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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00

emission, temporary enabled nonshader billboard and freespot (without stars)

This commit is contained in:
VB
2017-04-26 21:50:09 +02:00
parent e5ce5b001f
commit d8937c5879
4 changed files with 68 additions and 77 deletions

View File

@@ -931,20 +931,11 @@ void TSubModel::RaAnimation(glm::mat4 &m, TAnimType a)
break;
case at_Billboard: // obrót w pionie do kamery
{
/*
matrix4x4 mat; // potrzebujemy współrzędne przesunięcia środka układu
// współrzędnych submodelu
glGetDoublev(GL_MODELVIEW_MATRIX, mat.getArray()); // pobranie aktualnej matrycy
matrix4x4 mat; mat.OpenGL_Matrix( OpenGLMatrices.data_array( GL_MODELVIEW ) );
matrix4x4 mat; mat.OpenGL_Matrix( glm::value_ptr(m) );
float3 gdzie = float3(mat[3][0], mat[3][1], mat[3][2]); // początek układu współrzędnych submodelu względem kamery
glLoadIdentity(); // macierz jedynkowa
glTranslatef(gdzie.x, gdzie.y, gdzie.z); // początek układu zostaje bez
// zmian
glRotated(atan2(gdzie.x, gdzie.z) * 180.0 / M_PI, 0.0, 1.0,
0.0); // jedynie obracamy w pionie o kąt
*/
//m7todo: restore
m = glm::mat4(1.0f);
m = glm::translate(m, glm::vec3(gdzie.x, gdzie.y, gdzie.z)); // początek układu zostaje bez zmian
m = glm::rotate(m, atan2(gdzie.x, gdzie.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
}
break;
case at_Wind: // ruch pod wpływem wiatru (wiatr będziemy liczyć potem...)

View File

@@ -483,32 +483,22 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
// również 0
Bind( Submodel->TextureID );
}
/*
::glColor3fv( Submodel->f4Diffuse ); // McZapkie-240702: zamiast ub
// ...luminance
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
}
*/
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
/*
// post-draw reset
if( Global::fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
glm::vec4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( noemission ) );
}
*/
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::vec3(0.0f));
}
}
//m7todo: restore
/*
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
//m7todo: shaderize
auto const &modelview = mm;
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
@@ -522,6 +512,11 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
float const distancefactor = std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) );
if( lightlevel > 0.0f ) {
glUseProgram(0);
glEnableClientState(GL_VERTEX_ARRAY);
glLoadMatrixf(glm::value_ptr(mm));
glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
@@ -536,12 +531,18 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
// post-draw reset
::glPopAttrib();
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgram(World.shader);
}
}
}
else if( Submodel->eType == TP_STARS ) {
//m7todo: reenable
/*
if( Global::fLuminance < Submodel->fLight ) {
glUseProgram(0);
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
@@ -552,23 +553,26 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm
// TODO: implement easier way to go about it
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glEnableClientState( GL_COLOR_ARRAY );
::glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState( GL_COLOR_ARRAY );
glLoadMatrixf(glm::value_ptr(mm));
::glDisableClientState( GL_COLOR_ARRAY );
::glEnableClientState( GL_NORMAL_ARRAY );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState( GL_COLOR_ARRAY );
// post-draw reset
::glPopAttrib();
glUseProgram(World.shader);
}
*/
}
*/
if( Submodel->Child != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 )
@@ -740,35 +744,24 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
// również 0
Bind( Submodel->TextureID );
}
/*
::glColor3fv( Submodel->f4Diffuse ); // McZapkie-240702: zamiast ub
// ...luminance
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
}
*/
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
/*
// post-draw reset
if( Global::fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
glm::vec4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( noemission ) );
}
*/
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::vec3(0.0f));
}
}
#if 0
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
if( Global::fLuminance < Submodel->fLight ) {
// NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh
// TODO: separate instance data from reusable geometry
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
auto const &modelview = mm;
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
@@ -779,6 +772,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
if( glarelevel > 0.0f ) {
glUseProgram(0);
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
@@ -787,10 +781,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
::glDisable( GL_LIGHTING );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
glm::mat4 x = glm::mat4(1.0f);
x = glm::translate(x, glm::vec3(lightcenter.x, lightcenter.y, lightcenter.z)); // początek układu zostaje bez zmian
x = glm::rotate(x, atan2(lightcenter.x, lightcenter.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
glLoadMatrixf(glm::value_ptr(x));
// TODO: turn the drawing instructions into a compiled call / array
::glBegin( GL_TRIANGLE_STRIP );
@@ -808,14 +802,13 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
::glEnd();
::glPopMatrix();
::glPopAttrib();
glUseProgram(World.shader);
}
}
}
}
#endif
if( Submodel->Child != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )

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@@ -6,6 +6,7 @@
#include "shader.h"
#include "Float3d.h"
#include "Logs.h"
#include "openglmatrixstack.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
@@ -95,12 +96,8 @@ gl_program_mvp::gl_program_mvp(std::vector<gl_shader> v) : gl_program(v)
void gl_program_mvp::copy_gl_mvp()
{
float4x4 mv, p;
glGetFloatv(GL_MODELVIEW_MATRIX, mv.e);
glGetFloatv(GL_PROJECTION_MATRIX, p.e);
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, mv.e);
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, p.e);
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(OpenGLMatrices.data(GL_MODELVIEW)));
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(OpenGLMatrices.data(GL_PROJECTION)));
}
void gl_program_mvp::set_mv(const glm::mat4 &m)
@@ -116,6 +113,7 @@ void gl_program_mvp::set_p(const glm::mat4 &m)
gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
{
ambient_uniform = glGetUniformLocation(id, "ambient");
emission_uniform = glGetUniformLocation(id, "emission");
lcount_uniform = glGetUniformLocation(id, "lights_count");
for (size_t i = 0; i < MAX_LIGHTS; i++)
@@ -131,7 +129,8 @@ gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
}
glUseProgram(id);
glUniform3f(ambient_uniform, 1.0f, 1.0f, 1.0f);
glUniform3f(ambient_uniform, 0.0f, 0.0f, 0.0f);
glUniform3f(emission_uniform, 0.0f, 0.0f, 0.0f);
glUniform1ui(lcount_uniform, 0);
}
@@ -165,4 +164,10 @@ void gl_program_light::set_light(GLuint i, type t, glm::vec3 &pos, glm::vec3 &di
glUniform3fv(lights_uniform[i].color, 1, glm::value_ptr(color));
glUniform1f(lights_uniform[i].linear, linear);
glUniform1f(lights_uniform[i].quadratic, quadratic);
}
void gl_program_light::set_material(glm::vec3 &emission)
{
glUseProgram(id);
glUniform3fv(emission_uniform, 1, glm::value_ptr(emission));
}

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@@ -56,13 +56,15 @@ public:
gl_program_light(std::vector<gl_shader>);
void set_ambient(glm::vec3 &ambient);
void set_material(glm::vec3 &emission);
void set_light_count(GLuint count);
void set_light(GLuint id, type t, glm::vec3 &pos, glm::vec3 &dir, float in_cutoff, float out_cutoff,
glm::vec3 &color, float linear, float quadratic);
private:
GLuint lcount_uniform;
GLuint ambient_uniform;
GLuint emission_uniform;
GLuint lcount_uniform;
struct light_s
{
GLuint type;