mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
reflection map fidelity level
This commit is contained in:
10
Globals.cpp
10
Globals.cpp
@@ -447,7 +447,12 @@ global_settings::ConfigParse(cParser &Parser) {
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else if( token == "gfx.reflections.framerate" ) {
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auto const updatespersecond { std::abs( Parser.getToken<double>() ) };
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ReflectionUpdateInterval = 1.0 / updatespersecond;
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reflectiontune.update_interval = 1.0 / updatespersecond;
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}
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else if( token == "gfx.reflections.fidelity" ) {
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Parser.getTokens( 1, false );
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Parser >> reflectiontune.fidelity;
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reflectiontune.fidelity = clamp( reflectiontune.fidelity, 0, 2 );
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}
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else if( token == "timespeed" ) {
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// przyspieszenie czasu, zmienna do testów
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@@ -1032,7 +1037,8 @@ global_settings::export_as_text( std::ostream &Output ) const {
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export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds );
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export_as_text( Output, "gfx.resource.sweep", ResourceSweep );
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export_as_text( Output, "gfx.resource.move", ResourceMove );
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export_as_text( Output, "gfx.reflections.framerate", 1.0 / ReflectionUpdateInterval );
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export_as_text( Output, "gfx.reflections.framerate", 1.0 / reflectiontune.update_interval );
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export_as_text( Output, "gfx.reflections.fidelity", reflectiontune.fidelity );
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export_as_text( Output, "timespeed", fTimeSpeed );
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export_as_text( Output, "multisampling", iMultisampling );
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export_as_text( Output, "latitude", fLatitudeDeg );
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@@ -127,7 +127,12 @@ struct global_settings {
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unsigned int map_size{ 2048 };
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float range{ 250.f };
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} shadowtune;
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double ReflectionUpdateInterval{ 300.0 };
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struct reflectiontune_t {
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double update_interval{ 300.0 };
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int fidelity{ 0 }; // 0: sections, 1: +static models, 2: +vehicles
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float range_instances{ 750.f };
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float range_vehicles{ 250.f };
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} reflectiontune;
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bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć)
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float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object
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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 };
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double fLastTime{ 0.0f };
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DWORD dwFrames{ 0 };
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double fSimulationTime{ 0.0 };
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double fRenderTime{ 0.0 };
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double fSoundTimer{ 0.0 };
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double fSinceStart{ 0.0 };
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double override_delta = -1.0f;
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@@ -29,6 +30,10 @@ double GetTime()
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return fSimulationTime;
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}
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double GetRenderTime() {
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return fRenderTime;
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}
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double GetDeltaTime()
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{ // czas symulacji (stoi gdy pauza)
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if (override_delta != -1.0f)
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@@ -67,6 +72,7 @@ void UpdateTimers(bool pause)
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fr = 1000000000;
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#endif
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DeltaRenderTime = double(count - oldCount) / double(fr);
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fRenderTime += DeltaRenderTime;
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if (!pause)
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{
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DeltaTime = Global.fTimeSpeed * DeltaRenderTime;
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1
Timer.h
1
Timer.h
@@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/.
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namespace Timer {
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double GetTime();
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double GetRenderTime();
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double GetDeltaTime();
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double GetDeltaRenderTime();
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@@ -572,7 +572,10 @@ debug_panel::render() {
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ImGui::Checkbox( "Debug Traction", &DebugTractionFlag );
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}
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render_section( "Camera", m_cameralines );
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render_section( "Gfx Renderer", m_rendererlines );
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if( true == render_section( "Gfx Renderer", m_rendererlines ) ) {
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// reflection fidelity
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ImGui::SliderInt( ( to_string( Global.reflectiontune.fidelity ) + "###reflectionfidelity" ).c_str(), &Global.reflectiontune.fidelity, 0, 2, "Reflection fidelity" );
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}
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// toggles
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ImGui::Separator();
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ImGui::Checkbox( "Debug Mode", &DebugModeFlag );
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@@ -23,6 +23,7 @@ http://mozilla.org/MPL/2.0/.
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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_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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@@ -1110,10 +1111,10 @@ 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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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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@@ -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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@@ -2188,6 +2205,23 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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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::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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@@ -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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@@ -2253,6 +2286,7 @@ void opengl33_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
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case rendermode::color:
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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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@@ -2268,6 +2302,24 @@ 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::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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@@ -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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@@ -26,6 +26,7 @@ http://mozilla.org/MPL/2.0/.
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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_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture
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int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
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float const EU07_OPACITYDEFAULT { 0.5f };
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@@ -871,10 +872,10 @@ bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float con
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bool
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opengl_renderer::Render_reflections() {
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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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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.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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@@ -1847,8 +1848,10 @@ opengl_renderer::Render( scene::basic_region *Region ) {
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break;
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}
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case rendermode::reflections: {
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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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@@ -1918,6 +1921,7 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite
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case rendermode::shadows:
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case rendermode::cabshadows:
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case rendermode::pickscenery: {
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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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if( ( true == cell.m_active )
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&& ( m_renderpass.camera.visible( cell.m_area ) ) ) {
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@@ -1929,7 +1933,17 @@ opengl_renderer::Render( section_sequence::iterator First, section_sequence::ite
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}
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break;
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}
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case rendermode::reflections:
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case rendermode::reflections: {
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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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if( ( true == cell.m_active ) && ( m_renderpass.camera.visible( cell.m_area ) ) ) {
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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.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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break;
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@@ -2011,7 +2025,8 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
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break;
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}
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case rendermode::shadows: {
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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.camera.position() };
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@@ -2020,6 +2035,23 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
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// render
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// opaque non-instanced shapes
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for( auto const &shape : cell->m_shapesopaque ) { 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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// 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.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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}
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// tracks
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Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) );
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||||
@@ -2036,7 +2068,9 @@ opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator
|
||||
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||||
// 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 ) {
|
||||
|
||||
Reference in New Issue
Block a user