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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-11 05:51:01 +01:00
Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections
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@@ -638,9 +638,10 @@ void scene_walk::Render(cell_sequence::iterator First, cell_sequence::iterator L
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}
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}
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if( Global.reflectiontune.fidelity >= 2 ) {
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// opaque parts of vehicles
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// opaque parts of vehicles, but the one the backend leaves out (the vehicle of the cab, seen from the inside)
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for( auto *path : cell->m_paths ) {
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for( auto *dynamic : path->Dynamics ) {
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if( dynamic == m_shadowskipvehicle ) { continue; }
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Render( dynamic );
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}
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}
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@@ -515,7 +515,8 @@ class scene_walk
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// the shadow pass draws the kept scenery part of the map of a lamp: no vehicles, and not the model of the lamp itself
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bool m_cubescenery{false};
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TAnimModel const *m_cubeskipinstance{nullptr};
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// the shadow pass leaves this vehicle out (the one the headlights of the map being drawn belong to)
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// the shadow pass leaves this vehicle out (the one the headlights of the map being drawn belong to), and so does the walk of the
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// reflection mode (the vehicle of the cab, for the ray traced reflections of the vulkan renderer)
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TDynamicObject const *m_shadowskipvehicle{nullptr};
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// what the picking passes drew, by the index of their colours
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std::vector<TSubModel const *> m_pickcontrolsitems;
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135
rendering/common/screenreflections.cpp
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135
rendering/common/screenreflections.cpp
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@@ -0,0 +1,135 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "rendering/common/screenreflections.h"
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#include "vehicle/DynObj.h"
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#include "gl/ubo.h"
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#include "utilities/Globals.h"
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namespace
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{
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// the camera moved farther than this since the frame of the history (another camera, another vehicle, a jump): the history is
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// no good for the reflections
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constexpr double CAMERA_JUMP{50.0};
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// the box around the vehicle of the cab is this much larger than the vehicle on each side, metres
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constexpr double CAB_BOX_MARGIN{0.5};
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} // namespace
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void gfx::screen_reflections::begin_frame(glm::mat4 const &Projection, glm::dmat3 const &View, glm::dvec3 const &Camera, TDynamicObject const *Cab, glm::ivec2 const &Size, int const Levels)
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{
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++m_frame;
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m_levels = std::max(Levels, 1);
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m_current.projection = glm::dmat4{Projection};
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m_current.view = View;
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m_current.camera = Camera;
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m_current.vehicle = Cab;
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m_current.cab = glm::dmat4{1.0};
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if (Cab != nullptr)
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{
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// as Render_cab() places it
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m_current.cab = glm::translate(glm::dmat4{1.0}, Cab->GetPosition() - Camera) * Cab->mMatrix;
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}
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m_current.size = Size;
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m_current.valid = true;
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m_historyvalid = m_history.valid && (m_history.size == Size) && (glm::length(Camera - m_history.camera) < CAMERA_JUMP);
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m_hascab = false;
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if (false == m_historyvalid)
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{
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m_reprojection = glm::mat4{1.f};
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m_reprojectioncab = glm::mat4{1.f};
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m_cabbox = glm::mat4{1.f};
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return;
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}
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// the view of this frame to the world around the camera, the world around the camera of the history, its view and projection
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auto const toworld{glm::dmat4{glm::inverse(View)}};
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m_reprojection = glm::mat4{m_history.projection * glm::dmat4{m_history.view} * glm::translate(glm::dmat4{1.0}, Camera - m_history.camera) * toworld};
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// the cab goes with its vehicle: the view of this frame to the cab, to the world around the camera of the history
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if ((Cab != nullptr) && (Cab == m_history.vehicle))
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{
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m_reprojectioncab = glm::mat4{m_history.projection * glm::dmat4{m_history.view} * m_history.cab * glm::inverse(m_current.cab) * toworld};
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// the vehicle stands on the origin of its model, along z, up to its height
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auto const &dimensions{Cab->MoverParameters->Dim};
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glm::dvec3 const lower{-0.5 * dimensions.W - CAB_BOX_MARGIN, -CAB_BOX_MARGIN, -0.5 * dimensions.L - CAB_BOX_MARGIN};
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glm::dvec3 const upper{0.5 * dimensions.W + CAB_BOX_MARGIN, dimensions.H + CAB_BOX_MARGIN, 0.5 * dimensions.L + CAB_BOX_MARGIN};
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auto const centre{0.5 * (lower + upper)};
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auto const halfsize{glm::max(0.5 * (upper - lower), glm::dvec3{0.1})};
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auto const tobox{glm::scale(glm::dmat4{1.0}, 1.0 / halfsize) * glm::translate(glm::dmat4{1.0}, -centre)};
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m_cabbox = glm::mat4{tobox * glm::inverse(m_current.cab) * toworld};
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m_hascab = true;
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}
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else
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{
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m_reprojectioncab = m_reprojection;
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m_cabbox = glm::mat4{1.f};
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}
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}
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void gfx::screen_reflections::end_frame()
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{
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if (m_current.valid)
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{
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m_history = m_current;
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}
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}
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void gfx::screen_reflections::setup(gl::scene_ubs &Scene, float const Steps, bool const Raytracing, float const Raytracingrange, bool const Temporal) const
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{
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clear(Scene);
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auto const screen{m_historyvalid && (Steps > 0.f)};
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if ((false == screen) && (false == Raytracing))
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{
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return;
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}
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Scene.ssr_reprojection = m_reprojection;
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Scene.ssr_reprojection_cab = m_reprojectioncab;
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Scene.ssr_cab_box = m_cabbox;
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Scene.ssr_params = glm::vec4{screen ? Steps : 0.f, Global.gfx_ssr_range, Global.gfx_ssr_roughness, Temporal ? static_cast<float>(m_frame % 16) : 0.f};
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Scene.ssr_params2 = glm::vec4{static_cast<float>(m_levels - 1), m_hascab ? 1.f : 0.f, Raytracing ? 1.f : 0.f, Raytracingrange};
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}
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void gfx::screen_reflections::clear(gl::scene_ubs &Scene)
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{
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Scene.ssr_reprojection = glm::mat4{1.f};
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Scene.ssr_reprojection_cab = glm::mat4{1.f};
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Scene.ssr_cab_box = glm::mat4{1.f};
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Scene.ssr_params = glm::vec4{0.f};
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Scene.ssr_params2 = glm::vec4{0.f};
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}
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float gfx::screen_reflections::steps(int const Level)
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{
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switch (Level)
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{
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case 1: return 16.f;
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case 2: return 32.f;
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case 3: return 64.f;
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default: return 0.f;
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}
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}
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void gfx::screen_reflections::draw_debug_ui(char const *Raytracing) const
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{
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char const *levels[]{"no", "low (16 steps)", "medium (32 steps)", "high (64 steps)"};
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ImGui::Combo("screen space reflections (gfx.ssr)", &Global.gfx_ssr, levels, IM_ARRAYSIZE(levels));
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ImGui::SliderFloat("longest ray, m (gfx.ssr.range)", &Global.gfx_ssr_range, 10.f, 2000.f, "%.0f", ImGuiSliderFlags_Logarithmic);
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ImGui::SliderFloat("roughest surface reflecting the scene (gfx.ssr.roughness)", &Global.gfx_ssr_roughness, 0.f, 1.f, "%.2f");
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if (Global.gfx_ssr > 0)
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{
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ImGui::Text("image of the last frame: %s", m_historyvalid ? "in use" : "none (first frame, camera jump or new size)");
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}
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if (Raytracing != nullptr)
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{
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ImGui::TextUnformatted(Raytracing);
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}
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}
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85
rendering/common/screenreflections.h
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85
rendering/common/screenreflections.h
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@@ -0,0 +1,85 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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// the screen space reflections of the main view (gfx.ssr), the part shared by the renderers: the matrices which take the points
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// the rays hit in a frame to the place they had in the image of the frame kept for the reflections (the history: the finished
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// image of the last frame the view was drawn in, with its mipmaps), and the parameters of the shaders (gl::scene_ubs::ssr_*).
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//
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// the rays go through the depth of the scene drawn before the colour (light_common.glsl, ssr.glsl). the world is taken to stand
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// still; what lies in the box around the vehicle of the cab moves with the camera, and is taken to the history with the matrix of
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// the cab. the other vehicles moving leave their reflections a frame behind
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#pragma once
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#include <glm/glm.hpp>
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class TDynamicObject;
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namespace gl
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{
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struct scene_ubs;
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}
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namespace gfx
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{
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class screen_reflections
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{
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public:
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// the frame of the colour pass of the main view about to be drawn: Projection as it is drawn (with the offset of the temporal
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// anti-aliasing), View the rotation of the camera (the axes of the world to those of the view), Camera its place, Cab the vehicle
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// whose cab is drawn (or null), Size of the images of the pass, Levels the mipmaps of the history
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void begin_frame(glm::mat4 const &Projection, glm::dmat3 const &View, glm::dvec3 const &Camera, TDynamicObject const *Cab, glm::ivec2 const &Size, int const Levels);
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// the image of the frame begun last went to the history
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void end_frame();
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// the history is dropped (the renderer made its images anew, the view changed size)
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void reset()
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{
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m_history.valid = false;
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}
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// the history holds an image the frame begun last can take the reflections from
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bool history_valid() const
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{
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return m_historyvalid;
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}
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// the parameters of the shaders for the frame begun last: Steps of the rays (0: none), whether the ray tracing fills in what the
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// screen doesn't hold (Raytracing, the longest traced ray Raytracingrange) and whether the noise of the steps changes from frame
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// to frame (Temporal, with the temporal anti-aliasing). the rays of the screen are off when the history can't be used
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void setup(gl::scene_ubs &Scene, float const Steps, bool const Raytracing, float const Raytracingrange, bool const Temporal) const;
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// the parameters with the reflections off, for the other passes
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static void clear(gl::scene_ubs &Scene);
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// the steps of a ray at a level of gfx.ssr (1 low, 2 medium, 3 high), 0: off
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static float steps(int const Level);
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// the settings of the reflections in a debug window, with a line on the ray tracing (null: the renderer has none)
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void draw_debug_ui(char const *Raytracing) const;
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private:
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struct frame
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{
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glm::dmat4 projection{1.0}; // as drawn
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glm::dmat3 view{1.0};
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glm::dvec3 camera{0.0};
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glm::dmat4 cab{1.0}; // the cab to the world around the camera
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TDynamicObject const *vehicle{nullptr};
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glm::ivec2 size{0};
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bool valid{false};
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};
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frame m_history; // of the image in the history
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frame m_current; // of the frame begun last
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glm::mat4 m_reprojection{1.f};
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glm::mat4 m_reprojectioncab{1.f};
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glm::mat4 m_cabbox{1.f};
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bool m_hascab{false};
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int m_levels{1};
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unsigned int m_frame{0};
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bool m_historyvalid{false};
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};
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} // namespace gfx
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