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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 13:29:19 +02:00

merge fixes (still broken)

This commit is contained in:
VB
2017-06-28 14:05:05 +02:00
parent 91864d8195
commit f01498facc
11 changed files with 95 additions and 120 deletions

View File

@@ -157,7 +157,6 @@ opengl_renderer::Render() {
// frustum tests are performed in 'world space' but after we set up frustum
// we no longer need camera translation, only rotation
::glMultMatrixd( glm::value_ptr( glm::dmat4( glm::dmat3( worldcamera ))));
glDisable(GL_FRAMEBUFFER_SRGB);
Render( &World.Environment );
glUseProgram(World.shader);
@@ -171,11 +170,10 @@ opengl_renderer::Render() {
m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
m_drawcount = m_drawqueue.size();
}
glDebug("dis1");
glUseProgram(0);
glEnable(GL_FRAMEBUFFER_SRGB);
UILayer.render();
glfwSwapBuffers( m_window );
return true; // for now always succeed
}
@@ -204,10 +202,8 @@ opengl_renderer::Render( world_environment *Environment ) {
else { ::glDisable( GL_FOG ); }
Environment->m_skydome.Render();
if( true == Global::bUseVBO ) {
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
opengl_vbogeometrybank::reset();
}
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
opengl_vbogeometrybank::reset();
Environment->m_stars.render();
float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
@@ -366,6 +362,8 @@ opengl_renderer::Texture( texture_handle const Texture ) {
bool
opengl_renderer::Render( TGround *Ground ) {
World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
::glEnable( GL_LIGHTING );
::glDisable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.50f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
@@ -408,7 +406,9 @@ opengl_renderer::Render( TGround *Ground ) {
}
if( m_camera.visible( cell->m_area ) ) {
glDebug("to tu?");
Render( cell );
glDebug("koniec to tu");
}
}
}
@@ -443,7 +443,6 @@ opengl_renderer::Render( TGroundRect *Groundcell ) {
}
}
if( Groundcell->nTerrain ) {
Render( Groundcell->nTerrain );
}
Groundcell->iLastDisplay = Groundcell->iFrameNumber; // drugi raz nie potrzeba
@@ -506,6 +505,7 @@ opengl_renderer::Render( TGroundNode *Node ) {
/*
Node->SetLastUsage( Timer::GetSimulationTime() );
*/
switch (Node->iType)
{ // obiekty renderowane niezależnie od odległości
case TP_SUBMODEL:
@@ -524,17 +524,14 @@ opengl_renderer::Render( TGroundNode *Node ) {
return false;
}
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
World.shader.set_mv(glm::translate(OpenGLMatrices.data(GL_MODELVIEW), glm::vec3(originoffset.x, originoffset.y, originoffset.z)));
switch (Node->iType) {
case TP_TRACK: {
// setup
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
Render( Node->pTrack );
// post-render cleanup
::glPopMatrix();
return true;
}
@@ -553,23 +550,16 @@ opengl_renderer::Render( TGroundNode *Node ) {
::glColor4fv(
glm::value_ptr(
glm::vec4(
Node->Diffuse * glm::make_vec3( Global::DayLight.ambient ),
Node->Diffuse * Global::daylight.ambient,
std::min(
1.0,
1000.0 * Node->fLineThickness / ( distancesquared + 1.0 ) ) ) ) );
GfxRenderer.Bind( 0 );
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
m_geometry.draw( Node->m_geometry );
// post-render cleanup
::glPopMatrix();
return true;
}
@@ -583,16 +573,9 @@ opengl_renderer::Render( TGroundNode *Node ) {
Bind( Node->TextureID );
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
m_geometry.draw( Node->m_geometry );
// post-render cleanup
::glPopMatrix();
return true;
}
@@ -803,7 +786,7 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
glUseProgram(0);
glEnableClientState(GL_VERTEX_ARRAY);
glLoadMatrixf(glm::value_ptr(mm));
glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
glVertexPointer(3, GL_FLOAT, sizeof(basic_vertex), static_cast<char *>(nullptr)); // pozycje
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
@@ -862,7 +845,7 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
if( Submodel->Next )
if( Submodel->iAlpha & Submodel->iFlags & 0x1F000000 )
Render( Submodel->Next ); // dalsze rekurencyjnie
Render( Submodel->Next, m ); // dalsze rekurencyjnie
}
void
@@ -965,6 +948,9 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
return false;
}
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
World.shader.set_mv(glm::translate(OpenGLMatrices.data(GL_MODELVIEW), glm::vec3(originoffset.x, originoffset.y, originoffset.z)));
switch (Node->iType)
{
case TP_TRACTION: {
@@ -990,16 +976,9 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
Bind( NULL );
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
m_geometry.draw( Node->hvTraction->m_geometry );
// post-render cleanup
::glPopMatrix();
::glLineWidth( 1.0 );
if( !Global::bSmoothTraction ) {
::glEnable( GL_LINE_SMOOTH );
@@ -1026,7 +1005,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
::glColor4fv(
glm::value_ptr(
glm::vec4(
Node->Diffuse * glm::make_vec3( Global::DayLight.ambient ), // w zaleznosci od koloru swiatla
Node->Diffuse * Global::daylight.ambient, // w zaleznosci od koloru swiatla
std::min( 1.0, linewidth ) ) ) );
if( linewidth > 1.0 ) {
::glLineWidth( static_cast<float>(linewidth) );
@@ -1034,10 +1013,6 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
GfxRenderer.Bind( 0 );
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
m_geometry.draw( Node->m_geometry );
@@ -1046,8 +1021,6 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
::glLineWidth( 1.0f );
}
::glPopMatrix();
return true;
}
@@ -1061,16 +1034,9 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
Bind( Node->TextureID );
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
m_geometry.draw( Node->m_geometry );
// post-render cleanup
::glPopMatrix();
return true;
}
@@ -1209,27 +1175,29 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
World.shader.set_mv(mm);
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) // rysuj gdy element przezroczysty
{
// textures...
if( Submodel->TextureID < 0 ) { // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
}
else {
// również 0
Bind( Submodel->TextureID );
}
::glColor3fv( glm::value_ptr(Submodel->f4Diffuse) ); // McZapkie-240702: zamiast ub
// ...luminance
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr(Submodel->f4Diffuse) );
}
if (Submodel->eType < TP_ROTATOR) {
// renderowanie obiektów OpenGL
if (Submodel->iAlpha & Submodel->iFlags & 0x2F) // rysuj gdy element przezroczysty
{
// textures...
if (Submodel->TextureID < 0) { // zmienialne skóry
Bind(Submodel->ReplacableSkinId[-Submodel->TextureID]);
}
else {
// również 0
Bind(Submodel->TextureID);
}
::glColor3fv(glm::value_ptr(Submodel->f4Diffuse)); // McZapkie-240702: zamiast ub
// ...luminance
if (Global::fLuminance < Submodel->fLight) {
// zeby swiecilo na kolorowo
::glMaterialfv(GL_FRONT, GL_EMISSION, glm::value_ptr(Submodel->f4Diffuse));
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// main draw call
m_geometry.draw(Submodel->m_geometry);
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {