mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 05:29:18 +02:00
refactoring: application mode code split
This commit is contained in:
65
renderer.cpp
65
renderer.cpp
@@ -12,15 +12,15 @@ http://mozilla.org/MPL/2.0/.
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#include "renderer.h"
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#include "color.h"
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#include "globals.h"
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#include "camera.h"
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#include "timer.h"
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#include "simulation.h"
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#include "simulationtime.h"
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#include "world.h"
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#include "train.h"
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#include "dynobj.h"
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#include "animmodel.h"
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#include "traction.h"
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#include "uilayer.h"
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#include "application.h"
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#include "logs.h"
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#include "utilities.h"
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@@ -128,7 +128,7 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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std::vector<GLint>{ m_diffusetextureunit } :
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std::vector<GLint>{ m_normaltextureunit, m_diffusetextureunit } );
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m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit
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UILayer.set_unit( m_diffusetextureunit );
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ui_layer::set_unit( m_diffusetextureunit );
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select_unit( m_diffusetextureunit );
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::glDepthFunc( GL_LEQUAL );
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@@ -397,7 +397,7 @@ opengl_renderer::Render() {
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Timer::subsystem.gfx_total.start(); // note: gfx_total is actually frame total, clean this up
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Timer::subsystem.gfx_color.start();
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// fetch simulation data
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if( World.InitPerformed() ) {
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if( simulation::is_ready ) {
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m_sunlight = Global.DayLight;
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// quantize sun angle to reduce shadow crawl
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auto const quantizationstep { 0.004f };
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@@ -453,7 +453,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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if( ( true == Global.RenderShadows )
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&& ( false == Global.bWireFrame )
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&& ( true == World.InitPerformed() )
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&& ( true == simulation::is_ready )
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&& ( m_shadowcolor != colors::white ) ) {
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// run shadowmaps pass before color
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@@ -492,7 +492,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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}
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if( ( true == m_environmentcubetexturesupport )
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&& ( true == World.InitPerformed() ) ) {
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&& ( true == simulation::is_ready ) ) {
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// potentially update environmental cube map
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if( true == Render_reflections() ) {
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setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack
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@@ -501,8 +501,8 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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::glViewport( 0, 0, Global.iWindowWidth, Global.iWindowHeight );
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if( World.InitPerformed() ) {
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auto const skydomecolour = World.Environment.m_skydome.GetAverageColor();
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if( simulation::is_ready ) {
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auto const skydomecolour = simulation::Environment.m_skydome.GetAverageColor();
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::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.f ); // kolor nieba
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}
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else {
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@@ -510,13 +510,13 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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}
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::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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if( World.InitPerformed() ) {
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if( simulation::is_ready ) {
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// setup
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setup_matrices();
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// render
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setup_drawing( true );
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setup_units( true, false, false );
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Render( &World.Environment );
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Render( &simulation::Environment );
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// opaque parts...
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setup_drawing( false );
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setup_units( true, true, true );
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@@ -544,7 +544,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix );
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// cache shadow colour in case we need to account for cab light
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auto const shadowcolor { m_shadowcolor };
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auto const *vehicle{ World.Train->Dynamic() };
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auto const *vehicle{ simulation::Train->Dynamic() };
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if( vehicle->InteriorLightLevel > 0.f ) {
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setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
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}
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@@ -565,7 +565,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix );
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// cache shadow colour in case we need to account for cab light
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auto const shadowcolor{ m_shadowcolor };
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auto const *vehicle{ World.Train->Dynamic() };
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auto const *vehicle{ simulation::Train->Dynamic() };
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if( vehicle->InteriorLightLevel > 0.f ) {
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setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
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}
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@@ -584,13 +584,13 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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::glMatrixMode( GL_MODELVIEW );
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}
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}
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UILayer.render();
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Application.render_ui();
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break;
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}
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case rendermode::shadows: {
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if( World.InitPerformed() ) {
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if( simulation::is_ready ) {
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// setup
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::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting
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::glPolygonOffset( 1.f, 1.f );
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@@ -631,7 +631,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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case rendermode::cabshadows: {
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if( ( World.InitPerformed() )
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if( ( simulation::is_ready )
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&& ( false == FreeFlyModeFlag ) ) {
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// setup
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::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting
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@@ -659,8 +659,8 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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#else
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setup_units( false, false, false );
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#endif
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Render_cab( World.Train->Dynamic(), false );
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Render_cab( World.Train->Dynamic(), true );
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Render_cab( simulation::Train->Dynamic(), false );
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Render_cab( simulation::Train->Dynamic(), true );
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m_cabshadowpass = m_renderpass;
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// post-render restore
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@@ -678,7 +678,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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::glClearColor( 0.f, 0.f, 0.f, 1.f );
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::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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if( World.InitPerformed() ) {
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if( simulation::is_ready ) {
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::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
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// setup
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@@ -686,7 +686,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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// render
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setup_drawing( true );
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setup_units( true, false, false );
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Render( &World.Environment );
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Render( &simulation::Environment );
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// opaque parts...
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setup_drawing( false );
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setup_units( true, true, true );
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@@ -708,7 +708,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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}
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case rendermode::pickcontrols: {
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if( World.InitPerformed() ) {
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if( simulation::is_ready ) {
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// setup
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE );
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@@ -723,14 +723,14 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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setup_drawing( false );
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setup_units( false, false, false );
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// cab render skips translucent parts, so we can do it here
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if( World.Train != nullptr ) { Render_cab( World.Train->Dynamic() ); }
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if( simulation::Train != nullptr ) { Render_cab( simulation::Train->Dynamic() ); }
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// post-render cleanup
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}
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break;
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}
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case rendermode::pickscenery: {
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if( World.InitPerformed() ) {
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if( simulation::is_ready ) {
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// setup
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m_picksceneryitems.clear();
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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@@ -789,12 +789,12 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
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Config.draw_mode = Mode;
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if( false == World.InitPerformed() ) { return; }
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if( false == simulation::is_ready ) { return; }
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// setup draw range
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switch( Mode ) {
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case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; }
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case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; }
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case rendermode::cabshadows: { Config.draw_range = ( Global.pWorld->train()->Dynamic()->MoverParameters->ActiveCab != 0 ? 10.f : 20.f ); break; }
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case rendermode::cabshadows: { Config.draw_range = ( simulation::Train->Occupied()->ActiveCab != 0 ? 10.f : 20.f ); break; }
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case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; }
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case rendermode::pickcontrols: { Config.draw_range = 50.f; break; }
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case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; }
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@@ -811,11 +811,11 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
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// modelview
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if( ( false == DebugCameraFlag ) || ( true == Ignoredebug ) ) {
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camera.position() = Global.pCameraPosition;
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World.Camera.SetMatrix( viewmatrix );
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Global.pCamera->SetMatrix( viewmatrix );
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}
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else {
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camera.position() = Global.DebugCameraPosition;
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World.DebugCamera.SetMatrix( viewmatrix );
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Global.pDebugCamera->SetMatrix( viewmatrix );
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}
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// projection
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auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar;
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@@ -972,7 +972,7 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
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// TODO: scissor test for pick modes
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// modelview
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camera.position() = Global.pCameraPosition;
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World.Camera.SetMatrix( viewmatrix );
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Global.pCamera->SetMatrix( viewmatrix );
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// projection
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camera.projection() *=
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glm::perspective(
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@@ -1670,7 +1670,7 @@ opengl_renderer::Render( scene::basic_region *Region ) {
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Update_Lights( simulation::Lights );
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Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) );
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if( EditorModeFlag && FreeFlyModeFlag ) {
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if( EditorModeFlag ) {
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// when editor mode is active calculate world position of the cursor
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// at this stage the z-buffer is filled with only ground geometry
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Update_Mouse_Position();
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@@ -2099,7 +2099,7 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
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++m_debugstats.dynamics;
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// setup
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TSubModel::iInstance = ( size_t )Dynamic; //żeby nie robić cudzych animacji
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TSubModel::iInstance = reinterpret_cast<std::uintptr_t>( Dynamic ); //żeby nie robić cudzych animacji
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glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
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// lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom
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float squaredistance;
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@@ -2201,7 +2201,7 @@ opengl_renderer::Render_cab( TDynamicObject const *Dynamic, bool const Alpha ) {
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return false;
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}
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TSubModel::iInstance = reinterpret_cast<std::size_t>( Dynamic );
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TSubModel::iInstance = reinterpret_cast<std::uintptr_t>( Dynamic );
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if( ( true == FreeFlyModeFlag )
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|| ( false == Dynamic->bDisplayCab )
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@@ -3487,7 +3487,8 @@ glm::dvec3
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opengl_renderer::Update_Mouse_Position() {
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glm::dvec2 mousepos;
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glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
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Application.get_cursor_pos( mousepos.x, mousepos.y );
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// glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
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mousepos.x = clamp<int>( mousepos.x, 0, Global.iWindowWidth - 1 );
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mousepos.y = clamp<int>( Global.iWindowHeight - clamp<int>( mousepos.y, 0, Global.iWindowHeight ), 0, Global.iWindowHeight - 1 ) ;
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GLfloat pointdepth;
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@@ -3550,7 +3551,7 @@ opengl_renderer::Update( double const Deltatime ) {
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}
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if( ( true == Global.ResourceSweep )
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&& ( true == World.InitPerformed() ) ) {
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&& ( true == simulation::is_ready ) ) {
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// garbage collection
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m_geometry.update();
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m_textures.update();
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