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:
17
Model3d.cpp
17
Model3d.cpp
@@ -931,20 +931,11 @@ void TSubModel::RaAnimation(glm::mat4 &m, TAnimType a)
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break;
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case at_Billboard: // obrót w pionie do kamery
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{
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/*
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matrix4x4 mat; // potrzebujemy współrzędne przesunięcia środka układu
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// współrzędnych submodelu
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glGetDoublev(GL_MODELVIEW_MATRIX, mat.getArray()); // pobranie aktualnej matrycy
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matrix4x4 mat; mat.OpenGL_Matrix( OpenGLMatrices.data_array( GL_MODELVIEW ) );
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matrix4x4 mat; mat.OpenGL_Matrix( glm::value_ptr(m) );
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float3 gdzie = float3(mat[3][0], mat[3][1], mat[3][2]); // początek układu współrzędnych submodelu względem kamery
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glLoadIdentity(); // macierz jedynkowa
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glTranslatef(gdzie.x, gdzie.y, gdzie.z); // początek układu zostaje bez
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// zmian
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glRotated(atan2(gdzie.x, gdzie.z) * 180.0 / M_PI, 0.0, 1.0,
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0.0); // jedynie obracamy w pionie o kąt
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*/
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//m7todo: restore
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m = glm::mat4(1.0f);
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m = glm::translate(m, glm::vec3(gdzie.x, gdzie.y, gdzie.z)); // początek układu zostaje bez zmian
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m = glm::rotate(m, atan2(gdzie.x, gdzie.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
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}
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break;
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case at_Wind: // ruch pod wpływem wiatru (wiatr będziemy liczyć potem...)
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105
renderer.cpp
105
renderer.cpp
@@ -483,32 +483,22 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
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// również 0
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Bind( Submodel->TextureID );
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}
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/*
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::glColor3fv( Submodel->f4Diffuse ); // McZapkie-240702: zamiast ub
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// ...luminance
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if( Global::fLuminance < Submodel->fLight ) {
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// zeby swiecilo na kolorowo
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::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
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}
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*/
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
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/*
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// post-draw reset
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if( Global::fLuminance < Submodel->fLight ) {
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// restore default (lack of) brightness
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glm::vec4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
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::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( noemission ) );
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}
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*/
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::vec3(0.0f));
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}
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}
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//m7todo: restore
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/*
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else if( Submodel->eType == TP_FREESPOTLIGHT ) {
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auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
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//m7todo: shaderize
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auto const &modelview = mm;
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auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
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Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
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@@ -522,6 +512,11 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
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float const distancefactor = std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) );
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if( lightlevel > 0.0f ) {
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glUseProgram(0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glLoadMatrixf(glm::value_ptr(mm));
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glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
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// material configuration:
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
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@@ -536,12 +531,18 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
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// post-draw reset
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::glPopAttrib();
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glDisableClientState(GL_VERTEX_ARRAY);
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glUseProgram(World.shader);
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}
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}
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}
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else if( Submodel->eType == TP_STARS ) {
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//m7todo: reenable
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/*
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if( Global::fLuminance < Submodel->fLight ) {
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glUseProgram(0);
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// material configuration:
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
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@@ -552,23 +553,26 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm
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// TODO: implement easier way to go about it
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::glDisableClientState( GL_NORMAL_ARRAY );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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::glEnableClientState( GL_COLOR_ARRAY );
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::glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
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::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState( GL_COLOR_ARRAY );
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glLoadMatrixf(glm::value_ptr(mm));
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::glDisableClientState( GL_COLOR_ARRAY );
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::glEnableClientState( GL_NORMAL_ARRAY );
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::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
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glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
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glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState( GL_COLOR_ARRAY );
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// post-draw reset
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::glPopAttrib();
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glUseProgram(World.shader);
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}
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*/
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}
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*/
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if( Submodel->Child != NULL )
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if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 )
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@@ -740,35 +744,24 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
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// również 0
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Bind( Submodel->TextureID );
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}
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/*
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::glColor3fv( Submodel->f4Diffuse ); // McZapkie-240702: zamiast ub
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// ...luminance
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if( Global::fLuminance < Submodel->fLight ) {
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// zeby swiecilo na kolorowo
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::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
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}
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*/
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
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/*
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// post-draw reset
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if( Global::fLuminance < Submodel->fLight ) {
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// restore default (lack of) brightness
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glm::vec4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
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::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( noemission ) );
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}
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*/
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::vec3(0.0f));
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}
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}
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#if 0
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else if( Submodel->eType == TP_FREESPOTLIGHT ) {
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if( Global::fLuminance < Submodel->fLight ) {
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// NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh
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// TODO: separate instance data from reusable geometry
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auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
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auto const &modelview = mm;
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auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
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Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
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@@ -779,6 +772,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
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glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
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if( glarelevel > 0.0f ) {
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glUseProgram(0);
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
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@@ -787,10 +781,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
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::glDisable( GL_LIGHTING );
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::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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::glPushMatrix();
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::glLoadIdentity(); // macierz jedynkowa
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::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
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::glRotated( atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
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glm::mat4 x = glm::mat4(1.0f);
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x = glm::translate(x, glm::vec3(lightcenter.x, lightcenter.y, lightcenter.z)); // początek układu zostaje bez zmian
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x = glm::rotate(x, atan2(lightcenter.x, lightcenter.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
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glLoadMatrixf(glm::value_ptr(x));
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// TODO: turn the drawing instructions into a compiled call / array
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::glBegin( GL_TRIANGLE_STRIP );
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@@ -808,14 +802,13 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
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// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
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*/
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::glEnd();
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::glPopMatrix();
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::glPopAttrib();
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glUseProgram(World.shader);
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}
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}
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}
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}
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#endif
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if( Submodel->Child != NULL )
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if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )
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19
shader.cpp
19
shader.cpp
@@ -6,6 +6,7 @@
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#include "shader.h"
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#include "Float3d.h"
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#include "Logs.h"
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#include "openglmatrixstack.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -95,12 +96,8 @@ gl_program_mvp::gl_program_mvp(std::vector<gl_shader> v) : gl_program(v)
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void gl_program_mvp::copy_gl_mvp()
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{
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float4x4 mv, p;
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glGetFloatv(GL_MODELVIEW_MATRIX, mv.e);
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glGetFloatv(GL_PROJECTION_MATRIX, p.e);
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glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, mv.e);
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glUniformMatrix4fv(p_uniform, 1, GL_FALSE, p.e);
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glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(OpenGLMatrices.data(GL_MODELVIEW)));
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glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(OpenGLMatrices.data(GL_PROJECTION)));
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}
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void gl_program_mvp::set_mv(const glm::mat4 &m)
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@@ -116,6 +113,7 @@ void gl_program_mvp::set_p(const glm::mat4 &m)
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gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
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{
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ambient_uniform = glGetUniformLocation(id, "ambient");
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emission_uniform = glGetUniformLocation(id, "emission");
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lcount_uniform = glGetUniformLocation(id, "lights_count");
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for (size_t i = 0; i < MAX_LIGHTS; i++)
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@@ -131,7 +129,8 @@ gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
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}
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glUseProgram(id);
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glUniform3f(ambient_uniform, 1.0f, 1.0f, 1.0f);
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glUniform3f(ambient_uniform, 0.0f, 0.0f, 0.0f);
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glUniform3f(emission_uniform, 0.0f, 0.0f, 0.0f);
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glUniform1ui(lcount_uniform, 0);
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}
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@@ -165,4 +164,10 @@ void gl_program_light::set_light(GLuint i, type t, glm::vec3 &pos, glm::vec3 &di
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glUniform3fv(lights_uniform[i].color, 1, glm::value_ptr(color));
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glUniform1f(lights_uniform[i].linear, linear);
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glUniform1f(lights_uniform[i].quadratic, quadratic);
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}
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void gl_program_light::set_material(glm::vec3 &emission)
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{
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glUseProgram(id);
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glUniform3fv(emission_uniform, 1, glm::value_ptr(emission));
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}
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4
shader.h
4
shader.h
@@ -56,13 +56,15 @@ public:
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gl_program_light(std::vector<gl_shader>);
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void set_ambient(glm::vec3 &ambient);
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void set_material(glm::vec3 &emission);
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void set_light_count(GLuint count);
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void set_light(GLuint id, type t, glm::vec3 &pos, glm::vec3 &dir, float in_cutoff, float out_cutoff,
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glm::vec3 &color, float linear, float quadratic);
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private:
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GLuint lcount_uniform;
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GLuint ambient_uniform;
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GLuint emission_uniform;
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GLuint lcount_uniform;
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struct light_s
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{
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GLuint type;
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