mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 18:19:19 +02:00
wheel blur, colored shader gamma
This commit is contained in:
30
DynObj.cpp
30
DynObj.cpp
@@ -418,12 +418,9 @@ void TDynamicObject::SetPneumatic(bool front, bool red)
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void TDynamicObject::UpdateAxle(TAnim *pAnim)
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{ // animacja osi
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pAnim->smAnimated->SetRotate(float3(1, 0, 0), *pAnim->dWheelAngle);
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};
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void TDynamicObject::UpdateBoogie(TAnim *pAnim)
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{ // animacja wózka
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pAnim->smAnimated->SetRotate(float3(1, 0, 0), *pAnim->dWheelAngle);
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size_t wheel_id = pAnim->dWheelAngle;
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pAnim->smAnimated->SetRotate(float3(1, 0, 0), dWheelAngle[wheel_id]);
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pAnim->smAnimated->future_transform = glm::rotate((float)glm::radians(m_future_wheels_angle[wheel_id]), glm::vec3(1.0f, 0.0f, 0.0f));
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};
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void TDynamicObject::UpdateDoorTranslate(TAnim *pAnim)
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@@ -670,7 +667,7 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist)
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animation.yUpdate( &animation );
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}
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}
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if( ( mdModel != nullptr )
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&& ( ObjSqrDist < ( 50 * 50 ) ) ) {
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// gdy bliżej niż 50m
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@@ -3308,7 +3305,7 @@ bool TDynamicObject::Update(double dt, double dt1)
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glm::dvec3 old_pos = vPosition;
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Move(dDOMoveLen);
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m_last_movement = glm::dvec3(vPosition) - old_pos;
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m_future_movement = (glm::dvec3(vPosition) - old_pos) / dt1 * Timer::GetDeltaTime();
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if (!bEnabled) // usuwane pojazdy nie mają toru
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{ // pojazd do usunięcia
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@@ -3405,11 +3402,16 @@ bool TDynamicObject::Update(double dt, double dt1)
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if (MoverParameters->Vel != 0)
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{ // McZapkie-050402: krecenie kolami:
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glm::dvec3 old_wheels = glm::dvec3(dWheelAngle[0], dWheelAngle[1], dWheelAngle[2]);
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dWheelAngle[0] += 114.59155902616464175359630962821 * MoverParameters->V * dt1 /
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MoverParameters->WheelDiameterL; // przednie toczne
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dWheelAngle[1] += MoverParameters->nrot * dt1 * 360.0; // napędne
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dWheelAngle[2] += 114.59155902616464175359630962821 * MoverParameters->V * dt1 /
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MoverParameters->WheelDiameterT; // tylne toczne
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m_future_wheels_angle = (glm::dvec3(dWheelAngle[0], dWheelAngle[1], dWheelAngle[2]) - old_wheels) / dt1 * Timer::GetDeltaTime();
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if (dWheelAngle[0] > 360.0)
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dWheelAngle[0] -= 360.0; // a w drugą stronę jak się kręcą?
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if (dWheelAngle[1] > 360.0)
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@@ -3417,6 +3419,7 @@ bool TDynamicObject::Update(double dt, double dt1)
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if (dWheelAngle[2] > 360.0)
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dWheelAngle[2] -= 360.0;
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}
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if (pants) // pantograf może być w wagonie kuchennym albo pojeździe rewizyjnym
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// (np. SR61)
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{ // przeliczanie kątów dla pantografów
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@@ -3895,6 +3898,11 @@ bool TDynamicObject::Update(double dt, double dt1)
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return true; // Ra: chyba tak?
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}
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glm::dvec3 TDynamicObject::get_future_movement() const
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{
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return m_future_movement;
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}
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bool TDynamicObject::FastUpdate(double dt)
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{
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if (dt == 0.0)
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@@ -4776,7 +4784,7 @@ void TDynamicObject::LoadMMediaFile( std::string BaseDir, std::string TypeName,
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}
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// Ra: ustawianie indeksów osi
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for (i = 0; i < iAnimType[ANIM_WHEELS]; ++i) // ilość osi (zabezpieczenie przed błędami w CHK)
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pAnimations[i].dWheelAngle = dWheelAngle + 1; // domyślnie wskaźnik na napędzające
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pAnimations[i].dWheelAngle = 1; // domyślnie wskaźnik na napędzające
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i = 0;
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j = 1;
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k = 0;
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@@ -4789,13 +4797,13 @@ void TDynamicObject::LoadMMediaFile( std::string BaseDir, std::string TypeName,
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{ // wersja ze wskaźnikami jest bardziej elastyczna na nietypowe układy
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if ((k >= 'A') && (k <= 'J')) // 10 chyba maksimum?
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{
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pAnimations[i++].dWheelAngle = dWheelAngle + 1; // obrót osi napędzających
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pAnimations[i++].dWheelAngle = 1; // obrót osi napędzających
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--k; // następna będzie albo taka sama, albo bierzemy kolejny znak
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m = 2; // następujące toczne będą miały inną średnicę
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}
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else if ((k >= '1') && (k <= '9'))
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{
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pAnimations[i++].dWheelAngle = dWheelAngle + m; // obrót osi tocznych
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pAnimations[i++].dWheelAngle = m; // obrót osi tocznych
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--k; // następna będzie albo taka sama, albo bierzemy kolejny znak
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}
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else
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11
DynObj.h
11
DynObj.h
@@ -124,7 +124,7 @@ public:
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union
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{ // parametry animacji
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TAnimValveGear *pValveGear; // współczynniki do animacji parowozu
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double *dWheelAngle; // wskaźnik na kąt obrotu osi
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int dWheelAngle; // wskaźnik na kąt obrotu osi
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float *fParam; // różne parametry dla animacji
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TAnimPant *fParamPants; // różne parametry dla animacji
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};
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@@ -177,7 +177,8 @@ private: // położenie pojazdu w świecie oraz parametry ruchu
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Math3D::vector3 modelRot; // obrot pudła względem świata - do przeanalizowania, czy potrzebne!!!
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TDynamicObject * ABuFindNearestObject( TTrack *Track, TDynamicObject *MyPointer, int &CouplNr );
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glm::dvec3 m_last_movement;
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glm::dvec3 m_future_movement;
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glm::dvec3 m_future_wheels_angle;
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public:
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// parametry położenia pojazdu dostępne publicznie
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@@ -236,7 +237,6 @@ private:
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void UpdateNone(TAnim *pAnim){}; // animacja pusta (funkcje ustawiania submodeli, gdy blisko kamery)
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*/
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void UpdateAxle(TAnim *pAnim); // animacja osi
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void UpdateBoogie(TAnim *pAnim); // animacja wózka
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void UpdateDoorTranslate(TAnim *pAnim); // animacja drzwi - przesuw
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void UpdateDoorRotate(TAnim *pAnim); // animacja drzwi - obrót
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void UpdateDoorFold(TAnim *pAnim); // animacja drzwi - składanie
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@@ -606,10 +606,7 @@ private:
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int RouteWish(TTrack *tr);
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void DestinationSet(std::string to, std::string numer);
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void OverheadTrack(float o);
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glm::dvec3 get_last_movement() const
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{
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return m_last_movement;
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}
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glm::dvec3 get_future_movement() const;
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double MED[9][8]; // lista zmiennych do debugowania hamulca ED
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static std::string const MED_labels[ 8 ];
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@@ -208,6 +208,7 @@ public:
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return m_material; }
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void ParentMatrix(float4x4 *m) const;
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float MaxY( float4x4 const &m );
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glm::mat4 future_transform;
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void deserialize(std::istream&);
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void serialize(std::ostream&,
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74
renderer.cpp
74
renderer.cpp
@@ -411,7 +411,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
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{
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auto const *vehicle = World.Train->Dynamic();
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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future = glm::translate(mv, -glm::vec3(vehicle->get_last_movement())) * glm::inverse(mv);
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future = glm::translate(mv, -glm::vec3(vehicle->get_future_movement())) * glm::inverse(mv);
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}
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model_ubs.future = glm::mat4();
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@@ -1798,7 +1798,7 @@ bool opengl_renderer::Render(TDynamicObject *Dynamic)
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glm::mat4 future_stack = model_ubs.future;
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_last_movement())) * glm::inverse(mv);
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model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_future_movement())) * glm::inverse(mv);
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::glPushMatrix();
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::glTranslated(originoffset.x, originoffset.y, originoffset.z);
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@@ -2044,13 +2044,20 @@ void opengl_renderer::Render(TSubModel *Submodel)
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++m_debugstats.submodels;
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++m_debugstats.drawcalls;
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glm::mat4 future_stack = model_ubs.future;
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if (Submodel->iFlags & 0xC000)
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{
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::glPushMatrix();
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if (Submodel->fMatrix)
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::glMultMatrixf(Submodel->fMatrix->readArray());
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if (Submodel->b_Anim != TAnimType::at_None)
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Submodel->RaAnimation(Submodel->b_Anim);
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if (Submodel->b_aAnim != TAnimType::at_None)
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{
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Submodel->RaAnimation(Submodel->b_aAnim);
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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model_ubs.future *= (mv * Submodel->future_transform) * glm::inverse(mv);
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}
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}
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if (Submodel->eType < TP_ROTATOR)
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@@ -2260,7 +2267,10 @@ void opengl_renderer::Render(TSubModel *Submodel)
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Render(Submodel->Child);
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if (Submodel->iFlags & 0xC000)
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{
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model_ubs.future = future_stack;
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::glPopMatrix();
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}
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}
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/*
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if( Submodel->b_Anim < at_SecondsJump )
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@@ -2750,7 +2760,7 @@ bool opengl_renderer::Render_Alpha(TDynamicObject *Dynamic)
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glm::mat4 future_stack = model_ubs.future;
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_last_movement())) * glm::inverse(mv);
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model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_future_movement())) * glm::inverse(mv);
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::glPushMatrix();
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@@ -2859,13 +2869,20 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
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++m_debugstats.submodels;
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++m_debugstats.drawcalls;
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glm::mat4 future_stack = model_ubs.future;
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if (Submodel->iFlags & 0xC000)
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{
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::glPushMatrix();
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if (Submodel->fMatrix)
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::glMultMatrixf(Submodel->fMatrix->readArray());
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if (Submodel->b_aAnim != TAnimType::at_None)
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{
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Submodel->RaAnimation(Submodel->b_aAnim);
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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model_ubs.future *= (mv * Submodel->future_transform) * glm::inverse(mv);
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}
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}
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if (Submodel->eType < TP_ROTATOR)
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@@ -3050,7 +3067,10 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
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}
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if (Submodel->iFlags & 0xC000)
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{
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model_ubs.future = future_stack;
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::glPopMatrix();
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}
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}
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/*
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if( Submodel->b_aAnim < at_SecondsJump )
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@@ -3095,34 +3115,34 @@ scene::basic_node *opengl_renderer::Update_Pick_Node()
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{
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// m7t: restore picking
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/*
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Render_pass(rendermode::pickscenery);
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Render_pass(rendermode::pickscenery);
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// determine point to examine
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glm::dvec2 mousepos;
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glfwGetCursorPos(m_window, &mousepos.x, &mousepos.y);
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mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
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// determine point to examine
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glm::dvec2 mousepos;
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glfwGetCursorPos(m_window, &mousepos.x, &mousepos.y);
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mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
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glm::ivec2 pickbufferpos;
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pickbufferpos = glm::ivec2{mousepos.x * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowWidth), mousepos.y * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowHeight)};
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glm::ivec2 pickbufferpos;
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pickbufferpos = glm::ivec2{mousepos.x * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowWidth), mousepos.y * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowHeight)};
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unsigned char pickreadout[3];
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unsigned char pickreadout[3];
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// m7t: ! replace with PBO and wait frame or two to improve performance
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// (and don't clash with control picking)
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m_pick_fb->bind();
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::glReadPixels(pickbufferpos.x, pickbufferpos.y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pickreadout);
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m_pick_fb->unbind();
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// m7t: ! replace with PBO and wait frame or two to improve performance
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// (and don't clash with control picking)
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m_pick_fb->bind();
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::glReadPixels(pickbufferpos.x, pickbufferpos.y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pickreadout);
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m_pick_fb->unbind();
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auto const nodeindex = pick_index(glm::ivec3{pickreadout[0], pickreadout[1], pickreadout[2]});
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scene::basic_node const *node{nullptr};
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if ((nodeindex > 0) && (nodeindex <= m_picksceneryitems.size()))
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{
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node = m_picksceneryitems[nodeindex - 1];
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}
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auto const nodeindex = pick_index(glm::ivec3{pickreadout[0], pickreadout[1], pickreadout[2]});
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scene::basic_node const *node{nullptr};
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if ((nodeindex > 0) && (nodeindex <= m_picksceneryitems.size()))
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{
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node = m_picksceneryitems[nodeindex - 1];
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}
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m_picksceneryitem = node;
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return node;
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*/
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m_picksceneryitem = node;
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return node;
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*/
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return nullptr;
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}
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@@ -22,7 +22,7 @@ uniform samplerCube envmap;
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void main()
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{
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vec4 tex_color = vec4(param[0].rgb, 1.0f);
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vec4 tex_color = vec4(pow(param[0].rgb, vec3(2.2)), 1.0f);
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vec3 normal = normalize(f_normal);
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vec3 refvec = reflect(f_pos.xyz, normal);
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