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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 20:39:18 +02:00

wheel blur, colored shader gamma

This commit is contained in:
milek7
2018-07-24 21:15:50 +02:00
parent 17ad436976
commit dfe48d72a4
5 changed files with 72 additions and 46 deletions

View File

@@ -411,7 +411,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
{
auto const *vehicle = World.Train->Dynamic();
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
future = glm::translate(mv, -glm::vec3(vehicle->get_last_movement())) * glm::inverse(mv);
future = glm::translate(mv, -glm::vec3(vehicle->get_future_movement())) * glm::inverse(mv);
}
model_ubs.future = glm::mat4();
@@ -1798,7 +1798,7 @@ bool opengl_renderer::Render(TDynamicObject *Dynamic)
glm::mat4 future_stack = model_ubs.future;
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_last_movement())) * glm::inverse(mv);
model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_future_movement())) * glm::inverse(mv);
::glPushMatrix();
::glTranslated(originoffset.x, originoffset.y, originoffset.z);
@@ -2044,13 +2044,20 @@ void opengl_renderer::Render(TSubModel *Submodel)
++m_debugstats.submodels;
++m_debugstats.drawcalls;
glm::mat4 future_stack = model_ubs.future;
if (Submodel->iFlags & 0xC000)
{
::glPushMatrix();
if (Submodel->fMatrix)
::glMultMatrixf(Submodel->fMatrix->readArray());
if (Submodel->b_Anim != TAnimType::at_None)
Submodel->RaAnimation(Submodel->b_Anim);
if (Submodel->b_aAnim != TAnimType::at_None)
{
Submodel->RaAnimation(Submodel->b_aAnim);
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
model_ubs.future *= (mv * Submodel->future_transform) * glm::inverse(mv);
}
}
if (Submodel->eType < TP_ROTATOR)
@@ -2260,7 +2267,10 @@ void opengl_renderer::Render(TSubModel *Submodel)
Render(Submodel->Child);
if (Submodel->iFlags & 0xC000)
{
model_ubs.future = future_stack;
::glPopMatrix();
}
}
/*
if( Submodel->b_Anim < at_SecondsJump )
@@ -2750,7 +2760,7 @@ bool opengl_renderer::Render_Alpha(TDynamicObject *Dynamic)
glm::mat4 future_stack = model_ubs.future;
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_last_movement())) * glm::inverse(mv);
model_ubs.future *= glm::translate(mv, glm::vec3(Dynamic->get_future_movement())) * glm::inverse(mv);
::glPushMatrix();
@@ -2859,13 +2869,20 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
++m_debugstats.submodels;
++m_debugstats.drawcalls;
glm::mat4 future_stack = model_ubs.future;
if (Submodel->iFlags & 0xC000)
{
::glPushMatrix();
if (Submodel->fMatrix)
::glMultMatrixf(Submodel->fMatrix->readArray());
if (Submodel->b_aAnim != TAnimType::at_None)
{
Submodel->RaAnimation(Submodel->b_aAnim);
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
model_ubs.future *= (mv * Submodel->future_transform) * glm::inverse(mv);
}
}
if (Submodel->eType < TP_ROTATOR)
@@ -3050,7 +3067,10 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
}
if (Submodel->iFlags & 0xC000)
{
model_ubs.future = future_stack;
::glPopMatrix();
}
}
/*
if( Submodel->b_aAnim < at_SecondsJump )
@@ -3095,34 +3115,34 @@ scene::basic_node *opengl_renderer::Update_Pick_Node()
{
// m7t: restore picking
/*
Render_pass(rendermode::pickscenery);
Render_pass(rendermode::pickscenery);
// determine point to examine
glm::dvec2 mousepos;
glfwGetCursorPos(m_window, &mousepos.x, &mousepos.y);
mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
// determine point to examine
glm::dvec2 mousepos;
glfwGetCursorPos(m_window, &mousepos.x, &mousepos.y);
mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
glm::ivec2 pickbufferpos;
pickbufferpos = glm::ivec2{mousepos.x * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowWidth), mousepos.y * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowHeight)};
glm::ivec2 pickbufferpos;
pickbufferpos = glm::ivec2{mousepos.x * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowWidth), mousepos.y * EU07_PICKBUFFERSIZE / std::max(1, Global.iWindowHeight)};
unsigned char pickreadout[3];
unsigned char pickreadout[3];
// m7t: ! replace with PBO and wait frame or two to improve performance
// (and don't clash with control picking)
m_pick_fb->bind();
::glReadPixels(pickbufferpos.x, pickbufferpos.y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pickreadout);
m_pick_fb->unbind();
// m7t: ! replace with PBO and wait frame or two to improve performance
// (and don't clash with control picking)
m_pick_fb->bind();
::glReadPixels(pickbufferpos.x, pickbufferpos.y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pickreadout);
m_pick_fb->unbind();
auto const nodeindex = pick_index(glm::ivec3{pickreadout[0], pickreadout[1], pickreadout[2]});
scene::basic_node const *node{nullptr};
if ((nodeindex > 0) && (nodeindex <= m_picksceneryitems.size()))
{
node = m_picksceneryitems[nodeindex - 1];
}
auto const nodeindex = pick_index(glm::ivec3{pickreadout[0], pickreadout[1], pickreadout[2]});
scene::basic_node const *node{nullptr};
if ((nodeindex > 0) && (nodeindex <= m_picksceneryitems.size()))
{
node = m_picksceneryitems[nodeindex - 1];
}
m_picksceneryitem = node;
return node;
*/
m_picksceneryitem = node;
return node;
*/
return nullptr;
}