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

implemented geometry bank manager, unified traction render code

This commit is contained in:
tmj-fstate
2017-06-08 14:59:37 +02:00
parent f48b61c650
commit de5b245f2e
24 changed files with 875 additions and 1031 deletions

View File

@@ -3992,7 +3992,7 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
// otherwise try the basic approach // otherwise try the basic approach
int skinindex = 0; int skinindex = 0;
do { do {
texture_manager::size_type texture = GfxRenderer.GetTextureId( Global::asCurrentTexturePath + ReplacableSkin + "," + std::to_string( skinindex + 1 ), "", Global::iDynamicFiltering, true ); texture_handle texture = GfxRenderer.GetTextureId( Global::asCurrentTexturePath + ReplacableSkin + "," + std::to_string( skinindex + 1 ), "", Global::iDynamicFiltering, true );
if( false == GfxRenderer.Texture( texture ).is_ready ) { if( false == GfxRenderer.Texture( texture ).is_ready ) {
break; break;
} }

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@@ -143,7 +143,7 @@ class TAnim
struct material_data { struct material_data {
int textures_alpha{ 0x30300030 }; // maska przezroczystości tekstur. default: tekstury wymienne nie mają przezroczystości int textures_alpha{ 0x30300030 }; // maska przezroczystości tekstur. default: tekstury wymienne nie mają przezroczystości
texture_manager::size_type replacable_skins[ 5 ]; // McZapkie:zmienialne nadwozie texture_handle replacable_skins[ 5 ]; // McZapkie:zmienialne nadwozie
int multi_textures{ 0 }; //<0 tekstury wskazane wpisem, >0 tekstury z przecinkami, =0 jedna int multi_textures{ 0 }; //<0 tekstury wskazane wpisem, >0 tekstury z przecinkami, =0 jedna
material_data() { material_data() {

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@@ -380,7 +380,14 @@ void TSubRect::NodeAdd(TGroundNode *Node)
// nRenderWires - lista grup renderowanych z własnych VBO albo DL - druty i linie // nRenderWires - lista grup renderowanych z własnych VBO albo DL - druty i linie
// nMeshed - obiekty do pogrupowania wg tekstur // nMeshed - obiekty do pogrupowania wg tekstur
Node->m_rootposition = Math3D::vector3( m_area.center.x, m_area.center.y, m_area.center.z ) ; Node->m_rootposition = Math3D::vector3( m_area.center.x, m_area.center.y, m_area.center.z );
// since ground rectangle can be empty, we're doing lazy initialization of the geometry bank, when something may actually use it
// NOTE: this method is called for both subcell and cell, but subcells get first created and passed the handle from their parent
// thus, this effectively only gets executed for the 'parent' ground cells. Not the most elegant, but for now it'll do
if( m_geometrybank == NULL ) {
m_geometrybank = GfxRenderer.Create_Bank();
}
switch (Node->iType) switch (Node->iType)
{ {
@@ -756,9 +763,7 @@ void TSubRect::LoadNodes()
m_nVertexCount += n->iNumVerts; m_nVertexCount += n->iNumVerts;
break; break;
case TP_TRACTION: case TP_TRACTION:
n->iVboPtr = m_nVertexCount; // nowy początek n->hvTraction->create_geometry( m_geometrybank, n->m_rootposition );
n->iNumVerts = n->hvTraction->RaArrayPrepare(); // zliczenie wierzchołków
m_nVertexCount += n->iNumVerts;
break; break;
} }
n = n->nNext2; // następny z sektora n = n->nNext2; // następny z sektora
@@ -810,14 +815,7 @@ void TSubRect::LoadNodes()
#endif #endif
} }
break; break;
case TP_TRACTION: default:
if( n->iNumVerts ) { // druty mogą być niewidoczne...?
#ifdef EU07_USE_OLD_VERTEXBUFFER
n->hvTraction->RaArrayFill( m_pVNT + n->iVboPtr, n->m_rootposition );
#else
n->hvTraction->RaArrayFill( m_pVNT.data() + n->iVboPtr );
#endif
}
break; break;
} }
n = n->nNext2; // następny z sektora n = n->nNext2; // następny z sektora
@@ -857,22 +855,25 @@ TGroundRect::~TGroundRect()
void void
TGroundRect::Init() { TGroundRect::Init() {
// since ground rectangle can be empty, we're doing lazy initialization of the geometry bank, when something may actually use it
if( m_geometrybank == NULL ) {
m_geometrybank = GfxRenderer.Create_Bank();
}
pSubRects = new TSubRect[ iNumSubRects * iNumSubRects ]; pSubRects = new TSubRect[ iNumSubRects * iNumSubRects ];
float const subrectsize = 1000.0f / iNumSubRects; float const subrectsize = 1000.0f / iNumSubRects;
for( int column = 0; column < iNumSubRects; ++column ) { for( int column = 0; column < iNumSubRects; ++column ) {
for( int row = 0; row < iNumSubRects; ++row ) { for( int row = 0; row < iNumSubRects; ++row ) {
auto &area = SafeGetRect(column, row)->m_area; auto subcell = FastGetRect( column, row );
auto &area = subcell->m_area;
area.center = area.center =
m_area.center m_area.center
- glm::vec3( 500.0f, 0.0f, 500.0f ) // 'upper left' corner of rectangle - glm::vec3( 500.0f, 0.0f, 500.0f ) // 'upper left' corner of rectangle
+ glm::vec3( subrectsize * 0.5f, 0.0f, subrectsize * 0.5f ) // center of sub-rectangle + glm::vec3( subrectsize * 0.5f, 0.0f, subrectsize * 0.5f ) // center of sub-rectangle
+ glm::vec3( subrectsize * column, 0.0f, subrectsize * row ); + glm::vec3( subrectsize * column, 0.0f, subrectsize * row );
/*
// NOTE: the actual coordinates get swapped, as they're swapped in rest of the code :x
area.center = glm::vec3( area.center.z, area.center.y, area.center.x );
*/
area.radius = subrectsize * M_SQRT2; area.radius = subrectsize * M_SQRT2;
// all subcells share the same geometry bank with their parent, to reduce buffer switching during render
subcell->m_geometrybank = m_geometrybank;
} }
} }
}; };
@@ -1822,8 +1823,11 @@ void TGround::FirstInit()
Current->InitNormals(); Current->InitNormals();
if (Current->iType != TP_DYNAMIC) if (Current->iType != TP_DYNAMIC)
{ // pojazdów w ogóle nie dotyczy dodawanie do mapy { // pojazdów w ogóle nie dotyczy dodawanie do mapy
if (i == TP_EVLAUNCH ? Current->EvLaunch->IsGlobal() : false) if( ( i == TP_EVLAUNCH )
srGlobal.NodeAdd(Current); // dodanie do globalnego obiektu && ( true == Current->EvLaunch->IsGlobal() ) ) {
// dodanie do globalnego obiektu
srGlobal.NodeAdd( Current );
}
else if (i == TP_TERRAIN) else if (i == TP_TERRAIN)
{ // specjalne przetwarzanie terenu wczytanego z pliku E3D { // specjalne przetwarzanie terenu wczytanego z pliku E3D
TGroundRect *gr; TGroundRect *gr;
@@ -1918,8 +1922,10 @@ bool TGround::Init(std::string File)
if (!LastNode->Vertices) if (!LastNode->Vertices)
SafeDelete(LastNode); // usuwamy nieprzezroczyste trójkąty terenu SafeDelete(LastNode); // usuwamy nieprzezroczyste trójkąty terenu
} }
else if ( ( LastNode->iType == TP_TRACTION ) && ( false == Global::bLoadTraction ) ) else if( ( LastNode->iType == TP_TRACTION )
SafeDelete(LastNode); // usuwamy druty, jeśli wyłączone && ( false == Global::bLoadTraction ) ) {
SafeDelete( LastNode ); // usuwamy druty, jeśli wyłączone
}
if (LastNode) // dopiero na koniec dopisujemy do tablic if (LastNode) // dopiero na koniec dopisujemy do tablic
if (LastNode->iType != TP_DYNAMIC) if (LastNode->iType != TP_DYNAMIC)
@@ -4371,11 +4377,9 @@ void TGround::TerrainWrite()
m->iNumVerts += m->iNumVerts +=
Current->iNumVerts; // zwiększenie całkowitej ilości wierzchołków Current->iNumVerts; // zwiększenie całkowitej ilości wierzchołków
break; break;
case GL_TRIANGLE_STRIP: // na razie nie, bo trzeba przerabiać na pojedyncze case GL_TRIANGLE_STRIP: // na razie nie, bo trzeba przerabiać na pojedyncze trójkąty
// trójkąty
break; break;
case GL_TRIANGLE_FAN: // na razie nie, bo trzeba przerabiać na pojedyncze case GL_TRIANGLE_FAN: // na razie nie, bo trzeba przerabiać na pojedyncze trójkąty
// trójkąty
break; break;
} }
for (Current = Rects[i][j].nRootNode; Current; Current = Current->nNext2) for (Current = Rects[i][j].nRootNode; Current; Current = Current->nNext2)
@@ -4383,15 +4387,10 @@ void TGround::TerrainWrite()
switch (Current->iType) switch (Current->iType)
{ // pętla po trójkątach - dopisywanie wierzchołków { // pętla po trójkątach - dopisywanie wierzchołków
case GL_TRIANGLES: case GL_TRIANGLES:
// ver=sk->TrianglePtr(TTexturesManager::GetName(Current->TextureID).c_str(),Current->iNumVerts);
// //wskaźnik na początek // //wskaźnik na początek
ver = sk->TrianglePtr(Current->TextureID, Current->iVboPtr, ver = sk->TrianglePtr(Current->TextureID, Current->iVboPtr,
Current->Ambient, Current->Diffuse, Current->Ambient, Current->Diffuse,
Current->Specular); // wskaźnik na początek Current->Specular); // wskaźnik na początek
// WriteLog("Zapis "+AnsiString(Current->iNumVerts)+" trójkątów w
// ("+AnsiString(i)+","+AnsiString(j)+") od
// "+AnsiString(Current->iVboPtr)+" dla
// "+AnsiString(Current->TextureID));
Current->iVboPtr = -1; // bo to było tymczasowo używane Current->iVboPtr = -1; // bo to było tymczasowo używane
for (k = 0; k < Current->iNumVerts; ++k) for (k = 0; k < Current->iNumVerts; ++k)
{ // przepisanie współrzędnych { // przepisanie współrzędnych
@@ -4405,11 +4404,9 @@ void TGround::TerrainWrite()
ver[k].texture.t = Current->Vertices[k].tv; ver[k].texture.t = Current->Vertices[k].tv;
} }
break; break;
case GL_TRIANGLE_STRIP: // na razie nie, bo trzeba przerabiać na pojedyncze case GL_TRIANGLE_STRIP: // na razie nie, bo trzeba przerabiać na pojedyncze trójkąty
// trójkąty
break; break;
case GL_TRIANGLE_FAN: // na razie nie, bo trzeba przerabiać na pojedyncze case GL_TRIANGLE_FAN: // na razie nie, bo trzeba przerabiać na pojedyncze trójkąty
// trójkąty
break; break;
} }
} }

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@@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/.
#include <string> #include <string>
#include "GL/glew.h" #include "GL/glew.h"
#include "openglgeometrybank.h"
#include "VBO.h" #include "VBO.h"
#include "Classes.h" #include "Classes.h"
#include "ResourceManager.h" #include "ResourceManager.h"
@@ -141,7 +142,7 @@ public:
GLuint DisplayListID; // numer siatki DisplayLists GLuint DisplayListID; // numer siatki DisplayLists
bool PROBLEND; bool PROBLEND;
int iVboPtr; // indeks w buforze VBO int iVboPtr; // indeks w buforze VBO
texture_manager::size_type TextureID; // główna (jedna) tekstura obiektu texture_handle TextureID; // główna (jedna) tekstura obiektu
int iFlags; // tryb przezroczystości: 0x10-nieprz.,0x20-przezroczysty,0x30-mieszany int iFlags; // tryb przezroczystości: 0x10-nieprz.,0x20-przezroczysty,0x30-mieszany
int Ambient[4], Diffuse[4], Specular[4]; // oświetlenie int Ambient[4], Diffuse[4], Specular[4]; // oświetlenie
bool bVisible; bool bVisible;
@@ -235,32 +236,38 @@ class TGroundRect : public TSubRect
// Ra: 2012-02 doszły submodele terenu // Ra: 2012-02 doszły submodele terenu
friend class opengl_renderer; friend class opengl_renderer;
private: private:
TSubRect *pSubRects { nullptr };
int iLastDisplay; // numer klatki w której był ostatnio wyświetlany int iLastDisplay; // numer klatki w której był ostatnio wyświetlany
TSubRect *pSubRects{ nullptr };
void Init(); void Init();
public: public:
static int iFrameNumber; // numer kolejny wyświetlanej klatki
TGroundNode *nTerrain{ nullptr }; // model terenu z E3D - użyć nRootMesh?
virtual ~TGroundRect(); virtual ~TGroundRect();
// pobranie wskaźnika do małego kwadratu, utworzenie jeśli trzeba
TSubRect * SafeGetRect(int iCol, int iRow) TSubRect * SafeGetRect(int iCol, int iRow) {
{ // pobranie wskaźnika do małego kwadratu, utworzenie jeśli trzeba if( !pSubRects ) {
if (!pSubRects) // utworzenie małych kwadratów
Init(); // utworzenie małych kwadratów Init();
}
return pSubRects + iRow * iNumSubRects + iCol; // zwrócenie właściwego return pSubRects + iRow * iNumSubRects + iCol; // zwrócenie właściwego
}; };
TSubRect * FastGetRect(int iCol, int iRow) // pobranie wskaźnika do małego kwadratu, bez tworzenia jeśli nie ma
{ // pobranie wskaźnika do małego kwadratu, bez tworzenia jeśli nie ma TSubRect * FastGetRect(int iCol, int iRow) {
return (pSubRects ? pSubRects + iRow * iNumSubRects + iCol : NULL); return (pSubRects ? pSubRects + iRow * iNumSubRects + iCol : NULL);
}; };
void Optimize() // optymalizacja obiektów w sektorach
{ // optymalizacja obiektów w sektorach void Optimize() {
if (pSubRects) if( pSubRects ) {
for (int i = iNumSubRects * iNumSubRects - 1; i >= 0; --i) for( int i = iNumSubRects * iNumSubRects - 1; i >= 0; --i ) {
pSubRects[i].Sort(); // optymalizacja obiektów w sektorach // optymalizacja obiektów w sektorach
pSubRects[ i ].Sort();
}
}
}; };
static int iFrameNumber; // numer kolejny wyświetlanej klatki
TGroundNode *nTerrain { nullptr }; // model terenu z E3D - użyć nRootMesh?
}; };
class TGround class TGround
@@ -269,7 +276,6 @@ class TGround
vector3 CameraDirection; // zmienna robocza przy renderowaniu vector3 CameraDirection; // zmienna robocza przy renderowaniu
int const *iRange = nullptr; // tabela widoczności int const *iRange = nullptr; // tabela widoczności
// TGroundNode *nRootNode; //lista wszystkich węzłów
TGroundNode *nRootDynamic = nullptr; // lista pojazdów TGroundNode *nRootDynamic = nullptr; // lista pojazdów
TGroundRect Rects[iNumRects][iNumRects]; // mapa kwadratów kilometrowych TGroundRect Rects[iNumRects][iNumRects]; // mapa kwadratów kilometrowych
TEvent *RootEvent = nullptr; // lista zdarzeń TEvent *RootEvent = nullptr; // lista zdarzeń
@@ -283,9 +289,7 @@ class TGround
vector3 aRotate; vector3 aRotate;
bool bInitDone = false; bool bInitDone = false;
TGroundNode *nRootOfType[TP_LAST]; // tablica grupująca obiekty, przyspiesza szukanie TGroundNode *nRootOfType[TP_LAST]; // tablica grupująca obiekty, przyspiesza szukanie
// TGroundNode *nLastOfType[TP_LAST]; //ostatnia
TSubRect srGlobal; // zawiera obiekty globalne (na razie wyzwalacze czasowe) TSubRect srGlobal; // zawiera obiekty globalne (na razie wyzwalacze czasowe)
// int tracks,tracksfar; //liczniki torów
typedef std::unordered_map<std::string, TEvent *> event_map; typedef std::unordered_map<std::string, TEvent *> event_map;
event_map m_eventmap; event_map m_eventmap;
TNames<TGroundNode *> m_trackmap; TNames<TGroundNode *> m_trackmap;
@@ -296,7 +300,6 @@ class TGround
public: public:
bool bDynamicRemove = false; // czy uruchomić procedurę usuwania pojazdów bool bDynamicRemove = false; // czy uruchomić procedurę usuwania pojazdów
TDynamicObject *LastDyn = nullptr; // ABu: paskudnie, ale na bardzo szybko moze jakos przejdzie...
TGround(); TGround();
~TGround(); ~TGround();
@@ -311,17 +314,6 @@ class TGround
TTraction * FindTraction(vector3 *Point, int &iConnection, TGroundNode *Exclude); TTraction * FindTraction(vector3 *Point, int &iConnection, TGroundNode *Exclude);
TTraction * TractionNearestFind(vector3 &p, int dir, TGroundNode *n); TTraction * TractionNearestFind(vector3 &p, int dir, TGroundNode *n);
TGroundNode * AddGroundNode(cParser *parser); TGroundNode * AddGroundNode(cParser *parser);
bool AddGroundNode(double x, double z, TGroundNode *Node)
{
TSubRect *tmp = GetSubRect(x, z);
if (tmp)
{
tmp->NodeAdd(Node);
return true;
}
else
return false;
};
void UpdatePhys(double dt, int iter); // aktualizacja fizyki stałym krokiem void UpdatePhys(double dt, int iter); // aktualizacja fizyki stałym krokiem
bool Update(double dt, int iter); // aktualizacja przesunięć zgodna z FPS bool Update(double dt, int iter); // aktualizacja przesunięć zgodna z FPS
void Update_Lights(); // updates scene lights array void Update_Lights(); // updates scene lights array

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@@ -1228,9 +1228,9 @@ extract_value( std::string const &Key, std::string const &Input ) {
return value; return value;
} }
template <typename _Type> template <typename Type_>
bool bool
extract_value( _Type &Variable, std::string const &Key, std::string const &Input, std::string const &Default ) { extract_value( Type_ &Variable, std::string const &Key, std::string const &Input, std::string const &Default ) {
auto value = extract_value( Key, Input ); auto value = extract_value( Key, Input );
if( false == value.empty() ) { if( false == value.empty() ) {

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@@ -29,7 +29,7 @@ using namespace Mtable;
double TSubModel::fSquareDist = 0; double TSubModel::fSquareDist = 0;
size_t TSubModel::iInstance; // numer renderowanego egzemplarza obiektu size_t TSubModel::iInstance; // numer renderowanego egzemplarza obiektu
texture_manager::size_type const *TSubModel::ReplacableSkinId = NULL; texture_handle const *TSubModel::ReplacableSkinId = NULL;
int TSubModel::iAlpha = 0x30300030; // maska do testowania flag tekstur wymiennych int TSubModel::iAlpha = 0x30300030; // maska do testowania flag tekstur wymiennych
TModel3d *TSubModel::pRoot; // Ra: tymczasowo wskaźnik na model widoczny z submodelu TModel3d *TSubModel::pRoot; // Ra: tymczasowo wskaźnik na model widoczny z submodelu
std::string *TSubModel::pasText; std::string *TSubModel::pasText;
@@ -117,20 +117,20 @@ TSubModel::~TSubModel()
// wyświetlania // wyświetlania
}; };
void TSubModel::TextureNameSet(const char *n) void TSubModel::TextureNameSet(std::string const &Name)
{ // ustawienie nazwy submodelu, o { // ustawienie nazwy submodelu, o
// ile nie jest wczytany z E3D // ile nie jest wczytany z E3D
if (iFlags & 0x0200) if (iFlags & 0x0200)
{ // tylko jeżeli submodel zosta utworzony przez new { // tylko jeżeli submodel zosta utworzony przez new
pTexture = std::string(n); pTexture = Name;
} }
}; };
void TSubModel::NameSet(const char *n) void TSubModel::NameSet(std::string const &Name)
{ // ustawienie nazwy submodelu, o ile { // ustawienie nazwy submodelu, o ile
// nie jest wczytany z E3D // nie jest wczytany z E3D
if (iFlags & 0x0200) if (iFlags & 0x0200)
pName = std::string(n); pName = Name;
}; };
// int TSubModel::SeekFaceNormal(DWORD *Masks, int f,DWORD dwMask,vector3 // int TSubModel::SeekFaceNormal(DWORD *Masks, int f,DWORD dwMask,vector3
@@ -204,9 +204,6 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
{ // Ra: VBO tworzone na poziomie modelu, a nie submodeli { // Ra: VBO tworzone na poziomie modelu, a nie submodeli
iNumVerts = 0; iNumVerts = 0;
iVboPtr = Pos; // pozycja w VBO iVboPtr = Pos; // pozycja w VBO
// TMaterialColorf Ambient,Diffuse,Specular;
// GLuint TextureID;
// char *extName;
if (!parser.expectToken("type:")) if (!parser.expectToken("type:"))
Error("Model type parse failure!"); Error("Model type parse failure!");
{ {
@@ -224,22 +221,24 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
}; };
parser.ignoreToken(); parser.ignoreToken();
std::string token; std::string token;
// parser.getToken(token1); //ze zmianą na małe!
parser.getTokens(1, false); // nazwa submodelu bez zmieny na małe parser.getTokens(1, false); // nazwa submodelu bez zmieny na małe
parser >> token; parser >> token;
NameSet(token.c_str()); NameSet(token);
if (dynamic) if (dynamic) {
{ // dla pojazdu, blokujemy załączone submodele, które mogą być // dla pojazdu, blokujemy załączone submodele, które mogą być nieobsługiwane
// nieobsługiwane if( ( token.size() >= 3 )
if ( (token.size() >= 3) && ( token.find( "_on" ) + 3 == token.length() ) ) {
&& (token.find("_on") + 3 == token.length())) // jeśli nazwa kończy się na "_on" // jeśli nazwa kończy się na "_on" to domyślnie wyłączyć, żeby się nie nakładało z obiektem "_off"
iVisible = 0; // to domyślnie wyłączyć, żeby się nie nakładało z obiektem "_off" iVisible = 0;
}
}
else {
// dla pozostałych modeli blokujemy zapalone światła, które mogą być nieobsługiwane
if( token.compare( 0, 8, "Light_On" ) == 0 ) {
// jeśli nazwa zaczyna się od "Light_On" to domyślnie wyłączyć, żeby się nie nakładało z obiektem "Light_Off"
iVisible = 0;
}
} }
else // dla pozostałych modeli blokujemy zapalone światła, które mogą być
// nieobsługiwane
if (token.compare(0, 8, "Light_On") == 0) // jeśli nazwa zaczyna się od "Light_On"
iVisible = 0; // to domyślnie wyłączyć, żeby się nie nakładało z obiektem
// "Light_Off"
if (parser.expectToken("anim:")) // Ra: ta informacja by się przydała! if (parser.expectToken("anim:")) // Ra: ta informacja by się przydała!
{ // rodzaj animacji { // rodzaj animacji
@@ -590,7 +589,7 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
return iNumVerts; // do określenia wielkości VBO return iNumVerts; // do określenia wielkości VBO
}; };
int TSubModel::TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri) int TSubModel::TriangleAdd(TModel3d *m, texture_handle tex, int tri)
{ // dodanie trójkątów do submodelu, używane { // dodanie trójkątów do submodelu, używane
// przy tworzeniu E3D terenu // przy tworzeniu E3D terenu
TSubModel *s = this; TSubModel *s = this;
@@ -644,6 +643,7 @@ basic_vertex *TSubModel::TrianglePtr(int tex, int pos, int *la, int *ld, int *ls
return s->Vertices + pos; // wskaźnik na wolne miejsce w tabeli wierzchołków return s->Vertices + pos; // wskaźnik na wolne miejsce w tabeli wierzchołków
}; };
#ifdef EU07_USE_OLD_RENDERCODE
void TSubModel::DisplayLists() void TSubModel::DisplayLists()
{ // utworznie po jednej skompilowanej liście dla { // utworznie po jednej skompilowanej liście dla
// każdego submodelu // każdego submodelu
@@ -708,6 +708,7 @@ void TSubModel::DisplayLists()
if (Next) if (Next)
Next->DisplayLists(); Next->DisplayLists();
}; };
#endif
void TSubModel::InitialRotate(bool doit) void TSubModel::InitialRotate(bool doit)
{ // konwersja układu współrzędnych na zgodny ze scenerią { // konwersja układu współrzędnych na zgodny ze scenerią
@@ -986,11 +987,6 @@ void TSubModel::RaAnimation(TAnimType a)
break; break;
case at_Billboard: // obrót w pionie do kamery 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( OpenGLMatrices.data_array( GL_MODELVIEW ) );
float3 gdzie = float3(mat[3][0], mat[3][1], mat[3][2]); // początek układu współrzędnych submodelu względem kamery float3 gdzie = float3(mat[3][0], mat[3][1], mat[3][2]); // początek układu współrzędnych submodelu względem kamery
glLoadIdentity(); // macierz jedynkowa glLoadIdentity(); // macierz jedynkowa
@@ -1090,6 +1086,7 @@ void TSubModel::ColorsSet(int *a, int *d, int *s)
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
f4Specular[i] = s[i] / 255.0; f4Specular[i] = s[i] / 255.0;
}; };
void TSubModel::ParentMatrix(float4x4 *m) void TSubModel::ParentMatrix(float4x4 *m)
{ // pobranie transformacji względem wstawienia modelu { // pobranie transformacji względem wstawienia modelu
// jeśli nie zostało wykonane Init() (tzn. zaraz po wczytaniu T3D), to // jeśli nie zostało wykonane Init() (tzn. zaraz po wczytaniu T3D), to
@@ -1107,68 +1104,41 @@ void TSubModel::ParentMatrix(float4x4 *m)
// dla ostatniego może być potrzebny dodatkowy obrót, jeśli wczytano z T3D, a // dla ostatniego może być potrzebny dodatkowy obrót, jeśli wczytano z T3D, a
// nie obrócono jeszcze // nie obrócono jeszcze
}; };
float TSubModel::MaxY(const float4x4 &m)
{ // obliczenie maksymalnej wysokości,
// na początek ślizgu w pantografie
if (eType != 4)
return 0; // tylko dla trójkątów liczymy
if (iNumVerts < 1)
return 0;
/*
if (!Vertices)
return 0;
float y,
my = m[0][1] * Vertices[0].Point.x + m[1][1] * Vertices[0].Point.y +
m[2][1] * Vertices[0].Point.z + m[3][1];
for (int i = 1; i < iNumVerts; ++i)
{
y = m[0][1] * Vertices[i].Point.x + m[1][1] * Vertices[i].Point.y +
m[2][1] * Vertices[i].Point.z + m[3][1];
if (my < y)
my = y;
}
*/
float my =
m[ 0 ][ 1 ] * Vertices[ 0 ].position.x
+ m[ 1 ][ 1 ] * Vertices[ 0 ].position.y
+ m[ 2 ][ 1 ] * Vertices[ 0 ].position.z
+ m[ 3 ][ 1 ];
float y;
for( int i = 1; i < iNumVerts; ++i ) {
y =
m[ 0 ][ 1 ] * Vertices[ i ].position.x
+ m[ 1 ][ 1 ] * Vertices[ i ].position.y
+ m[ 2 ][ 1 ] * Vertices[ i ].position.z
+ m[ 3 ][ 1 ];
if( my < y ) { my = y; } float TSubModel::MaxY( float4x4 const &m )
{ // obliczenie maksymalnej wysokości, na początek ślizgu w pantografie
if( eType != 4 ) {
// tylko dla trójkątów liczymy
return 0;
} }
return my; if( m_geometry == NULL ) {
return 0;
}
auto maxy { 0.0f };
for( auto const &vertex : GfxRenderer.Vertices( m_geometry ) ) {
maxy = std::max(
maxy,
m[ 0 ][ 1 ] * vertex.position.x
+ m[ 1 ][ 1 ] * vertex.position.y
+ m[ 2 ][ 1 ] * vertex.position.z
+ m[ 3 ][ 1 ] );
}
return maxy;
}; };
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
TModel3d::TModel3d() TModel3d::TModel3d()
{ {
// Materials=NULL;
// MaterialsCount=0;
Root = NULL; Root = NULL;
iFlags = 0; iFlags = 0;
iSubModelsCount = 0; iSubModelsCount = 0;
iModel = NULL; // tylko jak wczytany model binarny iModel = NULL; // tylko jak wczytany model binarny
iNumVerts = 0; // nie ma jeszcze wierzchołków iNumVerts = 0; // nie ma jeszcze wierzchołków
}; };
/*
TModel3d::TModel3d(char *FileName)
{
// Root=NULL;
// Materials=NULL;
// MaterialsCount=0;
Root=NULL;
SubModelsCount=0;
iFlags=0;
LoadFromFile(FileName);
};
*/
TModel3d::~TModel3d() TModel3d::~TModel3d()
{ {
// SafeDeleteArray(Materials); // SafeDeleteArray(Materials);
@@ -1227,18 +1197,6 @@ TSubModel *TModel3d::GetFromName(const char *sName)
} }
}; };
/*
TMaterial* TModel3d::GetMaterialFromName(char *sName)
{
AnsiString tmp=AnsiString(sName).Trim();
for (int i=0; i<MaterialsCount; i++)
if (strcmp(sName,Materials[i].Name.c_str())==0)
// if (Trim()==Materials[i].Name.tmp)
return Materials+i;
return Materials;
}
*/
bool TModel3d::LoadFromFile(std::string const &FileName, bool dynamic) bool TModel3d::LoadFromFile(std::string const &FileName, bool dynamic)
{ {
// wczytanie modelu z pliku // wczytanie modelu z pliku
@@ -1503,6 +1461,9 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
#endif #endif
Root = nullptr; Root = nullptr;
float4x4 *tm = nullptr; float4x4 *tm = nullptr;
if( m_geometrybank == NULL ) {
m_geometrybank = GfxRenderer.Create_Bank();
}
std::streampos end = s.tellg() + (std::streampos)size; std::streampos end = s.tellg() + (std::streampos)size;
@@ -1536,7 +1497,6 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
if( false == m_pVNT.empty() ) if( false == m_pVNT.empty() )
#endif #endif
throw std::runtime_error("e3d: duplicated VNT chunk"); throw std::runtime_error("e3d: duplicated VNT chunk");
/* /*
size_t vt_cnt = size / 32; size_t vt_cnt = size / 32;
iNumVerts = (int)vt_cnt; iNumVerts = (int)vt_cnt;
@@ -1550,22 +1510,21 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
for (size_t i = 0; i < vt_cnt; i++) for (size_t i = 0; i < vt_cnt; i++)
m_pVNT[i].deserialize(s); m_pVNT[i].deserialize(s);
*/ */
// we rely on the SUB chunk coming before the vertex data, and on the overall vertex count matching the size of data in the chunk // we rely on the SUB chunk coming before the vertex data, and on the overall vertex count matching the size of data in the chunk
// geometry associated with chunks isn't stored in the order the actual chunks are listed, so we need to sort that out first // geometry associated with chunks isn't stored in the same order as the chunks themselves, so we need to sort that out first
std::vector< std::pair<int, int> > submodeloffsets; std::vector< std::pair<int, int> > submodeloffsets;
submodeloffsets.reserve( iSubModelsCount ); submodeloffsets.reserve( iSubModelsCount );
for( int idx = 0; idx < iSubModelsCount; ++idx ) { for( int submodelindex = 0; submodelindex < iSubModelsCount; ++submodelindex ) {
auto &submodel = Root[ idx ]; auto const &submodel = Root[ submodelindex ];
if( submodel.iNumVerts <= 0 ) { continue; } if( submodel.iNumVerts <= 0 ) { continue; }
submodeloffsets.emplace_back( submodel.tVboPtr, idx ); submodeloffsets.emplace_back( submodel.tVboPtr, submodelindex );
} }
std::sort( std::sort(
submodeloffsets.begin(), submodeloffsets.begin(),
submodeloffsets.end(), submodeloffsets.end(),
[]( std::pair<int, int> const &Left, std::pair<int, int> const &Right ) { []( std::pair<int, int> const &Left, std::pair<int, int> const &Right ) {
return (Left.first) < (Right.first); } ); return (Left.first) < (Right.first); } );
// once sorted we can grab geometry for the chunks as they come // once sorted we can grab geometry as it comes, and assign it to the chunks it belongs to
for( auto const &submodeloffset : submodeloffsets ) { for( auto const &submodeloffset : submodeloffsets ) {
auto &submodel = Root[ submodeloffset.second ]; auto &submodel = Root[ submodeloffset.second ];
vertex_array vertices; vertices.resize( submodel.iNumVerts ); vertex_array vertices; vertices.resize( submodel.iNumVerts );
@@ -1584,7 +1543,7 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
break; break;
} }
} }
submodel.m_chunk = m_geometry->create( vertices, type ); submodel.m_geometry = GfxRenderer.Insert( vertices, m_geometrybank, type );
} }
} }
@@ -1639,12 +1598,7 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
for (size_t i = 0; (int)i < iSubModelsCount; ++i) for (size_t i = 0; (int)i < iSubModelsCount; ++i)
{ {
#ifdef EU07_USE_OLD_VERTEXBUFFER #ifdef EU07_USE_OLD_VERTEXBUFFER
Root[i].BinInit( Root[i].BinInit( Root, tm, &Textures, &Names, dynamic );
Root, tm,
( Root[i].m_chunk ?
&m_geometry->data(Root[i].m_chunk)[0] :
nullptr ),
&Textures, &Names, dynamic);
#else #else
Root[ i ].BinInit( Root, tm, (float8*)m_pVNT.data(), &Textures, &Names, dynamic ); Root[ i ].BinInit( Root, tm, (float8*)m_pVNT.data(), &Textures, &Names, dynamic );
#endif #endif
@@ -1656,8 +1610,7 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
} }
} }
void TSubModel::BinInit(TSubModel *s, float4x4 *m, basic_vertex *v, void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector<std::string> *t, std::vector<std::string> *n, bool dynamic)
std::vector<std::string> *t, std::vector<std::string> *n, bool dynamic)
{ // ustawienie wskaźników w submodelu { // ustawienie wskaźników w submodelu
//m7todo: brzydko //m7todo: brzydko
iVisible = 1; // tymczasowo używane iVisible = 1; // tymczasowo używane
@@ -1720,7 +1673,6 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, basic_vertex *v,
iFlags &= ~0x0200; // wczytano z pliku binarnego (nie jest właścicielem tablic) iFlags &= ~0x0200; // wczytano z pliku binarnego (nie jest właścicielem tablic)
iVboPtr = tVboPtr; iVboPtr = tVboPtr;
Vertices = v;
}; };
void TModel3d::LoadFromBinFile(std::string const &FileName, bool dynamic) void TModel3d::LoadFromBinFile(std::string const &FileName, bool dynamic)
@@ -1812,15 +1764,9 @@ void TModel3d::Init()
SaveToBinFile(asBinary.c_str()); // utworzy tablicę (m_pVNT) SaveToBinFile(asBinary.c_str()); // utworzy tablicę (m_pVNT)
asBinary = ""; // zablokowanie powtórnego zapisu asBinary = ""; // zablokowanie powtórnego zapisu
} }
if (iNumVerts) #ifdef EU07_USE_OLD_DRAW_CODE
if (iNumVerts)
{ {
/* // NOTE: we will be applying distance factor dynamically during render,
// so we're leaving the defined ranges intact
if (Global::fDistanceFactor !=
1.0) // trochę zaoszczędzi czasu na modelach z wieloma submocelami
Root->AdjustDist(); // aktualizacja odległości faz LoD, zależnie od
// rozdzielczości pionowej oraz multisamplingu
*/
if (Global::bUseVBO) if (Global::bUseVBO)
{ {
#ifdef EU07_USE_OLD_VERTEXBUFFER #ifdef EU07_USE_OLD_VERTEXBUFFER
@@ -1844,10 +1790,9 @@ void TModel3d::Init()
{ // przygotowanie skompilowanych siatek dla DisplayLists { // przygotowanie skompilowanych siatek dla DisplayLists
Root->DisplayLists(); // tworzenie skompilowanej listy dla submodelu Root->DisplayLists(); // tworzenie skompilowanej listy dla submodelu
} }
// if (Root->TextureID) //o ile ma teksturę
// Root->iFlags|=0x80; //konieczność ustawienia tekstury
} }
} #endif
}
}; };
void TModel3d::BreakHierarhy() void TModel3d::BreakHierarhy()

View File

@@ -112,8 +112,8 @@ private:
TSubModel *Next; TSubModel *Next;
TSubModel *Child; TSubModel *Child;
intptr_t iVboPtr; intptr_t iVboPtr;
geometrychunk_handle m_chunk; // geometry of the submodel geometry_handle m_geometry; // geometry of the submodel
texture_manager::size_type TextureID; // numer tekstury, -1 wymienna, 0 brak texture_handle TextureID; // numer tekstury, -1 wymienna, 0 brak
bool bWire; // nie używane, ale wczytywane bool bWire; // nie używane, ale wczytywane
// short TexAlpha; //Ra: nie używane już // short TexAlpha; //Ra: nie używane już
GLuint uiDisplayList; // roboczy numer listy wyświetlania GLuint uiDisplayList; // roboczy numer listy wyświetlania
@@ -142,7 +142,7 @@ private:
public: public:
static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
static texture_manager::size_type const *ReplacableSkinId; static texture_handle const *ReplacableSkinId;
static int iAlpha; // maska bitowa dla danego przebiegu static int iAlpha; // maska bitowa dla danego przebiegu
static double fSquareDist; static double fSquareDist;
static TModel3d *pRoot; static TModel3d *pRoot;
@@ -155,7 +155,7 @@ public:
void NextAdd(TSubModel *SubModel); void NextAdd(TSubModel *SubModel);
TSubModel * NextGet() { return Next; }; TSubModel * NextGet() { return Next; };
TSubModel * ChildGet() { return Child; }; TSubModel * ChildGet() { return Child; };
int TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri); int TriangleAdd(TModel3d *m, texture_handle tex, int tri);
basic_vertex * TrianglePtr(int tex, int pos, int *la, int *ld, int *ls); basic_vertex * TrianglePtr(int tex, int pos, int *la, int *ld, int *ls);
void SetRotate(float3 vNewRotateAxis, float fNewAngle); void SetRotate(float3 vNewRotateAxis, float fNewAngle);
void SetRotateXYZ(vector3 vNewAngles); void SetRotateXYZ(vector3 vNewAngles);
@@ -175,16 +175,17 @@ public:
iFlags |= 0x4000; iFlags |= 0x4000;
}; };
void InitialRotate(bool doit); void InitialRotate(bool doit);
#ifdef EU07_USE_OLD_DRAW_CODE
void DisplayLists(); void DisplayLists();
void BinInit(TSubModel *s, float4x4 *m, basic_vertex *v, #endif
std::vector<std::string> *t, std::vector<std::string> *n, bool dynamic); void BinInit(TSubModel *s, float4x4 *m, std::vector<std::string> *t, std::vector<std::string> *n, bool dynamic);
void ReplacableSet(texture_manager::size_type const *r, int a) void ReplacableSet(texture_handle const *r, int a)
{ {
ReplacableSkinId = r; ReplacableSkinId = r;
iAlpha = a; iAlpha = a;
}; };
void TextureNameSet(const char *n); void TextureNameSet( std::string const &Name );
void NameSet(const char *n); void NameSet( std::string const &Name );
// Ra: funkcje do budowania terenu z E3D // Ra: funkcje do budowania terenu z E3D
int Flags() { return iFlags; }; int Flags() { return iFlags; };
void UnFlagNext() { iFlags &= 0x00FFFFFF; }; void UnFlagNext() { iFlags &= 0x00FFFFFF; };
@@ -202,7 +203,7 @@ public:
return TextureID; return TextureID;
} }
void ParentMatrix(float4x4 *m); void ParentMatrix(float4x4 *m);
float MaxY(const float4x4 &m); float MaxY( float4x4 const &m );
void AdjustDist(); void AdjustDist();
void deserialize(std::istream&); void deserialize(std::istream&);

View File

@@ -12,7 +12,7 @@ http://mozilla.org/MPL/2.0/.
#include <unordered_map> #include <unordered_map>
#include <string> #include <string>
template <typename _Type> template <typename Type_>
class TNames { class TNames {
public: public:
@@ -26,7 +26,7 @@ public:
// methods: // methods:
// dodanie obiektu z wskaźnikiem. updates data field if the object already exists. returns true for insertion, false for update // dodanie obiektu z wskaźnikiem. updates data field if the object already exists. returns true for insertion, false for update
bool bool
Add( int const Type, std::string const &Name, _Type Data ) { Add( int const Type, std::string const &Name, Type_ Data ) {
auto lookup = find_map( Type ).emplace( Name, Data ); auto lookup = find_map( Type ).emplace( Name, Data );
if( lookup.second == false ) { if( lookup.second == false ) {
@@ -40,7 +40,7 @@ public:
} }
} }
// returns pointer associated with provided label, or nullptr if there's no match // returns pointer associated with provided label, or nullptr if there's no match
_Type Type_
Find( int const Type, std::string const &Name ) { Find( int const Type, std::string const &Name ) {
auto const &map = find_map( Type ); auto const &map = find_map( Type );
@@ -51,7 +51,7 @@ public:
private: private:
// types: // types:
typedef std::unordered_map<std::string, _Type> type_map; typedef std::unordered_map<std::string, Type_> type_map;
typedef std::unordered_map<int, type_map> typemap_map; typedef std::unordered_map<int, type_map> typemap_map;
// methods: // methods:

View File

@@ -692,13 +692,9 @@ opengl_texture::downsize( GLuint const Format ) {
}; };
} }
void
texture_manager::Init() {
}
// ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było // ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było
texture_manager::size_type texture_handle
texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) { texture_manager::create( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
if( Filename.find( '|' ) != std::string::npos ) if( Filename.find( '|' ) != std::string::npos )
Filename.erase( Filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury Filename.erase( Filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury
@@ -788,7 +784,7 @@ texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int
traits += '#'; traits += '#';
} }
texture.traits = traits; texture.traits = traits;
auto const textureindex = (texture_manager::size_type)m_textures.size(); auto const textureindex = (texture_handle)m_textures.size();
m_textures.emplace_back( texture ); m_textures.emplace_back( texture );
m_texturemappings.emplace( filename, textureindex ); m_texturemappings.emplace( filename, textureindex );
@@ -796,9 +792,9 @@ texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int
if( true == Loadnow ) { if( true == Loadnow ) {
Texture( textureindex ).load(); texture_manager::texture( textureindex ).load();
#ifndef EU07_DEFERRED_TEXTURE_UPLOAD #ifndef EU07_DEFERRED_TEXTURE_UPLOAD
Texture( textureindex ).create(); texture_manager::texture( textureindex ).create();
#endif #endif
} }
@@ -806,7 +802,7 @@ texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int
}; };
void void
texture_manager::Bind( texture_manager::size_type const Id ) { texture_manager::bind( texture_handle const Texture ) {
/* /*
// NOTE: this optimization disabled for the time being, until the render code is reviewed // NOTE: this optimization disabled for the time being, until the render code is reviewed
// having it active would lead to some terrain and spline chunks receiving wrong // having it active would lead to some terrain and spline chunks receiving wrong
@@ -818,11 +814,11 @@ texture_manager::Bind( texture_manager::size_type const Id ) {
} }
*/ */
// TODO: do binding in texture object, add support for other types // TODO: do binding in texture object, add support for other types
if( Id != 0 ) { if( Texture != 0 ) {
#ifndef EU07_DEFERRED_TEXTURE_UPLOAD #ifndef EU07_DEFERRED_TEXTURE_UPLOAD
// NOTE: we could bind dedicated 'error' texture here if the id isn't valid // NOTE: we could bind dedicated 'error' texture here if the id isn't valid
::glBindTexture( GL_TEXTURE_2D, Texture(Id).id ); ::glBindTexture( GL_TEXTURE_2D, texture(Texture).id );
m_activetexture = Texture(Id).id; m_activetexture = texture(Texture).id;
#else #else
if( Texture( Id ).bind() == resource_state::good ) { if( Texture( Id ).bind() == resource_state::good ) {
m_activetexture = Id; m_activetexture = Id;
@@ -842,7 +838,7 @@ texture_manager::Bind( texture_manager::size_type const Id ) {
} }
void void
texture_manager::Free() { texture_manager::delete_textures() {
for( auto const &texture : m_textures ) { for( auto const &texture : m_textures ) {
// usunięcie wszyskich tekstur (bez usuwania struktury) // usunięcie wszyskich tekstur (bez usuwania struktury)
if( ( texture.id > 0 ) if( ( texture.id > 0 )
@@ -854,7 +850,7 @@ texture_manager::Free() {
// debug performance string // debug performance string
std::string std::string
texture_manager::Info() const { texture_manager::info() const {
// TODO: cache this data and update only during resource sweep // TODO: cache this data and update only during resource sweep
std::size_t totaltexturecount{ m_textures.size() - 1 }; std::size_t totaltexturecount{ m_textures.size() - 1 };
@@ -892,8 +888,8 @@ texture_manager::Info() const {
} }
// checks whether specified texture is in the texture bank. returns texture id, or npos. // checks whether specified texture is in the texture bank. returns texture id, or npos.
texture_manager::size_type texture_handle
texture_manager::find_in_databank( std::string const &Texturename ) { texture_manager::find_in_databank( std::string const &Texturename ) const {
auto lookup = m_texturemappings.find( Texturename ); auto lookup = m_texturemappings.find( Texturename );
if( lookup != m_texturemappings.end() ) { if( lookup != m_texturemappings.end() ) {
@@ -910,7 +906,7 @@ texture_manager::find_in_databank( std::string const &Texturename ) {
// checks whether specified file exists. // checks whether specified file exists.
std::string std::string
texture_manager::find_on_disk( std::string const &Texturename ) { texture_manager::find_on_disk( std::string const &Texturename ) const {
{ {
std::ifstream file( Texturename ); std::ifstream file( Texturename );

View File

@@ -62,7 +62,7 @@ private:
*/ */
}; };
typedef std::size_t texture_handle; typedef int texture_handle;
class texture_manager { class texture_manager {
@@ -70,68 +70,52 @@ private:
typedef std::vector<opengl_texture> opengltexture_array; typedef std::vector<opengl_texture> opengltexture_array;
public: public:
// typedef opengltexture_array::size_type size_type;
typedef int size_type;
texture_manager(); texture_manager();
~texture_manager() { Free(); } ~texture_manager() { delete_textures(); }
size_type texture_handle
GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true ); create( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true );
void void
Bind( size_type const Id ); bind( texture_handle const Texture );
opengl_texture & opengl_texture &
Texture( size_type const Id ) { return m_textures[ Id ]; } texture( texture_handle const Texture ) { return m_textures[ Texture ]; }
void
Init();
void
Free();
// debug performance string // debug performance string
std::string std::string
Info() const; info() const;
private: private:
typedef std::unordered_map<std::string, size_type> index_map; typedef std::unordered_map<std::string, std::size_t> index_map;
/*
opengltexture_array::size_type LoadFromFile(std::string name, int filter = -1);
*/
/*
bool LoadBMP( std::string const &fileName);
bool LoadTEX( std::string fileName );
bool LoadTGA( std::string fileName, int filter = -1 );
bool LoadDDS( std::string fileName, int filter = -1 );
*/
// checks whether specified texture is in the texture bank. returns texture id, or npos. // checks whether specified texture is in the texture bank. returns texture id, or npos.
size_type find_in_databank( std::string const &Texturename ); texture_handle
find_in_databank( std::string const &Texturename ) const;
// checks whether specified file exists. returns name of the located file, or empty string. // checks whether specified file exists. returns name of the located file, or empty string.
std::string find_on_disk( std::string const &Texturename ); std::string
/* find_on_disk( std::string const &Texturename ) const;
void SetFiltering(int filter); void
void SetFiltering(bool alpha, bool hash); delete_textures();
GLuint CreateTexture(GLubyte *buff, GLint bpp, int width, int height, bool bHasAlpha,
bool bHash, bool bDollar = true, int filter = -1); static const texture_handle npos{ 0 }; // should be -1, but the rest of the code uses -1 for something else
*/
static const size_type npos{ 0 }; // should be -1, but the rest of the code uses -1 for something else
opengltexture_array m_textures; opengltexture_array m_textures;
index_map m_texturemappings; index_map m_texturemappings;
size_type m_activetexture{ 0 }; // last i.e. currently bound texture texture_handle m_activetexture{ 0 }; // last i.e. currently bound texture
}; };
// reduces provided data image to half of original size, using basic 2x2 average // reduces provided data image to half of original size, using basic 2x2 average
template <typename _Colortype> template <typename Colortype_>
void void
downsample( std::size_t const Width, std::size_t const Height, char *Imagedata ) { downsample( std::size_t const Width, std::size_t const Height, char *Imagedata ) {
_Colortype *destination = reinterpret_cast<_Colortype*>( Imagedata ); Colortype_ *destination = reinterpret_cast<Colortype_*>( Imagedata );
_Colortype *sampler = reinterpret_cast<_Colortype*>( Imagedata ); Colortype_ *sampler = reinterpret_cast<Colortype_*>( Imagedata );
_Colortype accumulator, color; Colortype_ accumulator, color;
/* /*
_Colortype color; _Colortype color;
float component; float component;
*/ */
for( size_t row = 0; row < Height; row += 2, sampler += Width ) { // column movement advances us down another row for( std::size_t row = 0; row < Height; row += 2, sampler += Width ) { // column movement advances us down another row
for( size_t column = 0; column < Width; column += 2, sampler += 2 ) { for( std::size_t column = 0; column < Width; column += 2, sampler += 2 ) {
/* /*
// straightforward, but won't work with byte data // straightforward, but won't work with byte data
auto color = ( auto color = (
@@ -158,8 +142,8 @@ downsample( std::size_t const Width, std::size_t const Height, char *Imagedata )
*destination++ = color; *destination++ = color;
/* /*
// "full" 8bit resolution // "full" 8bit resolution
color = _Colortype(); component = 0; color = Colortype_(); component = 0;
for( int idx = 0; idx < sizeof( _Colortype ); ++idx ) { for( int idx = 0; idx < sizeof( Colortype_ ); ++idx ) {
component = ( component = (
(*sampler)[idx] (*sampler)[idx]

View File

@@ -133,8 +133,8 @@ class TTrack : public Resource
TTrack *trNext = nullptr; // odcinek od strony punktu 2 - to powinno być w segmencie TTrack *trNext = nullptr; // odcinek od strony punktu 2 - to powinno być w segmencie
TTrack *trPrev = nullptr; // odcinek od strony punktu 1 TTrack *trPrev = nullptr; // odcinek od strony punktu 1
// McZapkie-070402: dodalem zmienne opisujace rozmiary tekstur // McZapkie-070402: dodalem zmienne opisujace rozmiary tekstur
texture_manager::size_type TextureID1 = 0; // tekstura szyn albo nawierzchni texture_handle TextureID1 = 0; // tekstura szyn albo nawierzchni
texture_manager::size_type TextureID2 = 0; // tekstura automatycznej podsypki albo pobocza texture_handle TextureID2 = 0; // tekstura automatycznej podsypki albo pobocza
float fTexLength = 4.0f; // długość powtarzania tekstury w metrach float fTexLength = 4.0f; // długość powtarzania tekstury w metrach
float fTexRatio1 = 1.0f; // proporcja boków tekstury nawierzchni (żeby zaoszczędzić na rozmiarach tekstur...) float fTexRatio1 = 1.0f; // proporcja boków tekstury nawierzchni (żeby zaoszczędzić na rozmiarach tekstur...)
float fTexRatio2 = 1.0f; // proporcja boków tekstury chodnika (żeby zaoszczędzić na rozmiarach tekstur...) float fTexRatio2 = 1.0f; // proporcja boków tekstury chodnika (żeby zaoszczędzić na rozmiarach tekstur...)

View File

@@ -18,7 +18,6 @@ http://mozilla.org/MPL/2.0/.
#include "logs.h" #include "logs.h"
#include "mctools.h" #include "mctools.h"
#include "TractionPower.h" #include "TractionPower.h"
#include "renderer.h"
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
/* /*
@@ -91,274 +90,32 @@ jawnie nazwę sekcji, ewentualnie nazwę zasilacza (zostanie zastąpiona wskazan
sekcji z sąsiedniego przęsła). sekcji z sąsiedniego przęsła).
*/ */
TTraction::TTraction() std::size_t
{ TTraction::create_geometry( geometrybank_handle const &Bank, Math3D::vector3 const &Origin ) {
hvNext[ 0 ] = nullptr;
hvNext[ 1 ] = nullptr;
psPower[ 0 ] = nullptr;
psPower[ 1 ] = nullptr; // na początku zasilanie nie podłączone
iNext[ 0 ] = 0;
iNext[ 1 ] = 0;
fResistance[ 0 ] = -1.0;
fResistance[ 1 ] = -1.0; // trzeba dopiero policzyć
}
TTraction::~TTraction() if( m_geometry != NULL ) {
{ return GfxRenderer.Vertices( m_geometry ).size() / 2;
if (!Global::bUseVBO)
glDeleteLists(uiDisplayList, 1);
}
void TTraction::Optimize( Math3D::vector3 const &Origin )
{
if (Global::bUseVBO)
return;
uiDisplayList = glGenLists(1);
glNewList(uiDisplayList, GL_COMPILE);
if (Wires != 0)
{
// Dlugosc odcinka trakcji 'Winger
double ddp = std::hypot(pPoint2.x - pPoint1.x, pPoint2.z - pPoint1.z);
if (Wires == 2)
WireOffset = 0;
// Przewoz jezdny 1 'Marcin
glBegin(GL_LINE_STRIP);
glVertex3f(
pPoint1.x - (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x,
pPoint1.y - Origin.y,
pPoint1.z - (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z);
glVertex3f(
pPoint2.x - (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x,
pPoint2.y - Origin.y,
pPoint2.z - (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z );
glEnd();
// Nie wiem co 'Marcin
Math3D::vector3 pt1, pt2, pt3, pt4, v1, v2;
v1 = pPoint4 - pPoint3;
v2 = pPoint2 - pPoint1;
float step = 0;
if (iNumSections > 0)
step = 1.0f / (float)iNumSections;
float f = step;
float mid = 0.5;
float t;
// Przewod nosny 'Marcin
if (Wires > 1)
{
glBegin(GL_LINE_STRIP);
glVertex3f(
pPoint3.x - Origin.x,
pPoint3.y - Origin.y,
pPoint3.z - Origin.z );
for (int i = 0; i < iNumSections - 1; ++i)
{
pt3 = pPoint3 + v1 * f;
t = (1 - std::fabs(f - mid) * 2);
if ((Wires < 4) || ((i != 0) && (i != iNumSections - 2)))
glVertex3f(
pt3.x - Origin.x,
pt3.y - std::sqrt(t) * fHeightDifference - Origin.y,
pt3.z - Origin.z );
f += step;
}
glVertex3f(
pPoint4.x - Origin.x,
pPoint4.y - Origin.y,
pPoint4.z - Origin.z );
glEnd();
}
// Drugi przewod jezdny 'Winger
if (Wires > 2)
{
glBegin(GL_LINE_STRIP);
glVertex3f(
pPoint1.x + (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x,
pPoint1.y - Origin.y,
pPoint1.z + (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z );
glVertex3f(
pPoint2.x + (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x,
pPoint2.y - Origin.y,
pPoint2.z + (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z );
glEnd();
}
f = step;
if (Wires == 4)
{
glBegin(GL_LINE_STRIP);
glVertex3f(
pPoint3.x - Origin.x,
pPoint3.y - 0.65f * fHeightDifference - Origin.y,
pPoint3.z - Origin.z );
for (int i = 0; i < iNumSections - 1; ++i)
{
pt3 = pPoint3 + v1 * f;
t = (1 - std::fabs(f - mid) * 2);
glVertex3f(
pt3.x - Origin.x,
pt3.y - std::sqrt( t ) * fHeightDifference - (
( ( i == 0 )
|| ( i == iNumSections - 2 ) ) ?
0.25f * fHeightDifference :
0.05 )
- Origin.y,
pt3.z - Origin.z );
f += step;
}
glVertex3f(
pPoint4.x - Origin.x,
pPoint4.y - 0.65f * fHeightDifference - Origin.y,
pPoint4.z - Origin.z );
glEnd();
}
f = step;
// Przewody pionowe (wieszaki) 'Marcin, poprawki na 2 przewody jezdne 'Winger
if (Wires != 1)
{
glBegin(GL_LINES);
for (int i = 0; i < iNumSections - 1; ++i)
{
float flo, flo1;
flo = (Wires == 4 ? 0.25f * fHeightDifference : 0);
flo1 = (Wires == 4 ? +0.05 : 0);
pt3 = pPoint3 + v1 * f;
pt4 = pPoint1 + v2 * f;
t = (1 - std::fabs(f - mid) * 2);
if ((i % 2) == 0)
{
glVertex3f(
pt3.x - Origin.x,
pt3.y - std::sqrt(t) * fHeightDifference - ((i == 0) || (i == iNumSections - 2) ? flo : flo1) - Origin.y,
pt3.z - Origin.z );
glVertex3f(
pt4.x - (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x,
pt4.y - Origin.y,
pt4.z - (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z );
}
else
{
glVertex3f(
pt3.x - Origin.x,
pt3.y - std::sqrt(t) * fHeightDifference - ((i == 0) || (i == iNumSections - 2) ? flo : flo1) - Origin.y,
pt3.z - Origin.z );
glVertex3f(
pt4.x + (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x,
pt4.y - Origin.y,
pt4.z + (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z );
}
if ((Wires == 4) && ((i == 1) || (i == iNumSections - 3)))
{
glVertex3f(
pt3.x - Origin.x,
pt3.y - std::sqrt(t) * fHeightDifference - 0.05 - Origin.y,
pt3.z - Origin.z );
glVertex3f(
pt3.x - Origin.x,
pt3.y - std::sqrt(t) * fHeightDifference - Origin.y,
pt3.z - Origin.z );
}
f += step;
}
glEnd();
}
glEndList();
} }
}
/*
void TTraction::InitCenter(vector3 Angles, vector3 pOrigin)
{
pPosition= (pPoint2+pPoint1)*0.5f;
fSquaredRadius= SquareMagnitude((pPoint2-pPoint1)*0.5f);
} */
void TTraction::RenderDL(float mgn, Math3D::vector3 const &Origin ) // McZapkie: mgn to odleglosc od obserwatora vertex_array vertices;
{
// McZapkie: ustalanie przezroczystosci i koloru linii:
if( Wires != 0 && !TestFlag( DamageFlag, 128 ) ) // rysuj jesli sa druty i nie zerwana
{
// setup
GfxRenderer.Bind( 0 );
if( !Global::bSmoothTraction ) {
// na liniach kiepsko wygląda - robi gradient
::glDisable( GL_LINE_SMOOTH );
}
float linealpha = 5000 * WireThickness / ( mgn + 1.0 ); //*WireThickness
linealpha = std::min( 1.2f, linealpha ); // zbyt grube nie są dobre
::glLineWidth( linealpha );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
float
red{ 0.0f },
green{ 0.0f },
blue{ 0.0f };
wire_color( red, green, blue );
::glColor4f( red, green, blue, linealpha );
// draw code
if (!uiDisplayList)
Optimize( Origin ); // generowanie DL w miarę potrzeby
::glCallList(uiDisplayList);
// cleanup
::glLineWidth(1.0);
::glEnable(GL_LINE_SMOOTH);
}
}
// przygotowanie tablic do skopiowania do VBO (zliczanie wierzchołków) double ddp = std::hypot( pPoint2.x - pPoint1.x, pPoint2.z - pPoint1.z );
int TTraction::RaArrayPrepare() if( Wires == 2 )
{
// jezdny
iLines = 2;
// przewod nosny
if( Wires > 1 ) {
iLines += 2 + (
Wires < 4 ?
std::max( 0, iNumSections - 1 ) :
( iNumSections > 2 ?
std::max( 0, iNumSections - 1 - 2 ) :
std::max( 0, iNumSections - 1 - 1 ) ) );
}
// drugi przewod jezdny
if( Wires > 2 ) {
iLines += 2;
}
if( Wires == 4 ) {
iLines += 2 + std::max( 0, iNumSections - 1 );
}
// przewody pionowe (wieszaki)
if( Wires > 1 ) {
iLines += 2 * ( std::max( 0, iNumSections - 1 ) );
if( ( Wires == 4 )
&&( iNumSections > 0 ) ) {
iLines += (
iNumSections > 4 ?
4 :
2 );
}
}
return iLines;
};
int TTraction::RaArrayFill(CVertNormTex *Vert, Math3D::vector3 const &Origin)
{ // wypełnianie tablic VBO
int debugvertexcount{ 0 };
double ddp = std::hypot(pPoint2.x - pPoint1.x, pPoint2.z - pPoint1.z);
if (Wires == 2)
WireOffset = 0; WireOffset = 0;
// jezdny // jezdny
Vert->x = pPoint1.x - ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x; basic_vertex startvertex, endvertex;
Vert->y = pPoint1.y - Origin.y; startvertex.position =
Vert->z = pPoint1.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z; glm::vec3(
++Vert; pPoint1.x - ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x,
++debugvertexcount; pPoint1.y - Origin.y,
Vert->x = pPoint2.x - ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x; pPoint1.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z );
Vert->y = pPoint2.y - Origin.y; endvertex.position =
Vert->z = pPoint2.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z; glm::vec3(
++Vert; pPoint2.x - ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x,
++debugvertexcount; pPoint2.y - Origin.y,
pPoint2.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
// Nie wiem co 'Marcin // Nie wiem co 'Marcin
Math3D::vector3 pt1, pt2, pt3, pt4, v1, v2; Math3D::vector3 pt1, pt2, pt3, pt4, v1, v2;
v1 = pPoint4 - pPoint3; v1 = pPoint4 - pPoint3;
@@ -370,201 +127,152 @@ int TTraction::RaArrayFill(CVertNormTex *Vert, Math3D::vector3 const &Origin)
float mid = 0.5; float mid = 0.5;
float t; float t;
// Przewod nosny 'Marcin // Przewod nosny 'Marcin
if (Wires > 1) if( Wires > 1 ) { // lina nośna w kawałkach
{ // lina nośna w kawałkach startvertex.position =
Vert->x = pPoint3.x - Origin.x; glm::vec3(
Vert->y = pPoint3.y - Origin.y; pPoint3.x - Origin.x,
Vert->z = pPoint3.z - Origin.z; pPoint3.y - Origin.y,
++Vert; pPoint3.z - Origin.z );
++debugvertexcount; for( int i = 0; i < iNumSections - 1; ++i ) {
for (int i = 0; i < iNumSections - 1; ++i)
{
pt3 = pPoint3 + v1 * f; pt3 = pPoint3 + v1 * f;
t = (1 - std::fabs(f - mid) * 2); t = ( 1 - std::fabs( f - mid ) * 2 );
if( ( Wires < 4 ) if( ( Wires < 4 )
|| ( ( i != 0 ) || ( ( i != 0 )
&& ( i != iNumSections - 2 ) ) ) { && ( i != iNumSections - 2 ) ) ) {
Vert->x = pt3.x - Origin.x; endvertex.position =
Vert->y = pt3.y - std::sqrt( t ) * fHeightDifference - Origin.y; glm::vec3(
Vert->z = pt3.z - Origin.z; pt3.x - Origin.x,
++Vert; pt3.y - std::sqrt( t ) * fHeightDifference - Origin.y,
++debugvertexcount; pt3.z - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
startvertex = endvertex;
} }
f += step; f += step;
} }
Vert->x = pPoint4.x - Origin.x; endvertex.position =
Vert->y = pPoint4.y - Origin.y; glm::vec3(
Vert->z = pPoint4.z - Origin.z; pPoint4.x - Origin.x,
++Vert; pPoint4.y - Origin.y,
++debugvertexcount; pPoint4.z - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
} }
// Drugi przewod jezdny 'Winger // Drugi przewod jezdny 'Winger
if (Wires > 2) if( Wires > 2 ) {
{ startvertex.position =
Vert->x = pPoint1.x + (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x; glm::vec3(
Vert->y = pPoint1.y - Origin.y; pPoint1.x + ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x,
Vert->z = pPoint1.z + (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z; pPoint1.y - Origin.y,
++Vert; pPoint1.z + ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z );
++debugvertexcount; endvertex.position =
Vert->x = pPoint2.x + (pPoint2.z / ddp - pPoint1.z / ddp) * WireOffset - Origin.x; glm::vec3(
Vert->y = pPoint2.y - Origin.y; pPoint2.x + ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x,
Vert->z = pPoint2.z + (-pPoint2.x / ddp + pPoint1.x / ddp) * WireOffset - Origin.z; pPoint2.y - Origin.y,
++Vert; pPoint2.z + ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z );
++debugvertexcount; vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
} }
f = step; f = step;
if( Wires == 4 ) { if( Wires == 4 ) {
Vert->x = pPoint3.x - Origin.x; startvertex.position =
Vert->y = pPoint3.y - 0.65f * fHeightDifference - Origin.y; glm::vec3(
Vert->z = pPoint3.z - Origin.z; pPoint3.x - Origin.x,
++Vert; pPoint3.y - 0.65f * fHeightDifference - Origin.y,
++debugvertexcount; pPoint3.z - Origin.z );
for( int i = 0; i < iNumSections - 1; ++i ) { for( int i = 0; i < iNumSections - 1; ++i ) {
pt3 = pPoint3 + v1 * f; pt3 = pPoint3 + v1 * f;
t = ( 1 - std::fabs( f - mid ) * 2 ); t = ( 1 - std::fabs( f - mid ) * 2 );
Vert->x = pt3.x - Origin.x; endvertex.position =
Vert->y = pt3.y - std::sqrt( t ) * fHeightDifference - ( glm::vec3(
( ( i == 0 ) pt3.x - Origin.x,
|| ( i == iNumSections - 2 ) ) ? pt3.y - std::sqrt( t ) * fHeightDifference - (
0.25f * fHeightDifference : ( ( i == 0 )
0.05 ) || ( i == iNumSections - 2 ) ) ?
- Origin.y; 0.25f * fHeightDifference :
Vert->z = pt3.z - Origin.z; 0.05 )
++Vert; - Origin.y,
++debugvertexcount; pt3.z - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
startvertex = endvertex;
f += step; f += step;
} }
Vert->x = pPoint4.x - Origin.x; endvertex.position =
Vert->y = pPoint4.y - 0.65f * fHeightDifference - Origin.y; glm::vec3(
Vert->z = pPoint4.z - Origin.z; pPoint4.x - Origin.x,
++Vert; pPoint4.y - 0.65f * fHeightDifference - Origin.y,
++debugvertexcount; pPoint4.z - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
} }
f = step; f = step;
// Przewody pionowe (wieszaki) 'Marcin, poprawki na 2 przewody jezdne 'Winger // Przewody pionowe (wieszaki) 'Marcin, poprawki na 2 przewody jezdne 'Winger
if (Wires > 1) if( Wires > 1 ) {
{ for( int i = 0; i < iNumSections - 1; ++i ) {
for (int i = 0; i < iNumSections - 1; ++i)
{
float flo, flo1; float flo, flo1;
flo = ( Wires == 4 ? 0.25f * fHeightDifference : 0 ); flo = ( Wires == 4 ? 0.25f * fHeightDifference : 0 );
flo1 = ( Wires == 4 ? +0.05 : 0 ); flo1 = ( Wires == 4 ? +0.05 : 0 );
pt3 = pPoint3 + v1 * f; pt3 = pPoint3 + v1 * f;
pt4 = pPoint1 + v2 * f; pt4 = pPoint1 + v2 * f;
t = (1 - std::fabs(f - mid) * 2); t = ( 1 - std::fabs( f - mid ) * 2 );
if( ( i % 2 ) == 0 ) { if( ( i % 2 ) == 0 ) {
Vert->x = pt3.x - Origin.x; startvertex.position =
Vert->y = pt3.y - std::sqrt( t ) * fHeightDifference - ( ( i == 0 ) || ( i == iNumSections - 2 ) ? flo : flo1 ) - Origin.y; glm::vec3(
Vert->z = pt3.z - Origin.z; pt3.x - Origin.x,
++Vert; pt3.y - std::sqrt( t ) * fHeightDifference - ( ( i == 0 ) || ( i == iNumSections - 2 ) ? flo : flo1 ) - Origin.y,
++debugvertexcount; pt3.z - Origin.z );
Vert->x = pt4.x - ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x; endvertex.position =
Vert->y = pt4.y - Origin.y; glm::vec3(
Vert->z = pt4.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z; pt4.x - ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x,
++Vert; pt4.y - Origin.y,
++debugvertexcount; pt4.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
} }
else { else {
Vert->x = pt3.x - Origin.x; startvertex.position =
Vert->y = pt3.y - std::sqrt( t ) * fHeightDifference - ( ( i == 0 ) || ( i == iNumSections - 2 ) ? flo : flo1 ) - Origin.y; glm::vec3(
Vert->z = pt3.z - Origin.z; pt3.x - Origin.x,
++Vert; pt3.y - std::sqrt( t ) * fHeightDifference - ( ( i == 0 ) || ( i == iNumSections - 2 ) ? flo : flo1 ) - Origin.y,
++debugvertexcount; pt3.z - Origin.z );
Vert->x = pt4.x + ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x; endvertex.position =
Vert->y = pt4.y - Origin.y; glm::vec3(
Vert->z = pt4.z + ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z; pt4.x + ( pPoint2.z / ddp - pPoint1.z / ddp ) * WireOffset - Origin.x,
++Vert; pt4.y - Origin.y,
++debugvertexcount; pt4.z - ( -pPoint2.x / ddp + pPoint1.x / ddp ) * WireOffset - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
} }
if( ( ( Wires == 4 ) if( ( ( Wires == 4 )
&& ( ( i == 1 ) && ( ( i == 1 )
|| ( i == iNumSections - 3 ) ) ) ) { || ( i == iNumSections - 3 ) ) ) ) {
Vert->x = pt3.x - Origin.x; startvertex.position =
Vert->y = pt3.y - std::sqrt( t ) * fHeightDifference - 0.05 - Origin.y; glm::vec3(
Vert->z = pt3.z - Origin.z; pt3.x - Origin.x,
++Vert; pt3.y - std::sqrt( t ) * fHeightDifference - 0.05 - Origin.y,
++debugvertexcount; pt3.z - Origin.z );
Vert->x = pt3.x - Origin.x; endvertex.position =
Vert->y = pt3.y - std::sqrt( t ) * fHeightDifference - Origin.y; glm::vec3(
Vert->z = pt3.z - Origin.z; pt3.x - Origin.x,
++Vert; pt3.y - std::sqrt( t ) * fHeightDifference - Origin.y,
++debugvertexcount; pt3.z - Origin.z );
vertices.emplace_back( startvertex );
vertices.emplace_back( endvertex );
} }
f += step; f += step;
} }
} }
return debugvertexcount;
};
void TTraction::RenderVBO(float mgn, int iPtr) auto const elementcount = vertices.size() / 2;
{ // renderowanie z użyciem VBO m_geometry = GfxRenderer.Insert( vertices, Bank, GL_LINES );
if (Wires != 0 && !TestFlag(DamageFlag, 128)) // rysuj jesli sa druty i nie zerwana
{ return elementcount;
// setup }
GfxRenderer.Bind(0);
if( !Global::bSmoothTraction ) {
// na liniach kiepsko wygląda - robi gradient
::glDisable( GL_LINE_SMOOTH );
}
float linealpha = 5000 * WireThickness / (mgn + 1.0); //*WireThickness
linealpha = std::min( 1.2f, linealpha ); // zbyt grube nie są dobre
::glLineWidth(linealpha);
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
float
red{ 0.0f },
green{ 0.0f },
blue{ 0.0f };
wire_color( red, green, blue );
::glColor4f(red, green, blue, linealpha);
// draw code
// jezdny
::glDrawArrays( GL_LINE_STRIP, iPtr, 2 );
iPtr += 2;
// przewod nosny
if( Wires > 1 ) {
auto const piececount = 2 + (
Wires < 4 ?
std::max( 0 , iNumSections - 1 ) :
( iNumSections > 2 ?
std::max( 0, iNumSections - 1 - 2 ) :
std::max( 0, iNumSections - 1 - 1 ) ) );
::glDrawArrays( GL_LINE_STRIP, iPtr, piececount );
iPtr += piececount;
}
// drugi przewod jezdny
if( Wires > 2 ) {
::glDrawArrays( GL_LINE_STRIP, iPtr, 2 );
iPtr += 2;
}
if( Wires == 4 ) {
auto const piececount = 2 + std::max( 0, iNumSections - 1 );
::glDrawArrays( GL_LINE_STRIP, iPtr, piececount );
iPtr += piececount;
}
// przewody pionowe (wieszaki)
if( Wires != 1 ) {
auto piececount = 2 * std::max( 0, iNumSections - 1 );
if( ( Wires == 4 )
&& ( iNumSections > 0 ) ) {
piececount += (
iNumSections > 4 ?
4 :
2 );
}
if( piececount > 0 ) {
::glDrawArrays( GL_LINES, iPtr, piececount );
iPtr += piececount;
}
}
// cleanup
::glLineWidth(1.0);
::glEnable(GL_LINE_SMOOTH);
}
};
int TTraction::TestPoint(Math3D::vector3 *Point) int TTraction::TestPoint(Math3D::vector3 *Point)
{ // sprawdzanie, czy przęsła można połączyć { // sprawdzanie, czy przęsła można połączyć
@@ -633,24 +341,10 @@ void TTraction::ResistanceCalc(int d, double r, TTractionPowerSource *ps)
else else
ps = psPower[d ^ 1]; // zasilacz od przeciwnej strony niż idzie analiza ps = psPower[d ^ 1]; // zasilacz od przeciwnej strony niż idzie analiza
d = iNext[d]; // kierunek d = iNext[d]; // kierunek
#ifdef EU07_USE_OLD_TRACTIONPOWER_CODE
if (DebugModeFlag) // tylko podczas testów
Material = 4; // pokazanie, że to przęsło ma podłączone zasilanie
#else
PowerState = 4; PowerState = 4;
#endif
while( ( t != nullptr ) while( ( t != nullptr )
&& ( t->psPower[d] == nullptr ) ) // jeśli jest jakiś kolejny i nie ma ustalonego zasilacza && ( t->psPower[d] == nullptr ) ) // jeśli jest jakiś kolejny i nie ma ustalonego zasilacza
{ // ustawienie zasilacza i policzenie rezystancji zastępczej { // ustawienie zasilacza i policzenie rezystancji zastępczej
#ifdef EU07_USE_OLD_TRACTIONPOWER_CODE
if (DebugModeFlag) // tylko podczas testów
if (t->Material != 4) // przęsła zasilającego nie modyfikować
{
if (t->Material < 4)
t->Material = 4; // tymczasowo, aby zmieniła kolor
t->Material |= d ? 2 : 1; // kolor zależny od strony, z której jest zasilanie
}
#else
if( t->PowerState != 4 ) { if( t->PowerState != 4 ) {
// przęsła zasilającego nie modyfikować // przęsła zasilającego nie modyfikować
if( t->psPowered != nullptr ) { if( t->psPowered != nullptr ) {
@@ -662,7 +356,6 @@ void TTraction::ResistanceCalc(int d, double r, TTractionPowerSource *ps)
t->PowerState |= d ? 2 : 1; t->PowerState |= d ? 2 : 1;
} }
} }
#endif
t->psPower[d] = ps; // skopiowanie wskaźnika zasilacza od danej strony t->psPower[d] = ps; // skopiowanie wskaźnika zasilacza od danej strony
t->fResistance[d] = r; // wpisanie rezystancji w kierunku tego zasilacza t->fResistance[d] = r; // wpisanie rezystancji w kierunku tego zasilacza
r += t->fResistivity * Length3(t->vParametric); // doliczenie oporu kolejnego odcinka r += t->fResistivity * Length3(t->vParametric); // doliczenie oporu kolejnego odcinka
@@ -749,44 +442,45 @@ double TTraction::VoltageGet(double u, double i)
return 0.0; // gdy nie podłączony wcale? return 0.0; // gdy nie podłączony wcale?
}; };
void glm::vec3
TTraction::wire_color( float &Red, float &Green, float &Blue ) const { TTraction::wire_color() const {
glm::vec3 color;
if( false == DebugModeFlag ) { if( false == DebugModeFlag ) {
switch( Material ) { // Ra: kolory podzieliłem przez 2, bo po zmianie ambient za jasne były switch( Material ) { // Ra: kolory podzieliłem przez 2, bo po zmianie ambient za jasne były
// trzeba uwzględnić kierunek świecenia Słońca - tylko ze Słońcem widać kolor // trzeba uwzględnić kierunek świecenia Słońca - tylko ze Słońcem widać kolor
case 1: { case 1: {
if( TestFlag( DamageFlag, 1 ) ) { if( TestFlag( DamageFlag, 1 ) ) {
Red = 0.00000f; color.r = 0.00000f;
Green = 0.32549f; color.g = 0.32549f;
Blue = 0.2882353f; // zielona miedź color.b = 0.2882353f; // zielona miedź
} }
else { else {
Red = 0.35098f; color.r = 0.35098f;
Green = 0.22549f; color.g = 0.22549f;
Blue = 0.1f; // czerwona miedź color.b = 0.1f; // czerwona miedź
} }
break; break;
} }
case 2: { case 2: {
if( TestFlag( DamageFlag, 1 ) ) { if( TestFlag( DamageFlag, 1 ) ) {
Red = 0.10f; color.r = 0.10f;
Green = 0.10f; color.g = 0.10f;
Blue = 0.10f; // czarne Al color.b = 0.10f; // czarne Al
} }
else { else {
Red = 0.25f; color.r = 0.25f;
Green = 0.25f; color.g = 0.25f;
Blue = 0.25f; // srebrne Al color.b = 0.25f; // srebrne Al
} }
break; break;
} }
default: {break; } default: {break; }
} }
// w zaleźności od koloru swiatła // w zaleźności od koloru swiatła
Red *= Global::DayLight.ambient[ 0 ]; color.r *= Global::DayLight.ambient[ 0 ];
Green *= Global::DayLight.ambient[ 1 ]; color.g *= Global::DayLight.ambient[ 1 ];
Blue *= Global::DayLight.ambient[ 2 ]; color.b *= Global::DayLight.ambient[ 2 ];
} }
else { else {
// tymczasowo pokazanie zasilanych odcinków // tymczasowo pokazanie zasilanych odcinków
@@ -794,38 +488,39 @@ TTraction::wire_color( float &Red, float &Green, float &Blue ) const {
case 1: { case 1: {
// czerwone z podłączonym zasilaniem 1 // czerwone z podłączonym zasilaniem 1
Red = 1.0f; color.r = 1.0f;
Green = 0.0f; color.g = 0.0f;
Blue = 0.0f; color.b = 0.0f;
break; break;
} }
case 2: { case 2: {
// zielone z podłączonym zasilaniem 2 // zielone z podłączonym zasilaniem 2
Red = 0.0f; color.r = 0.0f;
Green = 1.0f; color.g = 1.0f;
Blue = 0.0f; color.b = 0.0f;
break; break;
} }
case 3: { case 3: {
//żółte z podłączonym zasilaniem z obu stron //żółte z podłączonym zasilaniem z obu stron
Red = 1.0f; color.r = 1.0f;
Green = 1.0f; color.g = 1.0f;
Blue = 0.0f; color.b = 0.0f;
break; break;
} }
case 4: { case 4: {
// niebieskie z podłączonym zasilaniem // niebieskie z podłączonym zasilaniem
Red = 0.5f; color.r = 0.5f;
Green = 0.5f; color.g = 0.5f;
Blue = 1.0f; color.b = 1.0f;
break; break;
} }
default: { break; } default: { break; }
} }
if( hvParallel ) { // jeśli z bieżnią wspólną, to dodatkowo przyciemniamy if( hvParallel ) { // jeśli z bieżnią wspólną, to dodatkowo przyciemniamy
Red *= 0.6f; color.r *= 0.6f;
Green *= 0.6f; color.g *= 0.6f;
Blue *= 0.6f; color.b *= 0.6f;
} }
} }
} return color;
}

View File

@@ -11,65 +11,47 @@ http://mozilla.org/MPL/2.0/.
#include <string> #include <string>
#include "GL/glew.h" #include "GL/glew.h"
#include "VBO.h"
#include "dumb3d.h" #include "dumb3d.h"
#include "openglgeometrybank.h"
class TTractionPowerSource; class TTractionPowerSource;
class TTraction class TTraction
{ // drut zasilający, dla wskaźników używać przedrostka "hv" { // drut zasilający, dla wskaźników używać przedrostka "hv"
private: friend class opengl_renderer;
// vector3 vUp,vFront,vLeft;
// matrix4x4 mMatrix;
// matryca do wyliczania pozycji drutu w zależności od [X,Y,kąt] w scenerii:
// - x: odległość w bok (czy odbierak się nie zsunął)
// - y: przyjmuje wartość <0,1>, jeśli pod drutem (wzdłuż)
// - z: wysokość bezwzględna drutu w danym miejsu
public: // na razie public: // na razie
TTractionPowerSource *psPower[2]; // najbliższe zasilacze z obu kierunków TTractionPowerSource *psPower[ 2 ] { nullptr, nullptr }; // najbliższe zasilacze z obu kierunków
TTractionPowerSource *psPowered = nullptr; // ustawione tylko dla bezpośrednio zasilanego przęsła TTractionPowerSource *psPowered { nullptr }; // ustawione tylko dla bezpośrednio zasilanego przęsła
TTraction *hvNext[2]; //łączenie drutów w sieć TTraction *hvNext[ 2 ] { nullptr, nullptr }; //łączenie drutów w sieć
int iNext[2]; // do którego końca się łączy int iNext[ 2 ] { 0, 0 }; // do którego końca się łączy
int iLast = 1; //że niby ostatni drut // ustawiony bit 0, jeśli jest ostatnim drutem w sekcji; bit1 - przedostatni int iLast { 1 }; //że niby ostatni drut // ustawiony bit 0, jeśli jest ostatnim drutem w sekcji; bit1 - przedostatni
public: public:
GLuint uiDisplayList = 0;
Math3D::vector3 pPoint1, pPoint2, pPoint3, pPoint4; Math3D::vector3 pPoint1, pPoint2, pPoint3, pPoint4;
Math3D::vector3 vParametric; // współczynniki równania parametrycznego odcinka Math3D::vector3 vParametric; // współczynniki równania parametrycznego odcinka
double fHeightDifference = 0.0; //,fMiddleHeight; double fHeightDifference { 0.0 }; //,fMiddleHeight;
// int iCategory,iMaterial,iDamageFlag; int iNumSections { 0 };
// float fU,fR,fMaxI,fWireThickness; float NominalVoltage { 0.0f };
int iNumSections = 0; float MaxCurrent { 0.0f };
int iLines = 0; // ilosc linii dla VBO float fResistivity { 0.0f }; //[om/m], przeliczone z [om/km]
float NominalVoltage = 0.0; DWORD Material { 0 }; // 1: Cu, 2: Al
float MaxCurrent = 0.0; float WireThickness { 0.0f };
float fResistivity = 0.0; //[om/m], przeliczone z [om/km] DWORD DamageFlag { 0 }; // 1: zasniedziale, 128: zerwana
DWORD Material = 0; // 1: Cu, 2: Al int Wires { 2 };
float WireThickness = 0.0; float WireOffset { 0.0f };
DWORD DamageFlag = 0; // 1: zasniedziale, 128: zerwana
int Wires = 2;
float WireOffset = 0.0;
std::string asPowerSupplyName; // McZapkie: nazwa podstacji trakcyjnej std::string asPowerSupplyName; // McZapkie: nazwa podstacji trakcyjnej
TTractionPowerSource *psSection = nullptr; // zasilacz (opcjonalnie może to być pulpit sterujący EL2 w hali!) TTractionPowerSource *psSection { nullptr }; // zasilacz (opcjonalnie może to być pulpit sterujący EL2 w hali!)
std::string asParallel; // nazwa przęsła, z którym może być bieżnia wspólna std::string asParallel; // nazwa przęsła, z którym może być bieżnia wspólna
TTraction *hvParallel = nullptr; // jednokierunkowa i zapętlona lista przęseł ewentualnej bieżni wspólnej TTraction *hvParallel { nullptr }; // jednokierunkowa i zapętlona lista przęseł ewentualnej bieżni wspólnej
float fResistance[2]; // rezystancja zastępcza do punktu zasilania (0: przęsło zasilane, <0: do policzenia) float fResistance[ 2 ] { -1.0f, -1.0f }; // rezystancja zastępcza do punktu zasilania (0: przęsło zasilane, <0: do policzenia)
int iTries = 0; int iTries { 0 };
int PowerState{ 0 }; // type of incoming power, if any int PowerState { 0 }; // type of incoming power, if any
// visualization data
geometry_handle m_geometry;
void Optimize( Math3D::vector3 const &Origin ); // creates geometry data in specified geometry bank. returns: number of created elements, or NULL
// NOTE: deleting nodes doesn't currently release geometry data owned by the node. TODO: implement erasing individual geometry chunks and banks
TTraction(); std::size_t create_geometry( geometrybank_handle const &Bank, Math3D::vector3 const &Origin );
~TTraction();
// virtual void InitCenter(vector3 Angles, vector3 pOrigin);
// virtual bool Hit(double x, double z, vector3 &hitPoint, vector3 &hitDirection)
// { return TNode::Hit(x,z,hitPoint,hitDirection); };
// virtual bool Move(double dx, double dy, double dz) { return false; };
// virtual void SelectedRender();
void RenderDL(float mgn, Math3D::vector3 const &Origin );
int RaArrayPrepare();
int RaArrayFill( CVertNormTex *Vert, Math3D::vector3 const &Origin );
void RenderVBO(float mgn, int iPtr);
int TestPoint(Math3D::vector3 *Point); int TestPoint(Math3D::vector3 *Point);
void Connect(int my, TTraction *with, int to); void Connect(int my, TTraction *with, int to);
void Init(); void Init();
@@ -78,6 +60,7 @@ class TTraction
void PowerSet(TTractionPowerSource *ps); void PowerSet(TTractionPowerSource *ps);
double VoltageGet(double u, double i); double VoltageGet(double u, double i);
private: private:
void wire_color( float &Red, float &Green, float &Blue ) const; glm::vec3 wire_color() const;
}; };
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------

View File

@@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/.
#include "GL/glew.h" #include "GL/glew.h"
#include "usefull.h" #include "usefull.h"
#include "sn_utils.h" #include "sn_utils.h"
#include "globals.h"
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void CVertNormTex::deserialize(std::istream &s) void CVertNormTex::deserialize(std::istream &s)
@@ -49,9 +50,6 @@ CMesh::CMesh()
#endif #endif
m_nVertexCount = -1; m_nVertexCount = -1;
m_nVBOVertices = 0; // nie zarezerwowane m_nVBOVertices = 0; // nie zarezerwowane
// TODO: bind proper subtype based on the settings
m_geometry = std::make_shared<opengl_vbogeometrybank>();
}; };
CMesh::~CMesh() CMesh::~CMesh()

3
VBO.h
View File

@@ -50,5 +50,6 @@ class CMesh
#endif #endif
unsigned int m_nVBOVertices; // numer VBO z wierzchołkami unsigned int m_nVBOVertices; // numer VBO z wierzchołkami
std::shared_ptr<geometry_bank> m_geometry; geometrybank_handle m_geometrybank;
}; };

View File

@@ -140,8 +140,8 @@ class matrix4x4
for (int x = 0; x < 4; ++x) for (int x = 0; x < 4; ++x)
(*this)(x)[y] = initArray[i++]; (*this)(x)[y] = initArray[i++];
} }
template <typename _Type> template <typename Type_>
void OpenGL_Matrix(_Type const *initArray) void OpenGL_Matrix(Type_ const *initArray)
{ {
int i = 0; int i = 0;
for (int x = 0; x < 4; ++x) for (int x = 0; x < 4; ++x)

View File

@@ -11,6 +11,8 @@ http://mozilla.org/MPL/2.0/.
#include "openglgeometrybank.h" #include "openglgeometrybank.h"
#include "sn_utils.h" #include "sn_utils.h"
#include "logs.h"
#include "globals.h"
void void
basic_vertex::serialize( std::ostream &s ) { basic_vertex::serialize( std::ostream &s ) {
@@ -45,23 +47,27 @@ basic_vertex::deserialize( std::istream &s ) {
// generic geometry bank class, allows storage, update and drawing of geometry chunks // generic geometry bank class, allows storage, update and drawing of geometry chunks
// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk // creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk
geometrychunk_handle geometry_handle
geometry_bank::create( vertex_array &Vertices, int const Datatype ) { geometry_bank::create( vertex_array &Vertices, int const Type ) {
if( true == Vertices.empty() ) { return NULL; } if( true == Vertices.empty() ) { return geometry_handle( 0, 0 ); }
m_chunks.emplace_back( Vertices, Datatype ); m_chunks.emplace_back( Vertices, Type );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication // NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
return m_chunks.size(); geometry_handle chunkhandle{ 0, m_chunks.size() };
// template method
create_( chunkhandle );
// all done
return chunkhandle;
} }
// replaces data of specified chunk with the supplied vertex data, starting from specified offset // replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool bool
geometry_bank::replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset ) { geometry_bank::replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset ) {
if( ( Chunk == 0 ) || ( Chunk > m_chunks.size() ) ) { return false; } if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
auto &chunk = m_chunks[ Chunk - 1 ]; auto &chunk = geometry_bank::chunk( Geometry );
if( ( Offset == 0 ) if( ( Offset == 0 )
&& ( Vertices.size() == chunk.vertices.size() ) ) { && ( Vertices.size() == chunk.vertices.size() ) ) {
@@ -75,61 +81,66 @@ geometry_bank::replace( vertex_array &Vertices, geometrychunk_handle const Chunk
chunk.vertices.resize( Offset + Vertices.size(), basic_vertex() ); chunk.vertices.resize( Offset + Vertices.size(), basic_vertex() );
chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) ); chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) );
} }
// template method
replace_( Geometry );
// all done
return true; return true;
} }
vertex_array & // adds supplied vertex data at the end of specified chunk
geometry_bank::data( geometrychunk_handle const Chunk ) { bool
geometry_bank::append( vertex_array &Vertices, geometry_handle const &Geometry ) {
return m_chunks.at( Chunk - 1 ).vertices; if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
return replace( Vertices, Geometry, geometry_bank::chunk( Geometry ).vertices.size() );
}
// draws geometry stored in specified chunk
void
geometry_bank::draw( geometry_handle const &Geometry ) {
// template method
draw_( Geometry );
}
vertex_array const &
geometry_bank::vertices( geometry_handle const &Geometry ) const {
return geometry_bank::chunk( Geometry ).vertices;
} }
// opengl vbo-based variant of the geometry bank // opengl vbo-based variant of the geometry bank
GLuint opengl_vbogeometrybank::m_activebuffer{ NULL }; // buffer bound currently on the opengl end, if any GLuint opengl_vbogeometrybank::m_activebuffer{ NULL }; // buffer bound currently on the opengl end, if any
// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk // create() subclass details
geometrychunk_handle void
opengl_vbogeometrybank::create( vertex_array &Vertices, int const Datatype ) { opengl_vbogeometrybank::create_( geometry_handle const &Geometry ) {
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
auto const handle = geometry_bank::create( Vertices, Datatype ); // thus we don't need to initialize the values here
if( handle == NULL ) {
// if we didn't get anything, bail early
return handle;
}
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things
// so we don't need to initialize the values here
m_chunkrecords.emplace_back( chunk_record() ); m_chunkrecords.emplace_back( chunk_record() );
// kiss the existing buffer goodbye, new overall data size means we'll be making a new one // kiss the existing buffer goodbye, new overall data size means we'll be making a new one
delete_buffer(); delete_buffer();
return handle;
} }
// replaces data of specified chunk with the supplied vertex data, starting from specified offset // replace() subclass details
bool void
opengl_vbogeometrybank::replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset ) { opengl_vbogeometrybank::replace_( geometry_handle const &Geometry ) {
auto const result = geometry_bank::replace( Vertices, Chunk, Offset ); auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
if( false == result ) {
// if nothing happened we can bail out early
return result;
}
auto &chunkrecord = m_chunkrecords[ Chunk - 1 ];
chunkrecord.is_good = false; chunkrecord.is_good = false;
// if the overall length of the chunk didn't change we can get away with reusing the old buffer... // if the overall length of the chunk didn't change we can get away with reusing the old buffer...
if( m_chunks[ Chunk - 1 ].vertices.size() != chunkrecord.size ) { if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.size ) {
// ...but otherwise we'll need to allocate a new one // ...but otherwise we'll need to allocate a new one
// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one, // TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it? // but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
delete_buffer(); delete_buffer();
} }
return result;
} }
// draws geometry stored in specified chunk // draw() subclass details
void void
opengl_vbogeometrybank::draw( geometrychunk_handle const Chunk ) { opengl_vbogeometrybank::draw_( geometry_handle const &Geometry ) {
if( m_buffer == NULL ) { if( m_buffer == NULL ) {
// if there's no buffer, we'll have to make one // if there's no buffer, we'll have to make one
@@ -138,13 +149,13 @@ opengl_vbogeometrybank::draw( geometrychunk_handle const Chunk ) {
if( true == m_chunks.empty() ) { return; } if( true == m_chunks.empty() ) { return; }
std::size_t datasize{ 0 }; std::size_t datasize{ 0 };
auto &chunkrecord = m_chunkrecords.begin(); auto chunkiterator = m_chunks.cbegin();
for( auto &chunk : m_chunks ) { for( auto &chunkrecord : m_chunkrecords ) {
// fill all chunk records, based on the chunk data // fill records for all chunks, based on the chunk data
chunkrecord->offset = datasize; chunkrecord.offset = datasize;
chunkrecord->size = chunk.vertices.size(); chunkrecord.size = chunkiterator->vertices.size();
datasize += chunkrecord->size; datasize += chunkrecord.size;
++chunkrecord; ++chunkiterator;
} }
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist // the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( datasize == 0 ) { return; } if( datasize == 0 ) { return; }
@@ -158,6 +169,12 @@ opengl_vbogeometrybank::draw( geometrychunk_handle const Chunk ) {
datasize * sizeof( basic_vertex ), datasize * sizeof( basic_vertex ),
nullptr, nullptr,
GL_STATIC_DRAW ); GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
delete_buffer();
return;
}
m_buffercapacity = datasize; m_buffercapacity = datasize;
} }
// actual draw procedure starts here // actual draw procedure starts here
@@ -165,8 +182,8 @@ opengl_vbogeometrybank::draw( geometrychunk_handle const Chunk ) {
if( m_activebuffer != m_buffer ) { if( m_activebuffer != m_buffer ) {
bind_buffer(); bind_buffer();
} }
auto &chunkrecord = m_chunkrecords[ Chunk - 1 ]; auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
auto const &chunk = m_chunks[ Chunk - 1 ]; auto const &chunk = geometry_bank::chunk( Geometry );
if( false == chunkrecord.is_good ) { if( false == chunkrecord.is_good ) {
// we may potentially need to upload new buffer data before we can draw it // we may potentially need to upload new buffer data before we can draw it
::glBufferSubData( ::glBufferSubData(
@@ -216,3 +233,103 @@ opengl_vbogeometrybank::delete_buffer() {
m_buffercapacity = 0; m_buffercapacity = 0;
} }
} }
// opengl display list based variant of the geometry bank
// create() subclass details
void
opengl_dlgeometrybank::create_( geometry_handle const &Geometry ) {
m_chunkrecords.emplace_back( chunk_record() );
}
// replace() subclass details
void
opengl_dlgeometrybank::replace_( geometry_handle const &Geometry ) {
delete_list( Geometry );
}
// draw() subclass details
void
opengl_dlgeometrybank::draw_( geometry_handle const &Geometry ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
if( chunkrecord.list == 0 ) {
// we don't have a list ready, so compile one
chunkrecord.list = ::glGenLists( 1 );
auto const &chunk = geometry_bank::chunk( Geometry );
::glNewList( chunkrecord.list, GL_COMPILE );
::glBegin( chunk.type );
// TODO: add specification of chunk vertex attributes
for( auto const &vertex : chunk.vertices ) {
::glNormal3fv( glm::value_ptr( vertex.normal ) );
::glTexCoord2fv( glm::value_ptr( vertex.texture ) );
::glVertex3fv( glm::value_ptr( vertex.position ) );
}
::glEnd();
::glEndList();
}
// with the list done we can just play it
::glCallList( chunkrecord.list );
}
void
opengl_dlgeometrybank::delete_list( geometry_handle const &Geometry ) {
// NOTE: given it's our own internal method we trust it to be called with valid parameters
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
::glDeleteLists( chunkrecord.list, 1 );
chunkrecord.list = 0;
}
// geometry bank manager, holds collection of geometry banks
// creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
geometrybank_manager::create_bank() {
if( true == Global::bUseVBO ) { m_geometrybanks.emplace_back( std::make_shared<opengl_vbogeometrybank>() ); }
else { m_geometrybanks.emplace_back( std::make_shared<opengl_dlgeometrybank>() ); }
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
return geometrybank_handle( m_geometrybanks.size(), 0 );
}
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
geometrybank_manager::create_chunk( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type ) {
auto const newchunkhandle = bank( Geometry )->create( Vertices, Type );
if( newchunkhandle.chunk != 0 ) { return geometry_handle( Geometry.bank, newchunkhandle.chunk ); }
else { return geometry_handle( 0, 0 ); }
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
geometrybank_manager::replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset ) {
return bank( Geometry )->replace( Vertices, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
geometrybank_manager::append( vertex_array &Vertices, geometry_handle const &Geometry ) {
return bank( Geometry )->append( Vertices, Geometry );
}
// draws geometry stored in specified chunk
void
geometrybank_manager::draw( geometry_handle const &Geometry ) {
if( Geometry == NULL ) { return; }
return bank( Geometry )->draw( Geometry );
}
// provides direct access to vertex data of specfied chunk
vertex_array const &
geometrybank_manager::vertices( geometry_handle const &Geometry ) const {
return bank( Geometry )->vertices( Geometry );
}

View File

@@ -30,7 +30,23 @@ typedef std::vector<basic_vertex> vertex_array;
// generic geometry bank class, allows storage, update and drawing of geometry chunks // generic geometry bank class, allows storage, update and drawing of geometry chunks
typedef std::size_t geometrychunk_handle; struct geometry_handle {
// constructors
geometry_handle() :
bank( 0 ), chunk( 0 )
{}
geometry_handle( std::uint32_t const Bank, std::uint32_t const Chunk ) :
bank( Bank ), chunk( Chunk )
{}
// methods
inline
operator std::uint32_t() const {
return bank << 12 | chunk; }
// members
std::uint32_t
bank : 20, // 1 mil banks
chunk : 12; // 4 k chunks per bank
};
class geometry_bank { class geometry_bank {
@@ -41,27 +57,28 @@ public:
// destructor: // destructor:
virtual virtual
~geometry_bank() { ; } ~geometry_bank() {}
// methods: // methods:
// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk or NULL // creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk or NULL
virtual geometry_handle
geometrychunk_handle create( vertex_array &Vertices, int const Type );
create( vertex_array &Vertices, int const Datatype );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset // replaces data of specified chunk with the supplied vertex data, starting from specified offset
virtual
bool bool
replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset = 0 ); replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset = 0 );
// adds supplied vertex data at the end of specified chunk
bool
append( vertex_array &Vertices, geometry_handle const &Geometry );
// draws geometry stored in specified chunk // draws geometry stored in specified chunk
virtual
void void
draw( geometrychunk_handle const Chunk ) = 0; draw( geometry_handle const &Geometry );
// draws geometry stored in supplied list of chunks // draws geometry stored in supplied list of chunks
template <typename _Iterator> template <typename Iterator_>
void void
draw( _Iterator First, _Iterator Last ) { while( First != Last ) { draw( *First ); ++First; } } draw( Iterator_ First, Iterator_ Last ) { while( First != Last ) { draw( *First ); ++First; } }
vertex_array & // provides direct access to vertex data of specfied chunk
data( geometrychunk_handle const Chunk ); vertex_array const &
vertices( geometry_handle const &Geometry ) const;
protected: protected:
// types: // types:
@@ -69,16 +86,34 @@ protected:
int type; // kind of geometry used by the chunk int type; // kind of geometry used by the chunk
vertex_array vertices; // geometry data vertex_array vertices; // geometry data
geometry_chunk( vertex_array &Vertices, int const Datatype ) : geometry_chunk( vertex_array &Vertices, int const Type ) :
vertices( Vertices ), type( Datatype ) vertices( Vertices ), type( Type )
{} {}
}; };
typedef std::vector<geometry_chunk> geometrychunk_sequence; typedef std::vector<geometry_chunk> geometrychunk_sequence;
// methods
inline
geometry_chunk &
chunk( geometry_handle const Geometry ) {
return m_chunks[ Geometry.chunk - 1 ]; }
inline
geometry_chunk const &
chunk( geometry_handle const Geometry ) const {
return m_chunks[ Geometry.chunk - 1 ]; }
// members: // members:
geometrychunk_sequence m_chunks; geometrychunk_sequence m_chunks;
private:
// methods:
// create() subclass details
virtual void create_( geometry_handle const &Geometry ) = 0;
// replace() subclass details
virtual void replace_( geometry_handle const &Geometry ) = 0;
// draw() subclass details
virtual void draw_( geometry_handle const &Geometry ) = 0;
}; };
// opengl vbo-based variant of the geometry bank // opengl vbo-based variant of the geometry bank
@@ -87,15 +122,8 @@ class opengl_vbogeometrybank : public geometry_bank {
public: public:
// methods: // methods:
// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk or NULL ~opengl_vbogeometrybank() {
geometrychunk_handle delete_buffer(); }
create( vertex_array &Vertices, int const Datatype );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset = 0 );
// draws geometry stored in specified chunk
void
draw( geometrychunk_handle const Chunk );
private: private:
// types: // types:
@@ -108,6 +136,15 @@ private:
typedef std::vector<chunk_record> chunkrecord_sequence; typedef std::vector<chunk_record> chunkrecord_sequence;
// methods: // methods:
// create() subclass details
void
create_( geometry_handle const &Geometry );
// replace() subclass details
void
replace_( geometry_handle const &Geometry );
// draw() subclass details
void
draw_( geometry_handle const &Geometry );
void void
bind_buffer(); bind_buffer();
void void
@@ -120,3 +157,90 @@ private:
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
}; };
// opengl display list based variant of the geometry bank
class opengl_dlgeometrybank : public geometry_bank {
public:
// methods:
~opengl_dlgeometrybank() {
for( auto &chunkrecord : m_chunkrecords ) {
::glDeleteLists( chunkrecord.list, 1 ); } }
private:
// types:
struct chunk_record {
GLuint list{ 0 }; // display list associated with the chunk
};
typedef std::vector<chunk_record> chunkrecord_sequence;
// methods:
// create() subclass details
void
create_( geometry_handle const &Geometry );
// replace() subclass details
void
replace_( geometry_handle const &Geometry );
// draw() subclass details
void
draw_( geometry_handle const &Geometry );
void
delete_list( geometry_handle const &Geometry );
// members:
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
};
// geometry bank manager, holds collection of geometry banks
typedef geometry_handle geometrybank_handle;
class geometrybank_manager {
public:
// methods:
// creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
create_bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
create_chunk( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset = 0 );
// adds supplied vertex data at the end of specified chunk
bool
append( vertex_array &Vertices, geometry_handle const &Geometry );
// draws geometry stored in specified chunk
void
draw( geometry_handle const &Geometry );
// provides direct access to vertex data of specfied chunk
vertex_array const &
vertices( geometry_handle const &Geometry ) const;
private:
// types:
typedef std::deque< std::shared_ptr<geometry_bank> > geometrybank_sequence;
// members:
geometrybank_sequence m_geometrybanks;
// methods
inline
bool
valid( geometry_handle const &Geometry ) {
return ( ( Geometry.bank != 0 )
&& ( Geometry.bank <= m_geometrybanks.size() ) ); }
inline
geometrybank_sequence::value_type &
bank( geometry_handle const Geometry ) {
return m_geometrybanks[ Geometry.bank - 1 ]; }
inline
geometrybank_sequence::value_type const &
bank( geometry_handle const Geometry ) const {
return m_geometrybanks[ Geometry.bank - 1 ]; }
};

View File

@@ -109,39 +109,39 @@ public:
pop_matrix() { m_stacks[ m_mode ].pop_matrix(); } pop_matrix() { m_stacks[ m_mode ].pop_matrix(); }
void void
load_identity() { m_stacks[ m_mode ].load_identity(); } load_identity() { m_stacks[ m_mode ].load_identity(); }
template <typename _Type> template <typename Type_>
void void
rotate( _Type const Angle, _Type const X, _Type const Y, _Type const Z ) { rotate( Type_ const Angle, Type_ const X, Type_ const Y, Type_ const Z ) {
m_stacks[ m_mode ].rotate( m_stacks[ m_mode ].rotate(
static_cast<float>(Angle) * 0.0174532925f, // deg2rad static_cast<float>(Angle) * 0.0174532925f, // deg2rad
glm::vec3( glm::vec3(
static_cast<float>(X), static_cast<float>(X),
static_cast<float>(Y), static_cast<float>(Y),
static_cast<float>(Z) ) ); } static_cast<float>(Z) ) ); }
template <typename _Type> template <typename Type_>
void void
translate( _Type const X, _Type const Y, _Type const Z ) { translate( Type_ const X, Type_ const Y, Type_ const Z ) {
m_stacks[ m_mode ].translate( m_stacks[ m_mode ].translate(
glm::vec3( glm::vec3(
static_cast<float>( X ), static_cast<float>( X ),
static_cast<float>( Y ), static_cast<float>( Y ),
static_cast<float>( Z ) ) ); } static_cast<float>( Z ) ) ); }
template <typename _Type> template <typename Type_>
void void
multiply( _Type const *Matrix ) { multiply( Type_ const *Matrix ) {
m_stacks[ m_mode ].multiply( m_stacks[ m_mode ].multiply(
glm::make_mat4( Matrix ) ); } glm::make_mat4( Matrix ) ); }
template <typename _Type> template <typename Type_>
void void
perspective( _Type const Fovy, _Type const Aspect, _Type const Znear, _Type const Zfar ) { perspective( Type_ const Fovy, Type_ const Aspect, Type_ const Znear, Type_ const Zfar ) {
m_stacks[ m_mode ].perspective( m_stacks[ m_mode ].perspective(
static_cast<float>(Fovy) * 0.0174532925f, // deg2rad static_cast<float>(Fovy) * 0.0174532925f, // deg2rad
static_cast<float>( Aspect ), static_cast<float>( Aspect ),
static_cast<float>( Znear ), static_cast<float>( Znear ),
static_cast<float>( Zfar ) ); } static_cast<float>( Zfar ) ); }
template <typename _Type> template <typename Type_>
void void
look_at( _Type const Eyex, _Type const Eyey, _Type const Eyez, _Type const Centerx, _Type const Centery, _Type const Centerz, _Type const Upx, _Type const Upy, _Type const Upz ) { look_at( Type_ const Eyex, Type_ const Eyey, Type_ const Eyez, Type_ const Centerx, Type_ const Centery, Type_ const Centerz, Type_ const Upx, Type_ const Upy, Type_ const Upz ) {
m_stacks[ m_mode ].look_at( m_stacks[ m_mode ].look_at(
glm::vec3( glm::vec3(
static_cast<float>( Eyex ), static_cast<float>( Eyex ),

View File

@@ -32,9 +32,9 @@ class cParser //: public std::stringstream
// destructor: // destructor:
virtual ~cParser(); virtual ~cParser();
// methods: // methods:
template <typename _Type> template <typename Type_>
cParser& cParser&
operator>>( _Type &Right ); operator>>( Type_ &Right );
template <> template <>
cParser& cParser&
operator>>( std::string &Right ); operator>>( std::string &Right );
@@ -107,9 +107,9 @@ class cParser //: public std::stringstream
std::deque<std::string> tokens; std::deque<std::string> tokens;
}; };
template<typename _Type> template<typename Type_>
cParser& cParser&
cParser::operator>>( _Type &Right ) { cParser::operator>>( Type_ &Right ) {
if( true == this->tokens.empty() ) { return *this; } if( true == this->tokens.empty() ) { return *this; }

View File

@@ -142,10 +142,7 @@ opengl_renderer::Render() {
::glLoadIdentity(); ::glLoadIdentity();
if( World.InitPerformed() ) { if( World.InitPerformed() ) {
/*
World.Camera.SetMatrix();
m_camera.update_frustum();
*/
glm::dmat4 worldcamera; glm::dmat4 worldcamera;
World.Camera.SetMatrix( worldcamera ); World.Camera.SetMatrix( worldcamera );
m_camera.update_frustum( OpenGLMatrices.data( GL_PROJECTION ), worldcamera ); m_camera.update_frustum( OpenGLMatrices.data( GL_PROJECTION ), worldcamera );
@@ -182,15 +179,6 @@ opengl_renderer::Render( world_environment *Environment ) {
::glDisable( GL_DEPTH_TEST ); ::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE ); ::glDepthMask( GL_FALSE );
::glPushMatrix(); ::glPushMatrix();
/*
::glTranslatef( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
*/
/*
glm::mat4 worldcamera;
World.Camera.SetMatrix( worldcamera );
glLoadIdentity();
glMultMatrixf( glm::value_ptr( glm::mat4( glm::mat3( worldcamera ) ) ) );
*/
// setup fog // setup fog
if( Global::fFogEnd > 0 ) { if( Global::fFogEnd > 0 ) {
// fog setup // fog setup
@@ -300,6 +288,63 @@ opengl_renderer::Render( world_environment *Environment ) {
return true; return true;
} }
// geometry methods
// creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
opengl_renderer::Create_Bank() {
return m_geometry.create_bank();
}
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
opengl_renderer::Insert( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type ) {
return m_geometry.create_chunk( Vertices, Geometry, Type );
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
opengl_renderer::Replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset ) {
return m_geometry.replace( Vertices, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
opengl_renderer::Append( vertex_array &Vertices, geometry_handle const &Geometry ) {
return m_geometry.append( Vertices, Geometry );
}
// provides direct access to vertex data of specfied chunk
vertex_array const &
opengl_renderer::Vertices( geometry_handle const &Geometry ) const {
return m_geometry.vertices( Geometry );
}
// texture methods
texture_handle
opengl_renderer::GetTextureId( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
return m_textures.create( Filename, Dir, Filter, Loadnow );
}
void
opengl_renderer::Bind( texture_handle const Texture ) {
// temporary until we separate the renderer
m_textures.bind( Texture );
}
opengl_texture &
opengl_renderer::Texture( texture_handle const Texture ) {
return m_textures.texture( Texture );
}
bool bool
opengl_renderer::Render( TGround *Ground ) { opengl_renderer::Render( TGround *Ground ) {
@@ -698,16 +743,7 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor ); double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix(); ::glPushMatrix();
/*
if( Dynamic == Global::pUserDynamic ) {
//specjalne ustawienie, aby nie trzęsło
//tu trzeba by ustawić animacje na modelu zewnętrznym
::glLoadIdentity(); // zacząć od macierzy jedynkowej
Global::pCamera->SetCabMatrix( Dynamic->vPosition ); // specjalne ustawienie kamery
}
else
::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
*/
::glTranslated( originoffset.x, originoffset.y, originoffset.z ); ::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() ); ::glMultMatrixd( Dynamic->mMatrix.getArray() );
@@ -773,14 +809,7 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, double
Model->Root->fSquareDist = Squaredistance; // zmienna globalna! Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// TODO: unify the render code after generic buffers are in place
// setup // setup
/*
if( Global::bUseVBO ) {
if( false == Model->StartVBO() )
return false;
}
*/
Model->Root->ReplacableSet( Model->Root->ReplacableSet(
( Material != nullptr ? ( Material != nullptr ?
Material->replacable_skins : Material->replacable_skins :
@@ -793,9 +822,6 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, double
Render( Model->Root ); Render( Model->Root );
// post-render cleanup // post-render cleanup
if( Global::bUseVBO ) {
// Model->EndVBO();
}
return true; return true;
} }
@@ -812,7 +838,6 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, Math3D:
if( Angle.z != 0.0 ) if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 ); ::glRotated( Angle.z, 0.0, 0.0, 1.0 );
// auto const result = Render( Model, Material, SquareMagnitude( Position / Global::ZoomFactor ) ); // position is effectively camera offset
auto const result = Render( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset auto const result = Render( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
::glPopMatrix(); ::glPopMatrix();
@@ -856,16 +881,8 @@ opengl_renderer::Render( TSubModel *Submodel ) {
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse ); ::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
} }
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc // main draw call
if( Global::bUseVBO ) { m_geometry.draw( Submodel->m_geometry );
/*
::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
*/
Submodel->pRoot->m_geometry->draw( Submodel->m_chunk );
}
else {
::glCallList( Submodel->uiDisplayList );
}
// post-draw reset // post-draw reset
if( Global::fLuminance < Submodel->fLight ) { if( Global::fLuminance < Submodel->fLight ) {
@@ -900,16 +917,8 @@ opengl_renderer::Render( TSubModel *Submodel ) {
::glDisable( GL_LIGHTING ); ::glDisable( GL_LIGHTING );
::glEnable( GL_BLEND ); ::glEnable( GL_BLEND );
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc // main draw call
if( Global::bUseVBO ) { m_geometry.draw( Submodel->m_geometry );
/*
::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
*/
Submodel->pRoot->m_geometry->draw( Submodel->m_chunk );
}
else {
::glCallList( Submodel->uiDisplayList );
}
// post-draw reset // post-draw reset
::glPopAttrib(); ::glPopAttrib();
@@ -926,9 +935,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
Bind( 0 ); Bind( 0 );
::glDisable( GL_LIGHTING ); ::glDisable( GL_LIGHTING );
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc // main draw call
if( Global::bUseVBO ) { // TODO: add support for colour data draw mode
m_geometry.draw( Submodel->m_geometry );
/* /*
if( Global::bUseVBO ) {
// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm // 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 // TODO: implement easier way to go about it
::glDisableClientState( GL_NORMAL_ARRAY ); ::glDisableClientState( GL_NORMAL_ARRAY );
@@ -941,12 +952,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
::glDisableClientState( GL_COLOR_ARRAY ); ::glDisableClientState( GL_COLOR_ARRAY );
::glEnableClientState( GL_NORMAL_ARRAY ); ::glEnableClientState( GL_NORMAL_ARRAY );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
*/
} }
else { else {
::glCallList( Submodel->uiDisplayList ); ::glCallList( Submodel->uiDisplayList );
} }
*/
// post-draw reset // post-draw reset
::glPopAttrib(); ::glPopAttrib();
} }
@@ -1094,18 +1104,39 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
case TP_TRACTION: { case TP_TRACTION: {
// TODO: unify the render code after generic buffers are in place // TODO: unify the render code after generic buffers are in place
if( Node->bVisible ) { if( Node->bVisible ) {
// rysuj jesli sa druty i nie zerwana
if( ( Node->hvTraction->Wires == 0 )
|| ( true == TestFlag( Node->hvTraction->DamageFlag, 128 ) ) ) {
return false;
}
// setup // setup
::glPushMatrix(); ::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition; auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z ); ::glTranslated( originoffset.x, originoffset.y, originoffset.z );
Bind( NULL );
if( !Global::bSmoothTraction ) {
// na liniach kiepsko wygląda - robi gradient
::glDisable( GL_LINE_SMOOTH );
}
float const linealpha = static_cast<float>(
std::min(
1.2,
5000 * Node->hvTraction->WireThickness / ( distancesquared + 1.0 ) ) ); // zbyt grube nie są dobre
::glLineWidth( linealpha );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
auto const color { Node->hvTraction->wire_color() };
::glColor4f( color.r, color.g, color.b, linealpha );
// render // render
if( Global::bUseVBO ) { m_geometry.draw( Node->hvTraction->m_geometry );
Node->hvTraction->RenderVBO( distancesquared, Node->iVboPtr );
}
else {
Node->hvTraction->RenderDL( distancesquared, Node->m_rootposition );
}
// post-render cleanup // post-render cleanup
::glLineWidth( 1.0 );
if( !Global::bSmoothTraction ) {
::glEnable( GL_LINE_SMOOTH );
}
::glPopMatrix(); ::glPopMatrix();
return true; return true;
} }
@@ -1233,14 +1264,7 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor ); double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix(); ::glPushMatrix();
/*
if( Dynamic == Global::pUserDynamic ) { // specjalne ustawienie, aby nie trzęsło
::glLoadIdentity(); // zacząć od macierzy jedynkowej
Global::pCamera->SetCabMatrix( Dynamic->vPosition ); // specjalne ustawienie kamery
}
else
::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
*/
::glTranslated( originoffset.x, originoffset.y, originoffset.z ); ::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() ); ::glMultMatrixd( Dynamic->mMatrix.getArray() );
@@ -1305,18 +1329,11 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, d
Model->Root->fSquareDist = Squaredistance; // zmienna globalna! Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// TODO: unify the render code after generic buffers are in place
// setup // setup
/*
if( Global::bUseVBO ) {
if( false == Model->StartVBO() )
return false;
}
*/
Model->Root->ReplacableSet( Model->Root->ReplacableSet(
( Material != nullptr ? ( Material != nullptr ?
Material->replacable_skins : Material->replacable_skins :
nullptr ), nullptr ),
alpha ); alpha );
Model->Root->pRoot = Model; Model->Root->pRoot = Model;
@@ -1325,11 +1342,7 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, d
Render_Alpha( Model->Root ); Render_Alpha( Model->Root );
// post-render cleanup // post-render cleanup
/*
if( Global::bUseVBO ) {
Model->EndVBO();
}
*/
return true; return true;
} }
@@ -1345,7 +1358,6 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, M
if( Angle.z != 0.0 ) if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 ); ::glRotated( Angle.z, 0.0, 0.0, 1.0 );
// auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position / Global::ZoomFactor ) ); // position is effectively camera offset
auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
::glPopMatrix(); ::glPopMatrix();
@@ -1387,16 +1399,8 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse ); ::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
} }
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc // main draw call
if( Global::bUseVBO ) { m_geometry.draw( Submodel->m_geometry );
/*
::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
*/
Submodel->pRoot->m_geometry->draw( Submodel->m_chunk );
}
else {
::glCallList( Submodel->uiDisplayList );
}
// post-draw reset // post-draw reset
if( Global::fLuminance < Submodel->fLight ) { if( Global::fLuminance < Submodel->fLight ) {
@@ -1554,7 +1558,7 @@ opengl_renderer::Update ( double const Deltatime ) {
// TODO: add garbage collection and other less frequent works here // TODO: add garbage collection and other less frequent works here
if( DebugModeFlag ) if( DebugModeFlag )
m_debuginfo = m_textures.Info(); m_debuginfo = m_textures.info();
}; };
// debug performance string // debug performance string

View File

@@ -10,6 +10,7 @@ http://mozilla.org/MPL/2.0/.
#pragma once #pragma once
#include "GL/glew.h" #include "GL/glew.h"
#include "openglgeometrybank.h"
#include "texture.h" #include "texture.h"
#include "lightarray.h" #include "lightarray.h"
#include "dumb3d.h" #include "dumb3d.h"
@@ -120,71 +121,54 @@ public:
// main draw call. returns false on error // main draw call. returns false on error
bool bool
Render(); Render();
bool // render sub-methods, temporarily exposed until we complete migrating render code to the renderer
Render( world_environment *Environment );
bool
Render( TGround *Ground );
bool
Render( TGroundRect *Groundcell );
bool
Render( TSubRect *Groundsubcell );
bool
Render( TGroundNode *Node );
bool bool
Render( TDynamicObject *Dynamic ); Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
bool bool
Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ); Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
void void
Render( TSubModel *Submodel ); Render( TSubModel *Submodel );
void
Render( TMemCell *Memcell );
bool
Render_Alpha( TGround *Ground );
bool
Render_Alpha( TSubRect *Groundsubcell );
bool
Render_Alpha( TGroundNode *Node );
bool bool
Render_Alpha( TDynamicObject *Dynamic ); Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
bool bool
Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ); Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
void bool
Render_Alpha( TSubModel *Submodel ); Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
// maintenance jobs // maintenance jobs
void void
Update( double const Deltatime); Update( double const Deltatime );
void
Update_Lights( light_array const &Lights );
void
Disable_Lights();
inline
bool
Visible( TDynamicObject const *Dynamic ) const { return m_camera.visible( Dynamic ); }
// debug performance string // debug performance string
std::string const & std::string const &
Info() const; Info() const;
// light methods
texture_manager::size_type
GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true ) {
return m_textures.GetTextureId( Filename, Dir, Filter, Loadnow );
}
void void
Bind( texture_manager::size_type const Id ) { Disable_Lights();
// temporary until we separate the renderer // geometry methods
m_textures.Bind( Id ); // NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
} // creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
Create_Bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
Insert( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
Replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset = 0 );
// adds supplied vertex data at the end of specified chunk
bool
Append( vertex_array &Vertices, geometry_handle const &Geometry );
// provides direct access to vertex data of specfied chunk
vertex_array const &
Vertices( geometry_handle const &Geometry ) const;
// texture methods
texture_handle
GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true );
void
Bind( texture_handle const Texture );
opengl_texture & opengl_texture &
Texture( texture_manager::size_type const Id ) { Texture( texture_handle const Texture );
return m_textures.Texture( Id );
}
// members // members
GLenum static const sunlight{ GL_LIGHT0 }; GLenum static const sunlight{ GL_LIGHT0 };
@@ -200,20 +184,43 @@ private:
// methods // methods
bool bool
Init_caps(); Init_caps();
bool
Render( world_environment *Environment );
bool
Render( TGround *Ground );
bool
Render( TGroundRect *Groundcell );
bool
Render( TSubRect *Groundsubcell );
bool
Render( TGroundNode *Node );
void
Render( TMemCell *Memcell );
bool
Render_Alpha( TGround *Ground );
bool
Render_Alpha( TSubRect *Groundsubcell );
bool
Render_Alpha( TGroundNode *Node );
void
Render_Alpha( TSubModel *Submodel );
void
Update_Lights( light_array const &Lights );
// members // members
rendermode renderpass{ rendermode::color };
opengllight_array m_lights; opengllight_array m_lights;
geometrybank_manager m_geometry;
texture_manager m_textures; texture_manager m_textures;
opengl_camera m_camera; opengl_camera m_camera;
rendermode renderpass{ rendermode::color };
float m_drawrange{ 2500.0f }; // current drawing range float m_drawrange{ 2500.0f }; // current drawing range
float m_drawtime{ 1000.0f / 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps float m_drawtime{ 1000.0f / 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps
double m_updateaccumulator{ 0.0 }; double m_updateaccumulator{ 0.0 };
std::string m_debuginfo; std::string m_debuginfo;
GLFWwindow *m_window{ nullptr }; GLFWwindow *m_window{ nullptr };
texture_manager::size_type m_glaretextureid{ -1 }; texture_handle m_glaretextureid{ -1 };
texture_manager::size_type m_suntextureid{ -1 }; texture_handle m_suntextureid{ -1 };
texture_manager::size_type m_moontextureid{ -1 }; texture_handle m_moontextureid{ -1 };
GLUquadricObj *m_quadric; // helper object for drawing debug mode scene elements GLUquadricObj *m_quadric; // helper object for drawing debug mode scene elements
}; };

View File

@@ -79,7 +79,7 @@ private:
GLuint m_fontbase{ (GLuint)-1 }; // numer DL dla znaków w napisach GLuint m_fontbase{ (GLuint)-1 }; // numer DL dla znaków w napisach
float m_progress{ 0.0f }; // percentage of filled progres bar, to indicate lengthy operations. float m_progress{ 0.0f }; // percentage of filled progres bar, to indicate lengthy operations.
float m_subtaskprogress{ 0.0f }; // percentage of filled progres bar, to indicate lengthy operations. float m_subtaskprogress{ 0.0f }; // percentage of filled progres bar, to indicate lengthy operations.
texture_manager::size_type m_background; // path to texture used as the background. size depends on mAspect. texture_handle m_background; // path to texture used as the background. size depends on mAspect.
std::vector<std::shared_ptr<ui_panel> > m_panels; std::vector<std::shared_ptr<ui_panel> > m_panels;
}; };

View File

@@ -24,32 +24,32 @@ http://mozilla.org/MPL/2.0/.
#define MAKE_ID4(a,b,c,d) (((std::uint32_t)(d)<<24)|((std::uint32_t)(c)<<16)|((std::uint32_t)(b)<<8)|(std::uint32_t)(a)) #define MAKE_ID4(a,b,c,d) (((std::uint32_t)(d)<<24)|((std::uint32_t)(c)<<16)|((std::uint32_t)(b)<<8)|(std::uint32_t)(a))
template <typename _Type> template <typename Type_>
void SafeDelete( _Type &Pointer ) { void SafeDelete( Type_ &Pointer ) {
delete Pointer; delete Pointer;
Pointer = nullptr; Pointer = nullptr;
} }
template <typename _Type> template <typename Type_>
void SafeDeleteArray( _Type &Pointer ) { void SafeDeleteArray( Type_ &Pointer ) {
delete[] Pointer; delete[] Pointer;
Pointer = nullptr; Pointer = nullptr;
} }
template <typename _Type> template <typename Type_>
_Type Type_
clamp( _Type const Value, _Type const Min, _Type const Max ) { clamp( Type_ const Value, Type_ const Min, Type_ const Max ) {
_Type value = Value; Type_ value = Value;
if( value < Min ) { value = Min; } if( value < Min ) { value = Min; }
if( value > Max ) { value = Max; } if( value > Max ) { value = Max; }
return value; return value;
} }
// keeps the provided value in specified range 0-Range, as if the range was circular buffer // keeps the provided value in specified range 0-Range, as if the range was circular buffer
template <typename _Type> template <typename Type_>
_Type Type_
clamp_circular( _Type Value, _Type const Range = static_cast<_Type>(360) ) { clamp_circular( Type_ Value, Type_ const Range = static_cast<Type_>(360) ) {
Value -= Range * (int)( Value / Range ); // clamp the range to 0-360 Value -= Range * (int)( Value / Range ); // clamp the range to 0-360
if( Value < 0.0 ) Value += Range; if( Value < 0.0 ) Value += Range;
@@ -57,9 +57,9 @@ clamp_circular( _Type Value, _Type const Range = static_cast<_Type>(360) ) {
return Value; return Value;
} }
template <typename _Type> template <typename Type_>
_Type Type_
interpolate( _Type const First, _Type const Second, float const Factor ) { interpolate( Type_ const First, Type_ const Second, float const Factor ) {
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor ); return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
} }