Files
maszyna/renderer.cpp
2017-04-26 22:00:41 +02:00

980 lines
35 KiB
C++

/*
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/.
*/
#include "stdafx.h"
#include "renderer.h"
#include "globals.h"
#include "World.h"
#include "dynobj.h"
#include "uilayer.h"
#include "logs.h"
#include "usefull.h"
#include "World.h"
opengl_renderer GfxRenderer;
extern TWorld World;
// returns true if specified object is within camera frustum, false otherwise
bool
opengl_camera::visible( bounding_area const &Area ) const {
return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.0f );
}
bool
opengl_camera::visible( TDynamicObject const *Dynamic ) const {
// sphere test is faster than AABB, so we'll use it here
float3 diagonal(
Dynamic->MoverParameters->Dim.L,
Dynamic->MoverParameters->Dim.H,
Dynamic->MoverParameters->Dim.W );
float const radius = diagonal.Length() * 0.5f;
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
}
bool
opengl_renderer::Init( GLFWwindow *Window ) {
if( false == Init_caps() ) {
return false;
}
m_window = Window;
glClearDepth( 1.0f );
glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color
glPolygonMode( GL_FRONT, GL_FILL );
glFrontFace( GL_CCW ); // Counter clock-wise polygons face out
glEnable( GL_CULL_FACE ); // Cull back-facing triangles
glShadeModel( GL_SMOOTH ); // Enable Smooth Shading
glEnable( GL_DEPTH_TEST );
glAlphaFunc( GL_GREATER, 0.04f );
glEnable( GL_ALPHA_TEST );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
glEnable( GL_TEXTURE_2D ); // Enable Texture Mapping
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glLineWidth( 1.0f );
glPointSize( 3.0f );
glEnable( GL_POINT_SMOOTH );
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
// setup lighting
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
// directional light
// TODO, TBD: test omni-directional variant
// rgb value for 5780 kelvin
Global::daylight.color.x = 255.0f / 255.0f;
Global::daylight.color.y = 242.0f / 255.0f;
Global::daylight.color.z = 231.0f / 255.0f;
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
::glFogi( GL_FOG_MODE, GL_LINEAR );
::glFogfv( GL_FOG_COLOR, Global::FogColor );
::glFogf( GL_FOG_START, Global::fFogStart );
::glFogf( GL_FOG_END, Global::fFogEnd );
::glEnable( GL_FOG );
}
else { ::glDisable( GL_FOG ); }
World.shader = gl_program_light({ gl_shader("lighting.vert"), gl_shader("blinnphong.frag") });
Global::daylight.intensity = 1.0f; //m7todo: przenieść
WriteLog("Loading common gfx data...");
m_glaretextureid = GetTextureId("fx\\lightglare", szTexturePath);
m_suntextureid = GetTextureId("fx\\sun", szTexturePath);
m_moontextureid = GetTextureId("fx\\moon", szTexturePath);
WriteLog("...gfx data pre-loading done");
return true;
}
bool
opengl_renderer::Render() {
auto timestart = std::chrono::steady_clock::now();
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
::glDepthFunc( GL_LEQUAL );
::glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
::gluPerspective(
Global::FieldOfView / Global::ZoomFactor,
std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
0.1f * Global::ZoomFactor,
m_drawrange * Global::fDistanceFactor );
::glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
::glLoadIdentity();
if( World.InitPerformed() ) {
World.Camera.SetMatrix();
m_camera.update_frustum();
glDisable(GL_FRAMEBUFFER_SRGB);
Render( &World.Environment );
glUseProgram(World.shader);
glEnable(GL_FRAMEBUFFER_SRGB);
World.Ground.Render( World.Camera.Pos );
glDebug("rendering cab");
World.Render_Cab();
// accumulate last 20 frames worth of render time (cap at 1000 fps to prevent calculations going awry)
m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
}
glUseProgram(0);
glEnable(GL_FRAMEBUFFER_SRGB);
UILayer.render();
glfwSwapBuffers( m_window );
return true; // for now always succeed
}
bool
opengl_renderer::Render( world_environment *Environment ) {
if( Global::bWireFrame ) {
// bez nieba w trybie rysowania linii
return false;
}
Bind( 0 );
::glDisable( GL_LIGHTING );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
::glPushMatrix();
::glTranslatef( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
::glFogfv( GL_FOG_COLOR, Global::FogColor );
::glFogf( GL_FOG_DENSITY, 1.0f / Global::fFogEnd );
::glEnable( GL_FOG );
}
else { ::glDisable( GL_FOG ); }
Environment->m_skydome.Render();
Environment->m_stars.render();
float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
float3 suncolor = interpolate(
float3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
float3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
duskfactor );
if( DebugModeFlag == true ) {
// mark sun position for easier debugging
Environment->m_sun.render();
Environment->m_moon.render();
}
// render actual sun and moon
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
::glDisable( GL_LIGHTING );
::glDisable( GL_ALPHA_TEST );
::glEnable( GL_BLEND );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
// sun
{
Bind( m_suntextureid );
::glColor4f( suncolor.x, suncolor.y, suncolor.z, 1.0f );
auto const sunvector = Environment->m_sun.getDirection();
auto const sunposition = modelview * glm::vec4( sunvector.x, sunvector.y, sunvector.z, 1.0f );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( sunposition.x, sunposition.y, sunposition.z ); // początek układu zostaje bez zmian
float const size = 0.045f;
::glBegin( GL_TRIANGLE_STRIP );
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
// moon
{
Bind( m_moontextureid );
float3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f );
::glColor4f( mooncolor.x, mooncolor.y, mooncolor.z, 1.0f - Global::fLuminance * 0.5f );
auto const moonvector = Environment->m_moon.getDirection();
auto const moonposition = modelview * glm::vec4( moonvector.x, moonvector.y, moonvector.z, 1.0f );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( moonposition.x, moonposition.y, moonposition.z );
float const size = 0.02f; // TODO: expose distance/scale factor from the moon object
// choose the moon appearance variant, based on current moon phase
// NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement
// from new moon onwards, top left to right bottom (last spot is left for future use, if any)
auto const moonphase = Environment->m_moon.getPhase();
float moonu, moonv;
if( moonphase < 1.84566f ) { moonv = 1.0f - 0.0f; moonu = 0.0f; }
else if( moonphase < 5.53699f ) { moonv = 1.0f - 0.0f; moonu = 0.333f; }
else if( moonphase < 9.22831f ) { moonv = 1.0f - 0.0f; moonu = 0.667f; }
else if( moonphase < 12.91963f ) { moonv = 1.0f - 0.333f; moonu = 0.0f; }
else if( moonphase < 16.61096f ) { moonv = 1.0f - 0.333f; moonu = 0.333f; }
else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; }
else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; }
else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; }
else { moonv = 1.0f - 0.0f; moonu = 0.0f; }
::glBegin( GL_TRIANGLE_STRIP );
::glTexCoord2f( moonu, moonv ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
::glPopAttrib();
// clouds
Environment->m_clouds.Render(
interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
* ( 1.0f - Global::Overcast * 0.5f ) // overcast darkens the clouds
* 2.5f ); // arbitrary adjustment factor
Global::daylight.intensity = 1.0f;
::glPopMatrix();
::glDepthMask( GL_TRUE );
::glEnable( GL_DEPTH_TEST );
::glEnable( GL_LIGHTING );
return true;
}
bool
opengl_renderer::Render( TGround *Ground ) {
glDisable( GL_BLEND );
glAlphaFunc( GL_GREATER, 0.50f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
glEnable( GL_LIGHTING );
glColor3f( 1.0f, 1.0f, 1.0f );
float3 const cameraposition = float3( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
int const camerax = std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2;
int const cameraz = std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2;
int const segmentcount = 2 * static_cast<int>(std::ceil( m_drawrange * Global::fDistanceFactor / 1000.0f ));
int const originx = std::max( 0, camerax - segmentcount / 2 );
int const originz = std::max( 0, cameraz - segmentcount / 2 );
for( int column = originx; column <= originx + segmentcount; ++column ) {
for( int row = originz; row <= originz + segmentcount; ++row ) {
auto &rectangle = Ground->Rects[ column ][ row ];
if( m_camera.visible( rectangle.m_area ) ) {
rectangle.RenderDL();
}
}
}
return true;
}
bool
opengl_renderer::Render( TDynamicObject *Dynamic ) {
if( false == m_camera.visible( Dynamic ) ) {
Dynamic->renderme = false;
return false;
}
Dynamic->renderme = true;
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
double squaredistance = SquareMagnitude( ( Global::pCameraPosition - Dynamic->vPosition ) / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
if( Dynamic == Global::pUserDynamic ) {
//specjalne ustawienie, aby nie trzęsło
//tu trzeba by ustawić animacje na modelu zewnętrznym
::glLoadIdentity(); // zacząć od macierzy jedynkowej
Global::pCamera->SetCabMatrix( Dynamic->vPosition ); // specjalne ustawienie kamery
}
else
::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
::glMultMatrixd( Dynamic->mMatrix.getArray() );
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
Global::daylight.intensity = Dynamic->fShade;
}
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
}
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
}
}
}
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
// post-render cleanup
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
Global::daylight.intensity = 1.0f;
}
::glPopMatrix();
// TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway?
if( Dynamic->btnOn )
Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
auto alpha =
( Material != nullptr ?
Material->textures_alpha :
0x30300030 );
alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste
if( 0 == ( alpha & Model->iFlags & 0x1F1F001F ) ) {
// czy w ogóle jest co robić w tym cyklu?
return false;
}
Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// TODO: unify the render code after generic buffers are in place
// setup
if( false == Model->StartVBO() )
return false;
Model->Root->ReplacableSet(
( Material != nullptr ?
Material->replacable_skins :
nullptr ),
alpha );
Model->Root->pRoot = Model;
// render
Render(Model->Root);
// post-render cleanup
Model->EndVBO();
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotated( Angle.y, 0.0, 1.0, 0.0 );
if( Angle.x != 0.0 )
::glRotated( Angle.x, 1.0, 0.0, 0.0 );
if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 );
auto const result = Render( Model, Material, SquareMagnitude( Position - Global::GetCameraPosition() ) );
::glPopMatrix();
return result;
}
void opengl_renderer::Render(TSubModel *Submodel)
{
World.shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
Render(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
}
void opengl_renderer::Render_Alpha(TSubModel *Submodel)
{
World.shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
Render_Alpha(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
}
void
opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) )
{
glm::mat4 mm = m;
if (Submodel->iFlags & 0xC000)
{
if (Submodel->fMatrix)
mm *= glm::make_mat4(Submodel->fMatrix->e);
if (Submodel->b_Anim)
Submodel->RaAnimation(mm, Submodel->b_Anim);
World.shader.set_mv(mm);
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) // rysuj gdy element nieprzezroczysty
{
// material configuration:
// textures...
if( Submodel->TextureID < 0 )
{ // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
}
else {
// również 0
Bind( Submodel->TextureID );
}
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::vec3(0.0f));
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
//m7todo: shaderize
auto const &modelview = mm;
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) // kąt większy niż maksymalny stożek swiatła
{
float lightlevel = 1.0f;
// view angle attenuation
float const anglefactor = ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor = std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) );
if( lightlevel > 0.0f ) {
glUseProgram(0);
glEnableClientState(GL_VERTEX_ARRAY);
glLoadMatrixf(glm::value_ptr(mm));
glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
Bind( 0 );
::glPointSize( std::max( 2.0f, 4.0f * distancefactor * anglefactor ) );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], lightlevel * anglefactor );
::glDisable( GL_LIGHTING );
::glEnable( GL_BLEND );
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
// post-draw reset
::glPopAttrib();
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgram(World.shader);
}
}
}
else if( Submodel->eType == TP_STARS ) {
//m7todo: reenable
/*
if( Global::fLuminance < Submodel->fLight ) {
glUseProgram(0);
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
Bind( 0 );
::glDisable( GL_LIGHTING );
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm
// TODO: implement easier way to go about it
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState( GL_COLOR_ARRAY );
glLoadMatrixf(glm::value_ptr(mm));
glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState( GL_COLOR_ARRAY );
// post-draw reset
::glPopAttrib();
glUseProgram(World.shader);
}
*/
}
if( Submodel->Child != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 )
Render( Submodel->Child, mm );
if( Submodel->iFlags & 0xC000 )
World.shader.set_mv(m);
}
if( Submodel->b_Anim < at_SecondsJump )
Submodel->b_Anim = at_None; // wyłączenie animacji dla kolejnego użycia subm
if( Submodel->Next )
if( Submodel->iAlpha & Submodel->iFlags & 0x1F000000 )
Render( Submodel->Next, m ); // dalsze rekurencyjnie
}
bool
opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
if( false == Dynamic->renderme ) {
return false;
}
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
double squaredistance = SquareMagnitude( ( Global::pCameraPosition - Dynamic->vPosition ) / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
if( Dynamic == Global::pUserDynamic ) { // specjalne ustawienie, aby nie trzęsło
::glLoadIdentity(); // zacząć od macierzy jedynkowej
Global::pCamera->SetCabMatrix( Dynamic->vPosition ); // specjalne ustawienie kamery
}
else
::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
::glMultMatrixd( Dynamic->mMatrix.getArray() );
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
Global::daylight.intensity = Dynamic->fShade;
}
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
}
}
}
Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
// post-render cleanup
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
Global::daylight.intensity = 1.0f;
}
::glPopMatrix();
if( Dynamic->btnOn )
Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
return true;
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
auto alpha =
( Material != nullptr ?
Material->textures_alpha :
0x30300030 );
if( 0 == ( alpha & Model->iFlags & 0x2F2F002F ) ) {
// nothing to render
return false;
}
Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// TODO: unify the render code after generic buffers are in place
// setup
if( false == Model->StartVBO() )
return false;
Model->Root->ReplacableSet(
( Material != nullptr ?
Material->replacable_skins :
nullptr ),
alpha );
Model->Root->pRoot = Model;
// render
Render_Alpha( Model->Root );
// post-render cleanup
Model->EndVBO();
return true;
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotated( Angle.y, 0.0, 1.0, 0.0 );
if( Angle.x != 0.0 )
::glRotated( Angle.x, 1.0, 0.0, 0.0 );
if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 );
auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position - Global::GetCameraPosition() ) );
::glPopMatrix();
return result;
}
void
opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
// renderowanie przezroczystych przez DL
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) ) {
glm::mat4 mm = m;
if (Submodel->iFlags & 0xC000)
{
if (Submodel->fMatrix)
mm *= glm::make_mat4(Submodel->fMatrix->e);
if (Submodel->b_Anim)
Submodel->RaAnimation(mm, Submodel->b_Anim);
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 );
}
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
if (Global::fLuminance < Submodel->fLight)
World.shader.set_material(glm::vec3(0.0f));
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
if( Global::fLuminance < Submodel->fLight ) {
// NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh
// TODO: separate instance data from reusable geometry
auto const &modelview = mm;
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency is ~0.5 at full 'brightness'
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
if( glarelevel > 0.0f ) {
glUseProgram(0);
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
Bind( m_glaretextureid );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], glarelevel );
::glDisable( GL_LIGHTING );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glm::mat4 x = glm::mat4(1.0f);
x = glm::translate(x, glm::vec3(lightcenter.x, lightcenter.y, lightcenter.z)); // początek układu zostaje bez zmian
x = glm::rotate(x, atan2(lightcenter.x, lightcenter.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
glLoadMatrixf(glm::value_ptr(x));
// TODO: turn the drawing instructions into a compiled call / array
::glBegin( GL_TRIANGLE_STRIP );
float const size = 2.5f;
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
/*
// NOTE: we could do simply...
vec3 vertexPosition_worldspace =
particleCenter_wordspace
+ CameraRight_worldspace * squareVertices.x * BillboardSize.x
+ CameraUp_worldspace * squareVertices.y * BillboardSize.y;
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
::glEnd();
::glPopAttrib();
glUseProgram(World.shader);
}
}
}
}
if( Submodel->Child != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )
Render_Alpha( Submodel->Child, mm );
if( Submodel->iFlags & 0xC000 )
World.shader.set_mv(m);
}
if( Submodel->b_aAnim < at_SecondsJump )
Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu
if( Submodel->Next != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 )
Render_Alpha( Submodel->Next, m );
};
void
opengl_renderer::Update ( double const Deltatime ) {
m_updateaccumulator += Deltatime;
if( m_updateaccumulator < 1.0 ) {
// too early for any work
return;
}
m_updateaccumulator = 0.0;
// adjust draw ranges etc, based on recent performance
auto const framerate = 1000.0f / (m_drawtime / 20.0f);
// NOTE: until we have quadtree in place we have to rely on the legacy rendering
// once this is resolved we should be able to simply adjust draw range
int targetsegments;
float targetfactor;
if( framerate > 65.0 ) { targetsegments = 400; targetfactor = 3.0f; }
else if( framerate > 40.0 ) { targetsegments = 225; targetfactor = 1.5f; }
else if( framerate > 15.0 ) { targetsegments = 90; targetfactor = Global::ScreenHeight / 768.0f; }
else { targetsegments = 9; targetfactor = Global::ScreenHeight / 768.0f * 0.75f; }
if( targetsegments > Global::iSegmentsRendered ) {
Global::iSegmentsRendered = std::min( targetsegments, Global::iSegmentsRendered + 5 );
}
else if( targetsegments < Global::iSegmentsRendered ) {
Global::iSegmentsRendered = std::max( targetsegments, Global::iSegmentsRendered - 5 );
}
if( targetfactor > Global::fDistanceFactor ) {
Global::fDistanceFactor = std::min( targetfactor, Global::fDistanceFactor + 0.05f );
}
else if( targetfactor < Global::fDistanceFactor ) {
Global::fDistanceFactor = std::max( targetfactor, Global::fDistanceFactor - 0.05f );
}
if( ( framerate < 15.0 ) && ( Global::iSlowMotion < 7 ) ) {
Global::iSlowMotion = ( Global::iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu
if( Global::iSlowMotionMask & 1 )
if( Global::iMultisampling ) // a multisampling jest włączony
::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS
}
else if( ( framerate > 20.0 ) && Global::iSlowMotion ) { // FPS się zwiększył, można włączyć bajery
Global::iSlowMotion = ( Global::iSlowMotion >> 1 ); // zgaszenie bitu
if( Global::iSlowMotion == 0 ) // jeśli jest pełna prędkość
if( Global::iMultisampling ) // a multisampling jest włączony
::glEnable( GL_MULTISAMPLE );
}
// TODO: add garbage collection and other less frequent works here
if( DebugModeFlag )
m_debuginfo = m_textures.Info();
};
// debug performance string
std::string const &
opengl_renderer::Info() const {
return m_debuginfo;
}
void
opengl_renderer::Update_Lights( light_array const &Lights ) {
size_t const count = std::min( (size_t)Global::DynamicLightCount, Lights.data.size() );
if( count == 0 ) { return; }
size_t renderlight = 0;
for( auto const &scenelight : Lights.data ) {
if( renderlight == Global::DynamicLightCount ) {
// 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
auto const luminance = Global::fLuminance; // TODO: adjust this based on location, e.g. for tunnels
glm::vec3 position(scenelight.position.x, scenelight.position.y, scenelight.position.z);
glm::vec3 direction(scenelight.direction.x, scenelight.direction.y, scenelight.direction.z);
glm::vec3 color(scenelight.color.x,
scenelight.color.y,
scenelight.color.z);
World.shader.set_light((GLuint)renderlight + 1, gl_program_light::SPOT, position, direction, 0.906f, 0.866f, color, 0.007f, 0.0002f);
++renderlight;
}
World.shader.set_ambient(Global::daylight.ambient);
World.shader.set_light(0, gl_program_light::DIR, glm::vec3(0.0f), Global::daylight.direction,
0.0f, 0.0f, Global::daylight.color, 0.0f, 0.0f);
World.shader.set_light_count((GLuint)renderlight + 1);
}
void
opengl_renderer::Disable_Lights() {
World.shader.set_light_count(0);
}
bool
opengl_renderer::Init_caps() {
std::string oglversion = ( (char *)glGetString( GL_VERSION ) );
WriteLog(
"Gfx Renderer: " + std::string( (char *)glGetString( GL_RENDERER ) )
+ " Vendor: " + std::string( (char *)glGetString( GL_VENDOR ) )
+ " OpenGL Version: " + oglversion );
if( !GLEW_VERSION_3_2 ) {
ErrorLog( "Requires openGL >= 3.2" );
return false;
}
WriteLog( "Supported extensions:" + std::string((char *)glGetString( GL_EXTENSIONS )) );
if( Global::iMultisampling )
WriteLog( "Using multisampling x" + std::to_string( 1 << Global::iMultisampling ) );
{ // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
GLint i;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &i );
if( i < Global::iMaxTextureSize )
Global::iMaxTextureSize = i;
WriteLog( "Texture sizes capped at " + std::to_string( Global::iMaxTextureSize ) + " pixels" );
}
return true;
}
//---------------------------------------------------------------------------