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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 04:19:19 +02:00
This commit is contained in:
VB
2017-02-27 13:17:39 +01:00
22 changed files with 677 additions and 289 deletions

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@@ -57,6 +57,7 @@ set(SOURCES
"sky.cpp"
"sun.cpp"
"stars.cpp"
"lightarray.cpp"
"skydome.cpp"
"Sound.cpp"
"Spring.cpp"

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@@ -3758,12 +3758,14 @@ void TDynamicObject::Render()
// double ObjDist= SquareMagnitude(Global::pCameraPosition-pos);
if (this == Global::pUserDynamic)
{ // specjalne ustawienie, aby nie trzęsło
#ifdef EU07_USE_OLD_LIGHTING_MODEL
if (Global::bSmudge)
{ // jak jest widoczna smuga, to pojazd renderować po
// wyrenderowaniu smugi
glPopMatrix(); // a to trzeba zebrać przed wyjściem
return;
}
#endif
// if (Global::pWorld->) //tu trzeba by ustawić animacje na modelu
// zewnętrznym
glLoadIdentity(); // zacząć od macierzy jedynkowej

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@@ -420,7 +420,7 @@ public: // modele składowe pojazdu
void Render();
void RenderAlpha();
void RenderSounds();
inline vector3 GetPosition()
inline vector3 GetPosition() const
{
return vPosition;
};
@@ -436,7 +436,7 @@ public: // modele składowe pojazdu
{
return iAxleFirst ? Axle1.pPosition : Axle0.pPosition;
};
inline vector3 VectorFront()
inline vector3 VectorFront() const
{
return vFront;
};
@@ -456,7 +456,7 @@ public: // modele składowe pojazdu
{
return MoverParameters->Vel;
};
inline double GetLength()
inline double GetLength() const
{
return MoverParameters->Dim.L;
};

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@@ -79,6 +79,11 @@ inline float DotProduct( float3 const &v1, float3 const &v2 ) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
inline float3 Interpolate( float3 const &First, float3 const &Second, float const Factor ) {
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
}
class float4
{ // kwaternion obrotu
public:

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@@ -104,6 +104,7 @@ GLfloat Global::diffuseLight[] = {0.85f, 0.85f, 0.80f, 1.0f};
GLfloat Global::specularLight[] = {0.95f, 0.94f, 0.90f, 1.0f};
#else
opengl_light Global::DayLight;
int Global::DynamicLightCount{ 3 };
#endif
GLfloat Global::whiteLight[] = {1.00f, 1.00f, 1.00f, 1.0f};
GLfloat Global::noLight[] = {0.00f, 0.00f, 0.00f, 1.0f};
@@ -575,7 +576,14 @@ void Global::ConfigParse(cParser &Parser)
std::tm *localtime = std::localtime(&timenow);
Global::fMoveLight = localtime->tm_yday + 1; // numer bieżącego dnia w roku
}
// TODO: calculate lights single time here for static setup. or get rid of static setup
}
else if( token == "dynamiclights" ) {
// number of dynamic lights in the scene
Parser.getTokens( 1, false );
Parser >> Global::DynamicLightCount;
// clamp the light number
Global::DynamicLightCount = std::min( 7, Global::DynamicLightCount ); // max 8 lights per opengl specs, and one used for sun
Global::DynamicLightCount = std::max( 1, Global::DynamicLightCount ); // at least one light for controlled vehicle
}
else if (token == "smoothtraction")
{

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@@ -232,7 +232,9 @@ class Global
static GLfloat diffuseLight[];
static GLfloat specularLight[];
#else
// TODO: put these things in the renderer
static opengl_light DayLight;
static int DynamicLightCount;
#endif
static GLfloat whiteLight[];
static GLfloat noLight[];

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@@ -1834,29 +1834,20 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
case TP_DYNAMIC:
tmp->DynamicObject = new TDynamicObject();
// tmp->DynamicObject->Load(Parser);
parser->getTokens();
*parser >> token;
str1 = token; // katalog
// McZapkie: doszedl parametr ze zmienialna skora
parser->getTokens();
*parser >> token;
Skin = token; // tekstura wymienna
parser->getTokens();
*parser >> token;
str3 = token; // McZapkie-131102: model w MMD
parser->getTokens(3);
*parser
>> str1 // katalog
>> Skin // tekstura wymienna
>> str3; // McZapkie-131102: model w MMD
if (bTrainSet)
{ // jeśli pojazd jest umieszczony w składzie
str = asTrainSetTrack;
parser->getTokens();
*parser >> tf1; // Ra: -1 oznacza odwrotne wstawienie, normalnie w składzie 0
parser->getTokens();
*parser >> token;
DriverType = token; // McZapkie:010303 - w przyszlosci rozne
// konfiguracje mechanik/pomocnik itp
parser->getTokens(3);
*parser
>> tf1 // Ra: -1 oznacza odwrotne wstawienie, normalnie w składzie 0
>> DriverType // McZapkie:010303 - w przyszlosci rozne konfiguracje mechanik/pomocnik itp
>> str4;
tf3 = fTrainSetVel; // prędkość
parser->getTokens();
*parser >> token;
str4 = token;
int2 = str4.find("."); // yB: wykorzystuje tutaj zmienna, ktora potem bedzie ladunkiem
if (int2 != string::npos) // yB: jesli znalazl kropke, to ja przetwarza jako parametry
{
@@ -1885,17 +1876,12 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
fTrainSetDist = 0; // zerowanie dodatkowego przesunięcia
asTrainName = ""; // puste oznacza jazdę pojedynczego bez rozkładu, "none" jest dla
// składu (trainset)
parser->getTokens();
*parser >> token;
str = token; // track
parser->getTokens();
*parser >> tf1; // Ra: -1 oznacza odwrotne wstawienie
parser->getTokens();
*parser >> token;
DriverType = token; // McZapkie:010303: obsada
parser->getTokens();
*parser >>
tf3; // prędkość, niektórzy wpisują tu "3" jako sprzęg, żeby nie było tabliczki
parser->getTokens(4);
*parser
>> str // track
>> tf1 // Ra: -1 oznacza odwrotne wstawienie
>> DriverType // McZapkie:010303: obsada
>> tf3; // prędkość, niektórzy wpisują tu "3" jako sprzęg, żeby nie było tabliczki
iTrainSetWehicleNumber = 0;
TempConnectionType[iTrainSetWehicleNumber] = 3; // likwidacja tabliczki na końcu?
}
@@ -1904,8 +1890,7 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
if (int2 > 0)
{ // jeżeli ładunku jest więcej niż 0, to rozpoznajemy jego typ
parser->getTokens();
*parser >> token;
str2 = token; // LoadType
*parser >> str2; // LoadType
if (str2 == "enddynamic") // idiotoodporność: ładunek bez podanego typu
{
str2 = "";
@@ -1979,6 +1964,16 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
}
if (token.compare("enddynamic") != 0)
Error("enddynamic statement missing");
/*
if( tmp->DynamicObject->MoverParameters->LightPowerSource.SourceType != TPowerSource::NotDefined ) {
// if the vehicle has defined light source, it can (potentially) emit light, so add it to the light array
*/
if( tmp->DynamicObject->MoverParameters->SecuritySystem.SystemType != 0 ) {
// we check for presence of security system, as a way to determine whether the vehicle is a controllable engine
// NOTE: this isn't 100% precise, e.g. middle EZT module comes with security system, while it has no lights
m_lights.insert( tmp->DynamicObject );
}
break;
case TP_MODEL:
if (rmin < 0)
@@ -4544,6 +4539,25 @@ bool TGround::Update(double dt, int iter)
return true;
};
// updates scene lights array
void
TGround::Update_Lights() {
m_lights.update();
// arrange the light array from closest to farthest from current position of the camera
auto const camera = Global::pCameraPosition;
std::sort(
m_lights.data.begin(),
m_lights.data.end(),
[&]( light_array::light_record const &Left, light_array::light_record const &Right ) {
// move lights which are off at the end...
if( Left.intensity == 0.0f ) { return false; }
if( Right.intensity == 0.0f ) { return true; }
// ...otherwise prefer closer and/or brigher light sources
return ((camera - Left.position).LengthSquared() * (1.0f - Left.intensity)) < ((camera - Right.position).LengthSquared() * (1.0f - Right.intensity));
} );
}
// Winger 170204 - szukanie trakcji nad pantografami
bool TGround::GetTraction(TDynamicObject *model)
{ // aktualizacja drutu zasilającego dla każdego pantografu, żeby odczytać napięcie
@@ -4794,6 +4808,27 @@ bool TGround::GetTraction(TDynamicObject *model)
return true;
};
bool
TGround::Render( Math3D::vector3 const &Camera ) {
GfxRenderer.Update_Lights( m_lights );
if( Global::bUseVBO ) { // renderowanie przez VBO
if( !RenderVBO( Camera ) )
return false;
if( !RenderAlphaVBO( Camera ) )
return false;
}
else { // renderowanie przez Display List
if( !RenderDL( Camera ) )
return false;
if( !RenderAlphaDL( Camera ) )
return false;
}
return true;
}
bool TGround::RenderDL(vector3 pPosition)
{ // renderowanie scenerii z Display List - faza nieprzezroczystych
glDisable(GL_BLEND);
@@ -5330,6 +5365,8 @@ void TGround::DynamicRemove(TDynamicObject *dyn)
node = (*n); // zapamiętanie węzła, aby go usunąć
(*n) = node->nNext; // pominięcie na liście
Global::TrainDelete(d);
// remove potential entries in the light array
m_lights.remove( d );
d = d->Next(); // przejście do kolejnego pojazdu, póki jeszcze jest
delete node; // usuwanie fizyczne z pamięci
}

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@@ -16,7 +16,9 @@ http://mozilla.org/MPL/2.0/.
#include "ResourceManager.h"
#include "Texture.h"
#include "dumb3d.h"
#include "Float3d.h"
#include "Names.h"
#include "lightarray.h"
using namespace Math3D;
@@ -303,11 +305,11 @@ class TGround
TNames *sTracks = nullptr; // posortowane nazwy torów i eventów
#else
typedef std::unordered_map<std::string, TEvent *> event_map;
// typedef std::unordered_map<std::string, TGroundNode *> groundnode_map;
event_map m_eventmap;
// groundnode_map m_memcellmap, m_modelmap, m_trackmap;
TNames<TGroundNode *> m_trackmap;
#endif
light_array m_lights; // collection of dynamic light sources present in the scene
private: // metody prywatne
bool EventConditon(TEvent *e);
@@ -350,8 +352,10 @@ class TGround
void MoveGroundNode(vector3 pPosition);
void UpdatePhys(double dt, int iter); // aktualizacja fizyki stałym krokiem
bool Update(double dt, int iter); // aktualizacja przesunięć zgodna z FPS
void Update_Lights(); // updates scene lights array
bool AddToQuery(TEvent *Event, TDynamicObject *Node);
bool GetTraction(TDynamicObject *model);
bool Render( Math3D::vector3 const &Camera );
bool RenderDL(vector3 pPosition);
bool RenderAlphaDL(vector3 pPosition);
bool RenderVBO(vector3 pPosition);

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@@ -207,43 +207,44 @@ inline void readMatrix(cParser &parser, float4x4 &matrix)
int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
{ // Ra: VBO tworzone na poziomie modelu, a nie submodeli
iNumVerts = 0;
iVboPtr = Pos; // pozycja w VBO
// TMaterialColorf Ambient,Diffuse,Specular;
// GLuint TextureID;
// char *extName;
if (!parser.expectToken("type:"))
Error("Model type parse failure!");
{
std::string type = parser.getToken<std::string>();
if (type == "mesh")
eType = GL_TRIANGLES; // submodel - trójkaty
else if (type == "point")
eType = GL_POINTS; // co to niby jest?
else if (type == "freespotlight")
eType = TP_FREESPOTLIGHT; //światełko
else if (type == "text")
eType = TP_TEXT; // wyświetlacz tekstowy (generator napisów)
else if (type == "stars")
eType = TP_STARS; // wiele punktów świetlnych
};
parser.ignoreToken();
std::string token;
// parser.getToken(token1); //ze zmianą na małe!
parser.getTokens(1, false); // nazwa submodelu bez zmieny na małe
parser >> token;
NameSet(token.c_str());
if (dynamic)
{ // dla pojazdu, blokujemy załączone submodele, które mogą być
// nieobsługiwane
if (token.find("_on") + 3 == token.length()) // jeśli nazwa kończy się na "_on"
iVisible = 0; // to domyślnie wyłączyć, żeby się nie nakładało z obiektem "_off"
}
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"
iNumVerts = 0;
iVboPtr = Pos; // pozycja w VBO
// TMaterialColorf Ambient,Diffuse,Specular;
// GLuint TextureID;
// char *extName;
if (!parser.expectToken("type:"))
Error("Model type parse failure!");
{
std::string type = parser.getToken<std::string>();
if (type == "mesh")
eType = GL_TRIANGLES; // submodel - trójkaty
else if (type == "point")
eType = GL_POINTS; // co to niby jest?
else if (type == "freespotlight")
eType = TP_FREESPOTLIGHT; //światełko
else if (type == "text")
eType = TP_TEXT; // wyświetlacz tekstowy (generator napisów)
else if (type == "stars")
eType = TP_STARS; // wiele punktów świetlnych
};
parser.ignoreToken();
std::string token;
// parser.getToken(token1); //ze zmianą na małe!
parser.getTokens(1, false); // nazwa submodelu bez zmieny na małe
parser >> token;
NameSet(token.c_str());
if (dynamic)
{ // dla pojazdu, blokujemy załączone submodele, które mogą być
// nieobsługiwane
if ( (token.size() >= 3)
&& (token.find("_on") + 3 == token.length())) // jeśli nazwa kończy się na "_on"
iVisible = 0; // to domyślnie wyłączyć, żeby się nie nakładało z obiektem "_off"
}
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!
{ // rodzaj animacji

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@@ -21,6 +21,11 @@ http://mozilla.org/MPL/2.0/.
// 101206 Ra: trapezoidalne drogi
// 110806 Ra: odwrócone mapowanie wzdłuż - Point1 == 1.0
float Interpolate( float const First, float const Second, float const Factor ) {
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
}
std::string Where(vector3 p)
{ // zamiana współrzędnych na tekst, używana w błędach
return std::to_string(p.x) + " " + std::to_string(p.y) + " " + std::to_string(p.z);
@@ -116,7 +121,11 @@ bool TSegment::Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointI
fStoop = atan2((Point2.y - Point1.y),
fLength); // pochylenie toru prostego, żeby nie liczyć wielokrotnie
SafeDeleteArray(fTsBuffer);
/*
if ((bCurve) && (fStep > 0))
*/
// we're enforcing sub-division of even straight track, to have dense enough mesh for the spotlight to work with
if( fStep > 0 )
{ // Ra: prosty dostanie podział, jak ma różną przechyłkę na końcach
double s = 0;
int i = 0;
@@ -454,6 +463,7 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, doubl
}
}
else
#ifdef EU07_USE_OLD_LIGHTING_MODEL
{ // gdy prosty, nie modyfikujemy wektora kierunkowego i poprzecznego
pos1 = FastGetPoint((fStep * iSkip) / fLength);
pos2 = FastGetPoint_1();
@@ -498,6 +508,91 @@ void TSegment::RenderLoft(const vector6 *ShapePoints, int iNumShapePoints, doubl
}
glEnd();
}
#else
{
Math3D::vector3 const pos0 = FastGetPoint( ( fStep * iSkip ) / fLength );
Math3D::vector3 const pos1 = FastGetPoint_1();
dir = GetDirection();
Math3D::vector3 const parallel = Normalize( vector3( -dir.z, 0.0, dir.x ) ); // wektor poprzeczny
Math3D::vector3 startnormal0, startnormal1, endnormal0, endnormal1;
Math3D::vector3 startvertex0, startvertex1, endvertex0, endvertex1;
float startuv0, startuv1, enduv0, enduv1;
for( j = 0; j < iNumShapePoints - 1; ++j ) {
startnormal0 = ShapePoints[ j ].n.x * parallel;
startnormal0.y += ShapePoints[ j ].n.y;
startvertex0 = parallel * ShapePoints[ j ].x + pos0;
startvertex0.y += ShapePoints[ j ].y;
startuv0 = ShapePoints[ j ].z;
startnormal1 = ShapePoints[ j + 1 ].n.x * parallel;
startnormal1.y += ShapePoints[ j + 1 ].n.y;
startvertex1 = parallel * ShapePoints[ j + 1 ].x + pos0;
startvertex1.y += ShapePoints[ j + 1 ].y;
startuv1 = ShapePoints[ j + 1 ].z;
if( trapez == false ) {
// single profile throughout
endnormal0 = startnormal0;
endvertex0 = startvertex0 + ( pos1 - pos0 );
enduv0 = startuv0;
endnormal1 = startnormal1;
endvertex1 = startvertex1 + ( pos1 - pos0 );
enduv1 = startuv1;
}
else {
// end profile is different
endnormal0 = ShapePoints[ j + iNumShapePoints ].n.x * parallel;
endnormal0.y += ShapePoints[ j + iNumShapePoints ].n.y;
endvertex0 = parallel * ShapePoints[ j + iNumShapePoints ].x + pos1; // odsunięcie
endvertex0.y += ShapePoints[ j + iNumShapePoints ].y; // wysokość
enduv0 = ShapePoints[ j + iNumShapePoints ].z;
endnormal1 = ShapePoints[ j + iNumShapePoints + 1 ].n.x * parallel;
endnormal1.y += ShapePoints[ j + iNumShapePoints + 1 ].n.y;
endvertex1 = parallel * ShapePoints[ j + iNumShapePoints + 1 ].x + pos1; // odsunięcie
endvertex1.y += ShapePoints[ j + iNumShapePoints + 1 ].y; // wysokość
enduv1 = ShapePoints[ j + iNumShapePoints + 1 ].z;
}
// now build strips, lerping from start to endpoint
step = 10.0; // arbitrary segment size for straights
float s = 0.0,
t = 0.0,
uv = 0.0;
glBegin( GL_TRIANGLE_STRIP );
while( s < fLength ) {
t = s / fLength;
uv = s / fTextureLength;
auto const normal1lerp = Interpolate( startnormal1, endnormal1, t );
glNormal3dv( &normal1lerp.x );
auto const uv1lerp = Interpolate( startuv1, enduv1, t );
glTexCoord2f( uv1lerp, uv );
auto const vertex1lerp = Interpolate( startvertex1, endvertex1, t );
glVertex3dv( &vertex1lerp.x );
auto const normal0lerp = Interpolate( startnormal0, endnormal0, t );
glNormal3dv( &normal0lerp.x );
auto const uv0lerp = Interpolate( startuv0, enduv0, t );
glTexCoord2f( uv0lerp, uv );
auto const vertex0lerp = Interpolate( startvertex0, endvertex0, t );
glVertex3dv( &vertex0lerp.x );
s += step;
}
// add ending vertex pair if needed
glNormal3dv( &endnormal1.x );
glTexCoord2f( enduv1, fLength / fTextureLength );
glVertex3dv( &endvertex1.x );
glNormal3dv( &endnormal0.x );
glTexCoord2f( enduv0, fLength / fTextureLength );
glVertex3dv( &endvertex0.x );
glEnd();
}
}
#endif
};
void TSegment::RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *ShapePoints2,

340
World.cpp
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@@ -251,89 +251,34 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Max texture size: " + std::to_string(Global::iMaxTextureSize));
}
/*-----------------------Render Initialization----------------------*/
if (Global::fOpenGL >= 1.2) // poniższe nie działa w 1.1
glTexEnvf(TEXTURE_FILTER_CONTROL_EXT, TEXTURE_LOD_BIAS_EXT, -1);
GLfloat FogColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear screen and depth buffer
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// WriteLog("glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0); ");
// glClearColor (1.0, 0.0, 0.0, 0.0); // Background Color
// glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0);
// Background // Color
glClearColor(Global::Background[0], Global::Background[1], Global::Background[2], 1.0); // Background Color
WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
glClearDepth( 1.0f ); // ZBuffer Value
glClearColor( 51.0f / 255.0f, 106.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // Background Color
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear screen and depth buffer
WriteLog("glClearDepth(1.0f); ");
glClearDepth(1.0f); // ZBuffer Value
// glEnable(GL_NORMALIZE);
// glEnable(GL_RESCALE_NORMAL);
// glEnable(GL_CULL_FACE);
WriteLog("glEnable(GL_TEXTURE_2D);");
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
WriteLog("glShadeModel(GL_SMOOTH);");
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
WriteLog("glEnable(GL_DEPTH_TEST);");
glEnable(GL_DEPTH_TEST);
// McZapkie:261102-uruchomienie polprzezroczystosci (na razie linie) pod kierunkiem Marcina
// if (Global::bRenderAlpha) //Ra: wywalam tę flagę
{
WriteLog("glEnable(GL_BLEND);");
glEnable(GL_BLEND);
WriteLog("glEnable(GL_ALPHA_TEST);");
glEnable(GL_ALPHA_TEST);
WriteLog("glAlphaFunc(GL_GREATER,0.04);");
glAlphaFunc(GL_GREATER, 0.04f);
WriteLog("glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);");
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
WriteLog("glDepthFunc(GL_LEQUAL);");
glDepthFunc(GL_LEQUAL);
}
/*
else
{
WriteLog("glEnable(GL_ALPHA_TEST);");
glEnable(GL_ALPHA_TEST);
WriteLog("glAlphaFunc(GL_GREATER,0.5);");
glAlphaFunc(GL_GREATER,0.5);
WriteLog("glDepthFunc(GL_LEQUAL);");
glDepthFunc(GL_LEQUAL);
WriteLog("glDisable(GL_BLEND);");
glDisable(GL_BLEND);
}
*/
/* zakomentowanie to co bylo kiedys mieszane
WriteLog("glEnable(GL_ALPHA_TEST);");
glEnable(GL_ALPHA_TEST);//glGetIntegerv()
WriteLog("glAlphaFunc(GL_GREATER,0.5);");
// glAlphaFunc(GL_LESS,0.5);
glAlphaFunc(GL_GREATER,0.5);
// glBlendFunc(GL_SRC_ALPHA,GL_ONE);
WriteLog("glDepthFunc(GL_LEQUAL);");
glDepthFunc(GL_LEQUAL);//EQUAL);
// The Type Of Depth Testing To Do
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
*/
WriteLog("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);");
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
WriteLog("glPolygonMode(GL_FRONT, GL_FILL);");
glPolygonMode(GL_FRONT, GL_FILL);
WriteLog("glFrontFace(GL_CCW);");
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
WriteLog("glEnable(GL_CULL_FACE); ");
glEnable(GL_CULL_FACE); // Cull back-facing triangles
WriteLog("glLineWidth(1.0f);");
glLineWidth(1.0f);
// glLineWidth(2.0f);
WriteLog("glPointSize(3.0f);");
glPointSize(3.0f);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// ----------- LIGHTING SETUP -----------
@@ -365,35 +310,18 @@ bool TWorld::Init(GLFWwindow *w)
glEnable(GL_LIGHT0);
#endif
// glColor() ma zmieniać kolor wybrany w glColorMaterial()
WriteLog("glEnable(GL_COLOR_MATERIAL);");
glEnable(GL_COLOR_MATERIAL);
WriteLog("glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);");
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glColor4fv(Global::whiteLight);
// WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT, whiteLight );");
// glMaterialfv( GL_FRONT, GL_AMBIENT, Global::whiteLight );
WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, whiteLight );");
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, Global::whiteLight);
/*
WriteLog("glMaterialfv( GL_FRONT, GL_SPECULAR, noLight );");
glMaterialfv( GL_FRONT, GL_SPECULAR, Global::noLight );
*/
WriteLog("glEnable(GL_LIGHTING);");
glEnable(GL_LIGHTING);
WriteLog("glFogi(GL_FOG_MODE, GL_LINEAR);");
glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Mode
WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
GLfloat FogColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
WriteLog("glFogf(GL_FOG_START, 1000.0f);");
glFogf(GL_FOG_START, 10.0f); // Fog Start Depth
WriteLog("glFogf(GL_FOG_END, 2000.0f);");
glFogf(GL_FOG_END, 200.0f); // Fog End Depth
WriteLog("glEnable(GL_FOG);");
glEnable(GL_FOG); // Enables GL_FOG
// Ra: ustawienia testowe
@@ -456,7 +384,7 @@ bool TWorld::Init(GLFWwindow *w)
glLoadIdentity();
// glColor4f(0.3f,0.0f,0.0f,0.0f);
glTranslatef(0.0f, 0.0f, -0.50f);
// glTranslatef(0.0f, 0.0f, -0.50f);
// glRasterPos2f(-0.25f, -0.10f);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glColor3f( 3.0f, 3.0f, 3.0f );
@@ -467,23 +395,25 @@ bool TWorld::Init(GLFWwindow *w)
auto logo = GfxRenderer.GetTextureId( "logo", szTexturePath, 6 );
GfxRenderer.Bind(logo); // Select our texture
float const widthratio = ( 4.0f / 3.0f ) / ( (float)Global::iWindowWidth / Global::iWindowHeight );
glBegin(GL_QUADS); // Drawing using triangles
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f); // bottom left of the texture and quad
glVertex2f( -widthratio, -1.0f ); // bottom left of the texture and quad
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f); // bottom right of the texture and quad
glVertex2f(widthratio, -1.0f); // bottom right of the texture and quad
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f); // top right of the texture and quad
glVertex2f(widthratio, 1.0f); // top right of the texture and quad
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f); // top left of the texture and quad
glVertex2f( -widthratio, 1.0f ); // top left of the texture and quad
glEnd();
//~logo; Ra: to jest bez sensu zapis
glColor3f(0.0f, 0.0f, 1.0f);
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.25f);
glRasterPos2f(-0.85f * widthratio, -0.25f);
glPrint("Uruchamianie / Initializing...");
glRasterPos2f(-0.85f, -0.30f);
glRasterPos2f(-0.85f * widthratio, -0.30f);
glPrint("Dzwiek / Sound...");
}
glfwSwapBuffers(window);
@@ -496,7 +426,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Sound Init OK");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.30f);
glRasterPos2f(-0.25f * widthratio, -0.30f);
glPrint("OK.");
}
@@ -506,7 +436,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Textures init");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.35f);
glRasterPos2f(-0.85f * widthratio, -0.35f);
glPrint("Tekstury / Textures...");
}
glfwSwapBuffers(window);
@@ -514,7 +444,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Textures init OK");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.35f);
glRasterPos2f( -0.25f * widthratio, -0.35f );
glPrint("OK.");
}
glfwSwapBuffers(window);
@@ -522,7 +452,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Models init");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.40f);
glRasterPos2f( -0.85f * widthratio, -0.40f );
glPrint("Modele / Models...");
}
glfwSwapBuffers(window);
@@ -532,7 +462,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Models init OK");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.40f);
glRasterPos2f( -0.25f * widthratio, -0.40f );
glPrint("OK.");
}
glfwSwapBuffers(window);
@@ -540,7 +470,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Ground init");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.45f);
glRasterPos2f( -0.85f * widthratio, -0.45f );
glPrint("Sceneria / Scenery (please wait)...");
}
glfwSwapBuffers(window);
@@ -568,7 +498,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Ground init OK");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.45f);
glRasterPos2f( -0.25f * widthratio, -0.45f );
glPrint("OK.");
}
glfwSwapBuffers(window);
@@ -585,7 +515,7 @@ bool TWorld::Init(GLFWwindow *w)
char buff[255] = "Player train init: ";
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.50f);
glRasterPos2f( -0.85f * widthratio, -0.50f );
glPrint("Przygotowanie kabiny do sterowania...");
}
glfwSwapBuffers(window);
@@ -606,7 +536,7 @@ bool TWorld::Init(GLFWwindow *w)
WriteLog("Player train init OK");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.50f);
glRasterPos2f( -0.25f * widthratio, -0.50f );
glPrint("OK.");
}
FollowView();
@@ -618,7 +548,7 @@ bool TWorld::Init(GLFWwindow *w)
FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.50f);
glRasterPos2f( -0.85f * widthratio, -0.50f );
glPrint("Blad inicjalizacji sterowanego pojazdu!");
}
glfwSwapBuffers(window);
@@ -634,7 +564,7 @@ bool TWorld::Init(GLFWwindow *w)
Error("Player train not exist!");
if (Global::detonatoryOK)
{
glRasterPos2f(-0.85f, -0.55f);
glRasterPos2f( -0.85f * widthratio, -0.55f );
glPrint("Wybrany pojazd nie istnieje w scenerii!");
}
}
@@ -731,49 +661,102 @@ void TWorld::OnKeyDown(int cKey)
}
else if (cKey >= GLFW_KEY_F1 && cKey <= GLFW_KEY_F12)
{
switch (cKey)
{
case GLFW_KEY_F1: // czas i relacja
case GLFW_KEY_F3:
case GLFW_KEY_F5: // przesiadka do innego pojazdu
case GLFW_KEY_F8: // FPS
case GLFW_KEY_F9: // wersja, typ wyświetlania, błędy OpenGL
case GLFW_KEY_F10:
if (Global::iTextMode == cKey)
Global::iTextMode =
(Global::iPause && (cKey != GLFW_KEY_F1) ? GLFW_KEY_F1 :
0); // wyłączenie napisów, chyba że pauza
else
Global::iTextMode = cKey;
break;
case GLFW_KEY_F2: // parametry pojazdu
if (Global::iTextMode == cKey) // jeśli kolejne naciśnięcie
++Global::iScreenMode[cKey - GLFW_KEY_F1]; // kolejny ekran
else
{ // pierwsze naciśnięcie daje pierwszy (tzn. zerowy) ekran
Global::iTextMode = cKey;
Global::iScreenMode[cKey - GLFW_KEY_F1] = 0;
switch (cKey) {
case GLFW_KEY_F1: {
if( DebugModeFlag ) {
// additional time speedup keys in debug mode
if(Global::ctrlState) {
// ctrl-f3
GlobalTime->UpdateMTableTime( 20.0 * 60.0 );
}
else if(Global::shiftState) {
// shift-f3
GlobalTime->UpdateMTableTime( 5.0 * 60.0 );
}
}
if( (Global::ctrlState)
&& (Global::shiftState) ) {
// czas i relacja
if( Global::iTextMode == cKey ) {
// wyłączenie napisów, chyba że pauza
Global::iTextMode =
( Global::iPause && ( cKey != GLFW_KEY_F1 ) ?
GLFW_KEY_F1 :
0 );
}
else
Global::iTextMode = cKey;
}
break;
}
break;
case GLFW_KEY_F12:
if (Global::ctrlState && Global::shiftState)
DebugModeFlag = !DebugModeFlag; // taka opcjonalna funkcja, może się czasem przydać
else
case GLFW_KEY_F2: {
// parametry pojazdu
if( Global::iTextMode == cKey ) {
// jeśli kolejne naciśnięcie
++Global::iScreenMode[ cKey - GLFW_KEY_F1 ]; // kolejny ekran
}
else {
// pierwsze naciśnięcie daje pierwszy (tzn. zerowy) ekran
Global::iTextMode = cKey;
Global::iScreenMode[ cKey - GLFW_KEY_F1 ] = 0;
}
break;
}
case GLFW_KEY_F3: {
Global::iTextMode = cKey;
break;
case GLFW_KEY_F4:
InOutKey();
break;
case GLFW_KEY_F6:
if (DebugModeFlag)
{ // przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
// Global::iViewMode=GLFW_KEY_F6;
if (Global::ctrlState)
Global::fTimeSpeed = (Global::shiftState ? 10.0 : 5.0);
break;
}
case GLFW_KEY_F4: {
InOutKey();
break;
}
case GLFW_KEY_F5: {
// przesiadka do innego pojazdu
Global::iTextMode = cKey;
break;
}
case GLFW_KEY_F6: {
Global::iTextMode = cKey;
// przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
if( DebugModeFlag ) {
if( Global::ctrlState ) { Global::fTimeSpeed = (Global::shiftState ? 60.0 : 20.0 ); }
else { Global::fTimeSpeed = ( Global::shiftState ? 5.0 : 1.0 ); }
}
break;
}
case GLFW_KEY_F8: {
Global::iTextMode = cKey;
// FPS
break;
}
case GLFW_KEY_F9: {
Global::iTextMode = cKey;
// wersja, typ wyświetlania, błędy OpenGL
break;
}
case GLFW_KEY_F10: {
if( Global::iTextMode == cKey ) {
Global::iTextMode =
( Global::iPause && ( cKey != GLFW_KEY_F1 ) ?
GLFW_KEY_F1 :
0 ); // wyłączenie napisów, chyba że pauza
}
else {
Global::iTextMode = cKey;
}
break;
}
case GLFW_KEY_F12: {
// coś tam jeszcze
if( Global::ctrlState
&& Global::shiftState )
DebugModeFlag = !DebugModeFlag; // taka opcjonalna funkcja, może się czasem przydać
else
Global::fTimeSpeed = (Global::shiftState ? 2.0 : 1.0);
Global::iTextMode = cKey;
break;
}
break;
}
// if (cKey!=GLFW_KEY_F4)
return; // nie są przekazywane do pojazdu wcale
@@ -1112,7 +1095,8 @@ bool TWorld::Update()
iCheckFPS = 0.25 * Timer::GetFPS(); // tak za 0.25 sekundy sprawdzić ponownie (jeszcze przycina?)
}
Timer::UpdateTimers(Global::iPause != 0);
if (!Global::iPause)
if( (Global::iPause == false)
|| (m_init == false) )
{ // jak pauza, to nie ma po co tego przeliczać
GlobalTime->UpdateMTableTime(Timer::GetDeltaTime()); // McZapkie-300302: czas rozkladowy
// Ra 2014-07: przeliczenie kąta czasu (do animacji zależnych od czasu)
@@ -1196,6 +1180,8 @@ bool TWorld::Update()
Ground.CheckQuery();
Ground.Update_Lights();
if( Train != nullptr ) {
TSubModel::iInstance = reinterpret_cast<size_t>( Train->Dynamic() );
Train->Update( dt );
@@ -1207,13 +1193,17 @@ bool TWorld::Update()
// przy 0.25 smuga gaśnie o 6:37 w Quarku, a mogłaby już 5:40
// Ra 2014-12: przy 0.15 się skarżyli, że nie widać smug => zmieniłem na 0.25
// changed light activation threshold to 0.5, paired with strength reduction in daylight
if (Train) // jeśli nie usunięty
if( Train ) {
// jeśli nie usunięty
Global::bSmudge =
( FreeFlyModeFlag ?
false :
( Train->Dynamic()->fShade <= 0.0 ?
(Global::fLuminance <= 0.5) :
(Train->Dynamic()->fShade * Global::fLuminance <= 0.5) ) );
( Global::fLuminance <= 0.5 ) :
( Train->Dynamic()->fShade * Global::fLuminance <= 0.5 ) ) );
}
m_init = true;
if (!Render())
return false;
@@ -1484,31 +1474,11 @@ bool TWorld::Render()
Environment.render();
}
if (Global::bUseVBO)
{ // renderowanie przez VBO
if (!Ground.RenderVBO(Camera.Pos))
return false;
if (!Ground.RenderAlphaVBO(Camera.Pos))
return false;
}
else
{ // renderowanie przez Display List
if (!Ground.RenderDL(Camera.Pos))
return false;
if (!Ground.RenderAlphaDL(Camera.Pos))
return false;
}
/*
TSubModel::iInstance = (int)(Train ? Train->Dynamic() : 0); //żeby nie robić cudzych animacji
// if (Camera.Type==tp_Follow)
if (Train)
Train->Update();
*/
if( false == Ground.Render( Camera.Pos ) ) { return false; }
Render_Cab();
Render_UI();
// glFlush();
// Global::bReCompile=false; //Ra: już zrobiona rekompilacja
ResourceManager::Sweep( Timer::GetSimulationTime() );
return true;
@@ -1533,6 +1503,7 @@ TWorld::Render_Cab() {
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
return;
}
/*
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
if( ( Train->Dynamic()->mdKabina != Train->Dynamic()->mdModel ) &&
@@ -1546,10 +1517,11 @@ TWorld::Render_Cab() {
glLoadIdentity(); // zacząć od macierzy jedynkowej
Camera.SetCabMatrix( pos ); // widok z kamery po przesunięciu
glMultMatrixd( dynamic->mMatrix.getArray() ); // ta macierz nie ma przesunięcia
/*
//*yB: moje smuuugi 1
if( Global::bSmudge ) { // Ra: uwzględniłem zacienienie pojazdu przy zapalaniu smug
// 1. warunek na smugę wyznaczyc wcześniej
// 1. warunek na smugę wyznaczyc wcześniej
// 2. jeśli smuga włączona, nie renderować pojazdu użytkownika w DynObj
// 3. jeśli smuga właczona, wyrenderować pojazd użytkownia po dodaniu smugi do sceny
auto const &frontlights = Train->Controlled()->iLights[ 0 ];
@@ -1622,24 +1594,25 @@ TWorld::Render_Cab() {
//float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
glBegin( GL_QUADS );
float fSmudge = dynamic->MoverParameters->DimHalf.y + 7; // gdzie zaczynać smugę
if( frontlightstrength > 0.f ) { // wystarczy jeden zapalony z przodu
if( frontlightstrength > 0.f ) {
// wystarczy jeden zapalony z przodu
for( int i = 15; i <= 35; i++ ) {
float z = i * i * i * 0.01f;//25/4;
//float C = (36 - i*0.5)*0.005*(1.5 - sqrt(ddl));
float C = ( 36 - i*0.5 )*0.005*sqrt( ( 1 / sqrt( Global::fLuminance + 0.015 ) ) - 1 ) * frontlightstrength;
glColor4f( C, C, C, 1.0f );// *frontlightstrength );
glTexCoord2f( 0, 0 ); glVertex3f( -10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
glTexCoord2f( 1, 0 ); glVertex3f( 10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
glTexCoord2f( 1, 1 ); glVertex3f( 10 / 2 + 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3 );
glTexCoord2f( 0, 0 ); glVertex3f( -10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
glTexCoord2f( 1, 0 ); glVertex3f( 10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3 );
glTexCoord2f( 1, 1 ); glVertex3f( 10 / 2 + 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3 );
glTexCoord2f( 0, 1 ); glVertex3f( -10 / 2 - 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3 );
}
}
if( rearlightstrength > 0.f ) { // wystarczy jeden zapalony z tyłu
if( rearlightstrength > 0.f ) {
// wystarczy jeden zapalony z tyłu
for( int i = 15; i <= 35; i++ ) {
float z = i * i * i * 0.01f;//25/4;
float C = ( 36 - i*0.5 )*0.005*sqrt( ( 1 / sqrt( Global::fLuminance + 0.015 ) ) - 1 ) * rearlightstrength;
glColor4f( C, C, C, 0.35f );// *rearlightstrength );
glColor4f( C, C, C, 1.0f );// *rearlightstrength );
glTexCoord2f( 0, 0 ); glVertex3f( 10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3 );
glTexCoord2f( 1, 0 ); glVertex3f( -10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3 );
glTexCoord2f( 1, 1 ); glVertex3f( -10 / 2 - 2 * i / 4, -5.0 - 0.5*z, -13 - 1.7*z / 3 );
@@ -1656,14 +1629,17 @@ TWorld::Render_Cab() {
glEnable( GL_FOG );
}
}
glEnable( GL_LIGHTING ); // po renderowaniu smugi jest to wyłączone
// Ra: pojazd użytkownika należało by renderować po smudze, aby go nie rozświetlała
Global::bSmudge = false; // aby model użytkownika się teraz wyrenderował
dynamic->Render();
dynamic->RenderAlpha(); // przezroczyste fragmenty pojazdów na torach
} // yB: moje smuuugi 1 - koniec*/
} // yB: moje smuuugi 1 - koniec
else
glEnable( GL_LIGHTING ); // po renderowaniu drutów może być to wyłączone
*/ glEnable( GL_LIGHTING ); // po renderowaniu drutów może być to wyłączone. TODO: have the wires render take care of its own shit
if( dynamic->mdKabina ) // bo mogła zniknąć przy przechodzeniu do innego pojazdu
{
@@ -1794,9 +1770,9 @@ TWorld::Render_UI() {
glLoadIdentity();
if( DebugModeFlag && !Global::iTextMode ) {
OutText1 = " FPS: ";
OutText1 = "FPS: ";
OutText1 += to_string( Timer::GetFPS(), 2 );
OutText1 += Global::iSlowMotion ? "s" : "n";
OutText1 += Global::iSlowMotion ? "(s)" : "(n)";
OutText1 += ( Timer::GetDeltaTime() >= 0.2 ) ? "!" : " ";
// if (GetDeltaTime()>=0.2) //Ra: to za bardzo miota tekstem!
@@ -1811,7 +1787,7 @@ TWorld::Render_UI() {
if( Global::iTextMode == GLFW_KEY_F8 ) {
Global::iViewMode = GLFW_KEY_F8;
OutText1 = " FPS: ";
OutText1 = "FPS: ";
OutText1 += to_string( Timer::GetFPS(), 2 );
//OutText1 += sprintf();
if( Global::iSlowMotion )
@@ -2248,7 +2224,7 @@ TWorld::Render_UI() {
OutText1 +=
" " +
std::string( "S SEE NEN NWW SW" )
.substr( 1 + 2 * floor( fmod( 8 + ( Camera.Yaw + 0.5 * M_PI_4 ) / M_PI_4, 8 ) ), 2 );
.substr( 0 + 2 * floor( fmod( 8 + ( Camera.Yaw + 0.5 * M_PI_4 ) / M_PI_4, 8 ) ), 2 );
// current luminance level
OutText2 = "Light level: " + to_string( Global::fLuminance, 3 );
}
@@ -2963,16 +2939,14 @@ world_environment::update() {
auto const position = m_sun.getPosition();
// ...update the global data to match new sun state...
Global::SunAngle = m_sun.getAngle();
Global::DayLight.position[ 0 ] = position.x;
Global::DayLight.position[ 1 ] = position.y;
Global::DayLight.position[ 2 ] = position.z;
Global::DayLight.set_position( position );
Global::DayLight.direction = -1.0 * m_sun.getDirection();
// ...update skydome to match the current sun position as well...
m_skydome.Update( position );
// ...retrieve current sky colour and brightness...
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = RGBtoHSV( skydomecolour );
auto const intensity = std::min( 0.05f + m_sun.getIntensity() + skydomehsv.z, 1.25f );
auto const intensity = std::min( 1.15f * (0.05f + m_sun.getIntensity() + skydomehsv.z), 1.25f );
// ...update light colours and intensity.
// NOTE: intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
@@ -3009,7 +2983,7 @@ world_environment::render() {
m_skydome.Render();
m_stars.render();
// m_clouds.Render();
m_clouds.Render( m_skydome.GetAverageColor() * 2.5f );
if( DebugModeFlag == true ) {
// mark sun position for easier debugging

View File

@@ -82,6 +82,7 @@ class TWorld
double VelPrev; // poprzednia prędkość
int tprev; // poprzedni czas
double Acc; // przyspieszenie styczne
bool m_init{ false }; // indicates whether initial update of the world was performed
public:
void ModifyTGA(std::string const &dir = "");
void CreateE3D(std::string const &dir = "", bool dyn = false);

View File

@@ -83,7 +83,8 @@ class vector3
void inline Normalize();
void inline SafeNormalize();
double inline Length();
double inline Length() const;
double inline LengthSquared() const;
void inline Zero()
{
x = y = z = 0.0;
@@ -415,6 +416,11 @@ inline vector3 CrossProduct(const vector3 &v1, const vector3 &v2)
return vector3(v1.y * v2.z - v1.z * v2.y, v2.x * v1.z - v2.z * v1.x, v1.x * v2.y - v1.y * v2.x);
}
inline vector3 Interpolate( vector3 const &First, vector3 const &Second, float const Factor ) {
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
}
inline vector3 operator*(const matrix4x4 &m, const vector3 &v)
{
return vector3(v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
@@ -430,11 +436,16 @@ void inline vector3::Normalize()
z *= il;
}
double inline vector3::Length()
double inline vector3::Length() const
{
return SQRT_FUNCTION(x * x + y * y + z * z);
}
double inline vector3::LengthSquared() const {
return ( x * x + y * y + z * z );
}
inline bool operator==(const matrix4x4 &m1, const matrix4x4 &m2)
{
for (int x = 0; x < 4; ++x)

75
lightarray.cpp Normal file
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@@ -0,0 +1,75 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
/*
MaSzyna EU07 locomotive simulator
Copyright (C) 2001-2004 Marcin Wozniak and others
*/
#include "stdafx.h"
#include "lightarray.h"
#include "dynobj.h"
void
light_array::insert( TDynamicObject const *Owner ) {
// we're only storing lights for locos, which have two sets of lights, front and rear
// for a more generic role this function would have to be tweaked to add vehicle type-specific light combinations
data.emplace_back( Owner, 0 );
data.emplace_back( Owner, 1 );
}
void
light_array::remove( TDynamicObject const *Owner ) {
data.erase(
std::remove_if(
data.begin(),
data.end(),
[=]( light_record const &light ){ return light.owner == Owner; } ),
data.end() );
}
// updates records in the collection
void
light_array::update() {
for( auto &light : data ) {
// update light parameters to match current data of the owner
if( light.index == 0 ) {
// front light set
light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * light.owner->GetLength() * 0.45 );
light.direction = light.owner->VectorFront();
}
else {
// rear light set
light.position = light.owner->GetPosition() - ( light.owner->VectorFront() * light.owner->GetLength() * 0.45 );
light.direction = light.owner->VectorFront();
light.direction.x = -light.direction.x;
light.direction.z = -light.direction.z;
}
// determine intensity of this light set
if( true == light.owner->MoverParameters->Battery ) {
// with battery on, the intensity depends on the state of activated switches
auto const &lightbits = light.owner->iLights[ light.index ];
light.count = 0 +
( ( lightbits & 1 ) ? 1 : 0 ) +
( ( lightbits & 4 ) ? 1 : 0 ) +
( ( lightbits & 16 ) ? 1 : 0 );
light.intensity = 0.15f * light.count; // TODO: intensity can be affected further by dim switch or other factors
}
else {
// with battery off the lights are off
light.intensity = 0.0f;
light.count = 0;
}
}
}

45
lightarray.h Normal file
View File

@@ -0,0 +1,45 @@
#pragma once
#include <vector>
#include "dumb3d.h"
#include "float3d.h"
#include "dynobj.h"
// collection of virtual light sources present in the scene
// used by the renderer to determine most suitable placement for actual light sources during render
struct light_array {
public:
// types
struct light_record {
light_record( TDynamicObject const *Owner, int const Lightindex) :
owner(Owner), index(Lightindex)
{};
TDynamicObject const *owner; // the object in world which 'carries' the light
int index{ -1 }; // 0: front lights, 1: rear lights
Math3D::vector3 position; // position of the light in 3d scene
Math3D::vector3 direction; // direction of the light in 3d scene
float3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
float intensity{ 0.0f }; // (combined) intensity of the light(s)
int count{ 0 }; // number (or pattern) of active light(s)
};
// methods
// adds records for lights of specified owner to the collection
void
insert( TDynamicObject const *Owner );
// removes records for lights of specified owner from the collection
void
remove( TDynamicObject const *Owner );
// updates records in the collection
void
update();
// types
typedef std::vector<light_record> lightrecord_array;
// members
lightrecord_array data;
};

View File

@@ -9,7 +9,85 @@ http://mozilla.org/MPL/2.0/.
#include "stdafx.h"
#include "renderer.h"
#include "globals.h"
opengl_renderer GfxRenderer;
void
opengl_renderer::Init() {
// create dynamic light pool
for( int idx = 0; idx < Global::DynamicLightCount; ++idx ) {
opengl_light light;
light.id = GL_LIGHT1 + idx;
light.position[ 3 ] = 1.0f;
::glLightf( light.id, GL_SPOT_CUTOFF, 20.0f );
::glLightf( light.id, GL_SPOT_EXPONENT, 10.0f );
::glLightf( light.id, GL_CONSTANT_ATTENUATION, 0.0f );
::glLightf( light.id, GL_LINEAR_ATTENUATION, 0.035f );
m_lights.emplace_back( light );
}
}
void
opengl_renderer::Update_Lights( light_array const &Lights ) {
size_t const count = std::min( m_lights.size(), Lights.data.size() );
if( count == 0 ) { return; }
auto renderlight = m_lights.begin();
for( auto const &scenelight : Lights.data ) {
if( renderlight == m_lights.end() ) {
// we ran out of lights to assign
break;
}
if( scenelight.intensity == 0.0f ) {
// all lights past this one are bound to be off
break;
}
if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
// we don't care about lights past arbitrary limit of 1 km.
// but there could still be weaker lights which are closer, so keep looking
continue;
}
// if the light passed tests so far, it's good enough
renderlight->set_position( scenelight.position );
renderlight->direction = scenelight.direction;
renderlight->diffuse[ 0 ] = scenelight.color.x;
renderlight->diffuse[ 1 ] = scenelight.color.y;
renderlight->diffuse[ 2 ] = scenelight.color.z;
renderlight->ambient[ 0 ] = scenelight.color.x * scenelight.intensity;
renderlight->ambient[ 1 ] = scenelight.color.y * scenelight.intensity;
renderlight->ambient[ 2 ] = scenelight.color.z * scenelight.intensity;
::glLightf( renderlight->id, GL_LINEAR_ATTENUATION, 0.3f / std::pow( scenelight.count, 2 ) );
::glEnable( renderlight->id );
renderlight->apply_intensity();
renderlight->apply_angle();
++renderlight;
}
while( renderlight != m_lights.end() ) {
// if we went through all scene lights and there's still opengl lights remaining, kill these
::glDisable( renderlight->id );
++renderlight;
}
}
void
opengl_renderer::Disable_Lights() {
for( int idx = 0; idx < m_lights.size() + 1; ++idx ) {
::glDisable( GL_LIGHT0 + idx );
}
}
//---------------------------------------------------------------------------

View File

@@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/.
#include "GL/glew.h"
#include "texture.h"
#include "lightarray.h"
#include "dumb3d.h"
struct opengl_light {
@@ -23,10 +24,10 @@ struct opengl_light {
GLfloat specular[ 4 ];
opengl_light() {
position[ 0 ] = position[ 1 ] = position[ 2 ] = 0.0f; position[ 3 ] = 1.0f;
ambient[ 0 ] = ambient[ 1 ] = ambient[ 2 ] = ambient[ 3 ] = 1.0f;
diffuse[ 0 ] = diffuse[ 1 ] = diffuse[ 2 ] = diffuse[ 3 ] = 1.0f;
specular[ 0 ] = specular[ 1 ] = specular[ 2 ] = specular[ 3 ] = 1.0f;
position[ 0 ] = position[ 1 ] = position[ 2 ] = 0.0f; position[ 3 ] = 1.0f; // 0,0,0,1
ambient[ 0 ] = ambient[ 1 ] = ambient[ 2 ] = 0.0f; ambient[ 3 ] = 1.0f; // 0,0,0,1
diffuse[ 0 ] = diffuse[ 1 ] = diffuse[ 2 ] = diffuse[ 3 ] = 1.0f; // 1,1,1,1
specular[ 0 ] = specular[ 1 ] = specular[ 2 ] = specular[ 3 ] = 1.0f; // 1,1,1,1
}
inline
@@ -45,6 +46,13 @@ struct opengl_light {
glLightfv( id, GL_SPOT_DIRECTION, directionarray );
}
}
inline
void set_position( Math3D::vector3 const &Position ) {
position[ 0 ] = Position.x;
position[ 1 ] = Position.y;
position[ 2 ] = Position.z;
}
};
// encapsulates basic rendering setup.
@@ -65,32 +73,50 @@ struct opengl_material {
class opengl_renderer {
public:
GLenum static const sunlight{ GL_LIGHT0 };
// GLenum static const ambientlight{ GL_LIGHT1 };
// types
// methods
void
Init();
void
Update_Lights( light_array const &Lights );
void
Disable_Lights();
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
Bind( texture_manager::size_type const Id ) {
// temporary until we separate the renderer
m_textures.Bind( Id );
}
opengl_texture &
Texture( texture_manager::size_type const Id ) {
return m_textures.Texture( Id );
}
// members
GLenum static const sunlight{ GL_LIGHT0 };
private:
// types
enum class rendermode {
color
};
typedef std::vector<opengl_light> opengllight_array;
// members
rendermode renderpass{ rendermode::color };
opengllight_array m_lights;
texture_manager m_textures;
};

20
sky.cpp
View File

@@ -22,21 +22,22 @@ TSky::TSky(){};
void TSky::Init()
{
WriteLog(Global::asSky.c_str());
WriteLog("init");
WriteLog( "Clouds init" );
if ((Global::asSky != "1") && (Global::asSky != "0"))
// {
mdCloud = TModelsManager::GetModel(Global::asSky.c_str());
// }
mdCloud = TModelsManager::GetModel( Global::asSky );
};
void TSky::Render()
void TSky::Render( float3 const &Tint )
{
if (mdCloud)
{ // jeśli jest model nieba
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
#else
::glEnable( GL_LIGHTING );
GfxRenderer.Disable_Lights();
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &Tint.x );
#endif
if (Global::bUseVBO)
{ // renderowanie z VBO
@@ -48,10 +49,15 @@ void TSky::Render()
mdCloud->Render(100, 0);
mdCloud->RenderAlpha(100, 0);
}
glPopMatrix();
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glPopMatrix();
// TODO: re-implement this
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
#else
GLfloat noambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, noambient );
::glEnable( GL_LIGHT0 ); // other lights will be enabled during lights update
::glDisable( GL_LIGHTING );
#endif
}
};

3
sky.h
View File

@@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/.
#pragma once
#include "Model3d.h"
#include "Float3d.h"
class TSky
{
@@ -21,7 +22,7 @@ class TSky
TSky();
~TSky();
void Init();
void Render();
void Render( float3 const &Tint = float3(1.0f, 1.0f, 1.0f) );
};
//---------------------------------------------------------------------------

View File

@@ -61,9 +61,9 @@ CSkyDome::CSkyDome (int const Tesselation) :
m_tesselation( Tesselation ) {
// SetSunPosition( Math3D::vector3(75.0f, 0.0f, 0.0f) );
SetTurbidity( 3.5f );
SetExposure( true, 16.0f );
SetOvercastFactor( 0.08f );
SetTurbidity( 3.0f );
SetExposure( true, 20.0f );
SetOvercastFactor( 0.05f );
SetGammaCorrection( 2.2f );
Generate();
}
@@ -75,7 +75,8 @@ CSkyDome::~CSkyDome() {
void CSkyDome::Generate() {
// radius of dome
float const radius = 1.0f; // 100.0f;
float const radius = 1.0f;
float const offset = 0.1f * radius; // horizontal offset, a cheap way to prevent a gap between ground and horizon
// create geometry chunk
int const latitudes = m_tesselation / 2;
@@ -98,11 +99,11 @@ void CSkyDome::Generate() {
float x = std::cos( longitude );
float y = std::sin( longitude );
m_vertices.emplace_back( float3( x * zr0, y * zr0 - 0.1f, z0 ) * radius );
m_vertices.emplace_back( float3( x * zr0, y * zr0 - offset, z0 ) * radius );
// m_normals.emplace_back( float3( -x * zr0, -y * zr0, -z0 ) );
m_colours.emplace_back( float3( 0.75f, 0.75f, 0.75f ) );
m_vertices.emplace_back( float3( x * zr1, y * zr1 - 0.1f, z1 ) * radius );
m_vertices.emplace_back( float3( x * zr1, y * zr1 - offset, z1 ) * radius );
// m_normals.emplace_back( float3( -x * zr1, -y * zr1, -z1 ) );
m_colours.emplace_back( float3( 0.75f, 0.75f, 0.75f ) );
}
@@ -156,7 +157,7 @@ bool CSkyDome::SetSunPosition( Math3D::vector3 const &Direction ) {
m_sundirection = sundirection;
m_thetasun = std::acosf( m_sundirection.y );
m_phisun = std::atan2( m_sundirection.z , m_sundirection.x );
m_phisun = std::atan2( m_sundirection.z, m_sundirection.x );
return true;
}
@@ -249,7 +250,7 @@ void CSkyDome::RebuildColors() {
// trough all vertices
float3 vertex;
float3 color, colorconverter;
float3 color, colorconverter, shiftedcolor;
for ( unsigned int i = 0; i < m_vertices.size(); ++i ) {
// grab it
@@ -295,9 +296,24 @@ void CSkyDome::RebuildColors() {
// exp scale
colorconverter.z = 1.0f - exp( -m_expfactor * colorconverter.z );
}
// override the hue, based on sun height above the horizon. crude way to deal with model shortcomings
// correction begins when the sun is higher than 10 degrees above the horizon, and fully in effect at 10+15 degrees
auto const degreesabovehorizon = 90.0f - m_thetasun * ( 180.0f / M_PI );
auto const sunbasedphase = clamp( (1.0f / 15.0f) * ( degreesabovehorizon - 10.0f ), 0.0f, 1.0f );
// correction is applied in linear manner from the bottom, becomes fully in effect for vertices with y = 0.50
auto const heightbasedphase = clamp( vertex.y * 2.0f, 0.0f, 1.0f );
// this height-based factor is reduced the farther the sky is up in the sky
float const shiftfactor = clamp( interpolate(heightbasedphase, sunbasedphase, sunbasedphase), 0.0f, 1.0f );
// h = 210 makes for 'typical' sky tone
shiftedcolor = float3( 210.0f, colorconverter.y, colorconverter.z );
shiftedcolor = HSVtoRGB( shiftedcolor );
color = HSVtoRGB(colorconverter);
color = Interpolate( color, shiftedcolor, shiftfactor );
/*
// gamma control
// gamma control
color.x = std::pow( color.x, m_gammacorrection );
color.x = std::pow( color.y, m_gammacorrection );
color.x = std::pow( color.z, m_gammacorrection );

View File

@@ -42,7 +42,7 @@ private:
// data
int const m_tesselation;
std::vector<float3> m_vertices;
std::vector<float3> m_normals;
// std::vector<float3> m_normals;
std::vector<float3> m_colours;
static float m_distributionluminance[ 5 ][ 2 ];

View File

@@ -32,8 +32,8 @@ cSun::update() {
move();
Math3D::vector3 position( 0.0f, 0.0f, -2000.0f );
position.RotateX( (float)( m_body.elevref * ( M_PI / 180.0 ) ) );
position.RotateY( (float)( ( 90.0 - m_body.hrang ) * ( M_PI / 180.0 ) ) );
position.RotateX( (float)( m_body.elevref * ( M_PI / 180.0 ) ) );
position.RotateY( (float)( -m_body.hrang * ( M_PI / 180.0 ) ) );
m_position = position;
}
@@ -69,8 +69,8 @@ Math3D::vector3
cSun::getDirection() {
Math3D::vector3 position( 0.f, 0.f, -1.f );
position.RotateX( (float)(m_body.elevref * (M_PI/180.0)) );
position.RotateY( (float)((90.0 - m_body.hrang) * (M_PI/180.0)) );
position.RotateX( (float)( m_body.elevref * (M_PI/180.0)) );
position.RotateY( (float)( -m_body.hrang * (M_PI/180.0)) );
position.Normalize();
return position;
}