const squareradius{ Dynamic->radius() * Dynamic->radius() };
Dynamic->renderme = ( squareradius * Global.ZoomFactor / squaredistance > 0.003 * 0.003 ); Dynamic->renderme = ( squareradius * Global.ZoomFactor / squaredistance > 0.003 * 0.003 );
@@ -2493,6 +2593,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
{ {
case rendermode::color: case rendermode::color:
case rendermode::reflections:
{ {
if (Dynamic->fShade > 0.0f) if (Dynamic->fShade > 0.0f)
{ {

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_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_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 }; float const EU07_OPACITYDEFAULT { 0.5f };
@@ -871,10 +872,10 @@ bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float con
bool bool
opengl_renderer::Render_reflections() { opengl_renderer::Render_reflections() {
if( Global.ReflectionUpdateInterval == 0 ) { return false; } if( Global.reflectiontune.update_interval == 0 ) { return false; }
auto const timestamp { Timer::GetTime() }; auto const timestamp { Timer::GetRenderTime() };
if( ( timestamp - m_environmentupdatetime < Global.ReflectionUpdateInterval ) if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval )
&& ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) { && ( 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 // run update every 5+ mins of simulation time, or at least 1km from the last location
return false; return false;
@@ -1847,8 +1848,10 @@ opengl_renderer::Render( scene::basic_region *Region ) {
break; break;
} }
case rendermode::reflections: { case rendermode::reflections: {
// for the time being reflections render only terrain geometry
Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) ); Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) );
if( Global.reflectiontune.fidelity >= 1 ) {
Render(std::begin(m_cellqueue), std::end(m_cellqueue));
}
break; break;
} }
case rendermode::pickcontrols: case rendermode::pickcontrols:
@@ -1918,6 +1921,7 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite
case rendermode::shadows: case rendermode::shadows:
case rendermode::cabshadows: case rendermode::cabshadows:
case rendermode::pickscenery: { case rendermode::pickscenery: {
// TBD, TODO: refactor into a method to reuse below?
for( auto &cell : section->m_cells ) { for( auto &cell : section->m_cells ) {
if( ( true == cell.m_active ) if( ( true == cell.m_active )
&& ( m_renderpass.camera.visible( cell.m_area ) ) ) { && ( m_renderpass.camera.visible( cell.m_area ) ) ) {
@@ -1929,7 +1933,17 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite
} }
break; 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: case rendermode::pickcontrols:
default: { default: {
break; break;
@@ -2011,6 +2025,22 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
break; 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: { case rendermode::shadows: {
// since all shapes of the section share center point we can optimize out a few calls here // since all shapes of the section share center point we can optimize out a few calls here
::glPushMatrix(); ::glPushMatrix();
@@ -2019,7 +2049,9 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
// render // render
// opaque non-instanced shapes // 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 // tracks
Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) ); 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 // render
// opaque non-instanced shapes // 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 // NOTE: tracks aren't likely to cast shadows into the cab, so we skip them in this pass
// post-render cleanup // post-render cleanup
@@ -2066,7 +2100,6 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
break; break;
} }
case rendermode::reflections:
case rendermode::pickcontrols: case rendermode::pickcontrols:
default: { default: {
break; break;
@@ -2084,8 +2117,11 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
case rendermode::color: case rendermode::color:
case rendermode::shadows: case rendermode::shadows:
case rendermode::cabshadows: { case rendermode::cabshadows: {
// TBD, TODO: refactor in to a method to reuse in branch below?
// opaque parts of instanced models // 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 // opaque parts of vehicles
for( auto *path : cell->m_paths ) { for( auto *path : cell->m_paths ) {
for( auto *dynamic : path->Dynamics ) { for( auto *dynamic : path->Dynamics ) {
@@ -2105,6 +2141,23 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
} }
break; 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: { case rendermode::pickscenery: {
// opaque parts of instanced models // opaque parts of instanced models
// same procedure like with regular render, but each node receives custom colour used for picking // 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 // vehicles aren't included in scenery picking for the time being
break; break;
} }
case rendermode::reflections:
case rendermode::pickcontrols: case rendermode::pickcontrols:
default: { default: {
break; 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; distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
break; 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: { default: {
distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor; distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break; break;
@@ -2235,6 +2296,19 @@ opengl_renderer::Render( TAnimModel *Instance ) {
distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break; 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: { default: {
distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor; distancesquared = glm::length2((Instance->location() - m_renderpass.camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break; break;
@@ -2308,13 +2382,34 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
squaredistance = std::max( 100.f * 100.f, squaredistance ); squaredistance = std::max( 100.f * 100.f, squaredistance );
break; 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: { default: {
squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ); squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor );
// TODO: filter out small details based on fidelity setting // TODO: filter out small details based on fidelity setting
break; 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 // second stage visibility cull, reject vehicles too far away to be noticeable
Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 ); Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 );
if( false == Dynamic->renderme ) { if( false == Dynamic->renderme ) {