mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
980 lines
35 KiB
C++
980 lines
35 KiB
C++
/*
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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 "renderer.h"
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#include "globals.h"
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#include "World.h"
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#include "dynobj.h"
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#include "uilayer.h"
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#include "logs.h"
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#include "usefull.h"
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#include "World.h"
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opengl_renderer GfxRenderer;
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extern TWorld World;
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// returns true if specified object is within camera frustum, false otherwise
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bool
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opengl_camera::visible( bounding_area const &Area ) const {
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return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.0f );
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}
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bool
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opengl_camera::visible( TDynamicObject const *Dynamic ) const {
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// sphere test is faster than AABB, so we'll use it here
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float3 diagonal(
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Dynamic->MoverParameters->Dim.L,
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Dynamic->MoverParameters->Dim.H,
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Dynamic->MoverParameters->Dim.W );
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float const radius = diagonal.Length() * 0.5f;
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return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
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}
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bool
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opengl_renderer::Init( GLFWwindow *Window ) {
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if( false == Init_caps() ) {
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return false;
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}
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m_window = Window;
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glClearDepth( 1.0f );
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glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color
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glPolygonMode( GL_FRONT, GL_FILL );
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glFrontFace( GL_CCW ); // Counter clock-wise polygons face out
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glEnable( GL_CULL_FACE ); // Cull back-facing triangles
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glShadeModel( GL_SMOOTH ); // Enable Smooth Shading
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glEnable( GL_DEPTH_TEST );
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glAlphaFunc( GL_GREATER, 0.04f );
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glEnable( GL_ALPHA_TEST );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glEnable( GL_BLEND );
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glEnable( GL_TEXTURE_2D ); // Enable Texture Mapping
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations
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glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
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glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
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glLineWidth( 1.0f );
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glPointSize( 3.0f );
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glEnable( GL_POINT_SMOOTH );
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glEnable( GL_COLOR_MATERIAL );
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glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
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// setup lighting
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GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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// directional light
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// TODO, TBD: test omni-directional variant
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// rgb value for 5780 kelvin
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Global::daylight.color.x = 255.0f / 255.0f;
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Global::daylight.color.y = 242.0f / 255.0f;
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Global::daylight.color.z = 231.0f / 255.0f;
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// setup fog
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if( Global::fFogEnd > 0 ) {
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// fog setup
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::glFogi( GL_FOG_MODE, GL_LINEAR );
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::glFogfv( GL_FOG_COLOR, Global::FogColor );
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::glFogf( GL_FOG_START, Global::fFogStart );
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::glFogf( GL_FOG_END, Global::fFogEnd );
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::glEnable( GL_FOG );
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}
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else { ::glDisable( GL_FOG ); }
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World.shader = gl_program_light({ gl_shader("lighting.vert"), gl_shader("blinnphong.frag") });
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Global::daylight.intensity = 1.0f; //m7todo: przenieść
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WriteLog("Loading common gfx data...");
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m_glaretextureid = GetTextureId("fx\\lightglare", szTexturePath);
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m_suntextureid = GetTextureId("fx\\sun", szTexturePath);
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m_moontextureid = GetTextureId("fx\\moon", szTexturePath);
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WriteLog("...gfx data pre-loading done");
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return true;
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}
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bool
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opengl_renderer::Render() {
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auto timestart = std::chrono::steady_clock::now();
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::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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::glDepthFunc( GL_LEQUAL );
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::glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
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::gluPerspective(
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Global::FieldOfView / Global::ZoomFactor,
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std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
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0.1f * Global::ZoomFactor,
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m_drawrange * Global::fDistanceFactor );
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::glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
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::glLoadIdentity();
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if( World.InitPerformed() ) {
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World.Camera.SetMatrix();
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m_camera.update_frustum();
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glDisable(GL_FRAMEBUFFER_SRGB);
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Render( &World.Environment );
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glUseProgram(World.shader);
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glEnable(GL_FRAMEBUFFER_SRGB);
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World.Ground.Render( World.Camera.Pos );
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glDebug("rendering cab");
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World.Render_Cab();
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// accumulate last 20 frames worth of render time (cap at 1000 fps to prevent calculations going awry)
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m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
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}
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glUseProgram(0);
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glEnable(GL_FRAMEBUFFER_SRGB);
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UILayer.render();
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glfwSwapBuffers( m_window );
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return true; // for now always succeed
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}
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bool
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opengl_renderer::Render( world_environment *Environment ) {
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if( Global::bWireFrame ) {
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// bez nieba w trybie rysowania linii
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return false;
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}
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Bind( 0 );
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::glDisable( GL_LIGHTING );
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::glDisable( GL_DEPTH_TEST );
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::glDepthMask( GL_FALSE );
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::glPushMatrix();
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::glTranslatef( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
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// setup fog
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if( Global::fFogEnd > 0 ) {
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// fog setup
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::glFogfv( GL_FOG_COLOR, Global::FogColor );
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::glFogf( GL_FOG_DENSITY, 1.0f / Global::fFogEnd );
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::glEnable( GL_FOG );
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}
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else { ::glDisable( GL_FOG ); }
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Environment->m_skydome.Render();
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Environment->m_stars.render();
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float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
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float3 suncolor = interpolate(
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float3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
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float3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
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duskfactor );
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if( DebugModeFlag == true ) {
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// mark sun position for easier debugging
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Environment->m_sun.render();
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Environment->m_moon.render();
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}
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// render actual sun and moon
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
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::glDisable( GL_LIGHTING );
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::glDisable( GL_ALPHA_TEST );
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::glEnable( GL_BLEND );
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::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
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// sun
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{
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Bind( m_suntextureid );
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::glColor4f( suncolor.x, suncolor.y, suncolor.z, 1.0f );
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auto const sunvector = Environment->m_sun.getDirection();
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auto const sunposition = modelview * glm::vec4( sunvector.x, sunvector.y, sunvector.z, 1.0f );
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::glPushMatrix();
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::glLoadIdentity(); // macierz jedynkowa
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::glTranslatef( sunposition.x, sunposition.y, sunposition.z ); // początek układu zostaje bez zmian
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float const size = 0.045f;
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::glBegin( GL_TRIANGLE_STRIP );
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::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
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::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
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::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
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::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
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::glEnd();
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::glPopMatrix();
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}
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// moon
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{
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Bind( m_moontextureid );
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float3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f );
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::glColor4f( mooncolor.x, mooncolor.y, mooncolor.z, 1.0f - Global::fLuminance * 0.5f );
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auto const moonvector = Environment->m_moon.getDirection();
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auto const moonposition = modelview * glm::vec4( moonvector.x, moonvector.y, moonvector.z, 1.0f );
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::glPushMatrix();
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::glLoadIdentity(); // macierz jedynkowa
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::glTranslatef( moonposition.x, moonposition.y, moonposition.z );
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float const size = 0.02f; // TODO: expose distance/scale factor from the moon object
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// choose the moon appearance variant, based on current moon phase
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// NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement
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// from new moon onwards, top left to right bottom (last spot is left for future use, if any)
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auto const moonphase = Environment->m_moon.getPhase();
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float moonu, moonv;
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if( moonphase < 1.84566f ) { moonv = 1.0f - 0.0f; moonu = 0.0f; }
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else if( moonphase < 5.53699f ) { moonv = 1.0f - 0.0f; moonu = 0.333f; }
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else if( moonphase < 9.22831f ) { moonv = 1.0f - 0.0f; moonu = 0.667f; }
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else if( moonphase < 12.91963f ) { moonv = 1.0f - 0.333f; moonu = 0.0f; }
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else if( moonphase < 16.61096f ) { moonv = 1.0f - 0.333f; moonu = 0.333f; }
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else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; }
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else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; }
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else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; }
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else { moonv = 1.0f - 0.0f; moonu = 0.0f; }
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::glBegin( GL_TRIANGLE_STRIP );
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::glTexCoord2f( moonu, moonv ); ::glVertex3f( -size, size, 0.0f );
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::glTexCoord2f( moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f );
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::glTexCoord2f( moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f );
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::glTexCoord2f( moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f );
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::glEnd();
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::glPopMatrix();
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}
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::glPopAttrib();
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// clouds
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Environment->m_clouds.Render(
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interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
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* ( 1.0f - Global::Overcast * 0.5f ) // overcast darkens the clouds
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* 2.5f ); // arbitrary adjustment factor
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Global::daylight.intensity = 1.0f;
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::glPopMatrix();
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::glDepthMask( GL_TRUE );
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::glEnable( GL_DEPTH_TEST );
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::glEnable( GL_LIGHTING );
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return true;
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}
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bool
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opengl_renderer::Render( TGround *Ground ) {
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glDisable( GL_BLEND );
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glAlphaFunc( GL_GREATER, 0.50f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
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glEnable( GL_LIGHTING );
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glColor3f( 1.0f, 1.0f, 1.0f );
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float3 const cameraposition = float3( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
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int const camerax = std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2;
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int const cameraz = std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2;
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int const segmentcount = 2 * static_cast<int>(std::ceil( m_drawrange * Global::fDistanceFactor / 1000.0f ));
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int const originx = std::max( 0, camerax - segmentcount / 2 );
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int const originz = std::max( 0, cameraz - segmentcount / 2 );
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for( int column = originx; column <= originx + segmentcount; ++column ) {
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for( int row = originz; row <= originz + segmentcount; ++row ) {
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auto &rectangle = Ground->Rects[ column ][ row ];
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if( m_camera.visible( rectangle.m_area ) ) {
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rectangle.RenderDL();
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}
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}
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}
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return true;
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}
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bool
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opengl_renderer::Render( TDynamicObject *Dynamic ) {
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if( false == m_camera.visible( Dynamic ) ) {
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Dynamic->renderme = false;
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return false;
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}
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Dynamic->renderme = true;
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// setup
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TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
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double squaredistance = SquareMagnitude( ( Global::pCameraPosition - Dynamic->vPosition ) / Global::ZoomFactor );
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Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
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::glPushMatrix();
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if( Dynamic == Global::pUserDynamic ) {
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//specjalne ustawienie, aby nie trzęsło
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//tu trzeba by ustawić animacje na modelu zewnętrznym
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::glLoadIdentity(); // zacząć od macierzy jedynkowej
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Global::pCamera->SetCabMatrix( Dynamic->vPosition ); // specjalne ustawienie kamery
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}
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else
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::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
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::glMultMatrixd( Dynamic->mMatrix.getArray() );
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if( Dynamic->fShade > 0.0f ) {
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// change light level based on light level of the occupied track
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Global::daylight.intensity = Dynamic->fShade;
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}
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// render
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if( Dynamic->mdLowPolyInt ) {
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// low poly interior
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if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
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// enable cab light if needed
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if( Dynamic->InteriorLightLevel > 0.0f ) {
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// crude way to light the cabin, until we have something more complete in place
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auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
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}
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Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
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if( Dynamic->InteriorLightLevel > 0.0f ) {
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// reset the overall ambient
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GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
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}
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}
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}
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Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
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if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
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Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
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// post-render cleanup
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if( Dynamic->fShade > 0.0f ) {
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// restore regular light level
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Global::daylight.intensity = 1.0f;
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}
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::glPopMatrix();
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// TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway?
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if( Dynamic->btnOn )
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Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
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return true;
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}
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bool
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opengl_renderer::Render( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
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auto alpha =
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( Material != nullptr ?
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Material->textures_alpha :
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0x30300030 );
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alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste
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if( 0 == ( alpha & Model->iFlags & 0x1F1F001F ) ) {
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// czy w ogóle jest co robić w tym cyklu?
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return false;
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}
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Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
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// TODO: unify the render code after generic buffers are in place
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// setup
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if( false == Model->StartVBO() )
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return false;
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Model->Root->ReplacableSet(
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( Material != nullptr ?
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Material->replacable_skins :
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nullptr ),
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alpha );
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Model->Root->pRoot = Model;
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// render
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Render(Model->Root);
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// post-render cleanup
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Model->EndVBO();
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return true;
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}
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bool
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opengl_renderer::Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
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::glPushMatrix();
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::glTranslated( Position.x, Position.y, Position.z );
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if( Angle.y != 0.0 )
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::glRotated( Angle.y, 0.0, 1.0, 0.0 );
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if( Angle.x != 0.0 )
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::glRotated( Angle.x, 1.0, 0.0, 0.0 );
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if( Angle.z != 0.0 )
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::glRotated( Angle.z, 0.0, 0.0, 1.0 );
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auto const result = Render( Model, Material, SquareMagnitude( Position - Global::GetCameraPosition() ) );
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::glPopMatrix();
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return result;
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}
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void opengl_renderer::Render(TSubModel *Submodel)
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{
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World.shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
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World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
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Render(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
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}
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void opengl_renderer::Render_Alpha(TSubModel *Submodel)
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{
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World.shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
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World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
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Render_Alpha(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
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}
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void
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opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
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if( ( Submodel->iVisible )
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&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
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&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) )
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{
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glm::mat4 mm = m;
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if (Submodel->iFlags & 0xC000)
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{
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if (Submodel->fMatrix)
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mm *= glm::make_mat4(Submodel->fMatrix->e);
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if (Submodel->b_Anim)
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Submodel->RaAnimation(mm, Submodel->b_Anim);
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World.shader.set_mv(mm);
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}
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if( Submodel->eType < TP_ROTATOR ) {
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// renderowanie obiektów OpenGL
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if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) // rysuj gdy element nieprzezroczysty
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{
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// material configuration:
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// textures...
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if( Submodel->TextureID < 0 )
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{ // zmienialne skóry
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Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
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}
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else {
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// również 0
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Bind( Submodel->TextureID );
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}
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::vec3(0.0f));
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}
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}
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else if( Submodel->eType == TP_FREESPOTLIGHT ) {
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//m7todo: shaderize
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auto const &modelview = mm;
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auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
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Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
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if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) // kąt większy niż maksymalny stożek swiatła
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{
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float lightlevel = 1.0f;
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// view angle attenuation
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float const anglefactor = ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
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// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
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// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
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float const distancefactor = std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) );
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if( lightlevel > 0.0f ) {
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glUseProgram(0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glLoadMatrixf(glm::value_ptr(mm));
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glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
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// material configuration:
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
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Bind( 0 );
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::glPointSize( std::max( 2.0f, 4.0f * distancefactor * anglefactor ) );
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::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], lightlevel * anglefactor );
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::glDisable( GL_LIGHTING );
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::glEnable( GL_BLEND );
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
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// post-draw reset
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::glPopAttrib();
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glDisableClientState(GL_VERTEX_ARRAY);
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glUseProgram(World.shader);
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}
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}
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}
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else if( Submodel->eType == TP_STARS ) {
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//m7todo: reenable
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/*
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if( Global::fLuminance < Submodel->fLight ) {
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glUseProgram(0);
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// material configuration:
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
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Bind( 0 );
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::glDisable( GL_LIGHTING );
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm
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// TODO: implement easier way to go about it
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState( GL_COLOR_ARRAY );
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glLoadMatrixf(glm::value_ptr(mm));
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glVertexPointer(3, GL_FLOAT, sizeof(CVertNormTex), static_cast<char *>(nullptr)); // pozycje
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glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
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glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState( GL_COLOR_ARRAY );
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// post-draw reset
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::glPopAttrib();
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glUseProgram(World.shader);
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}
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*/
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}
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if( Submodel->Child != NULL )
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if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 )
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Render( Submodel->Child, mm );
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if( Submodel->iFlags & 0xC000 )
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World.shader.set_mv(m);
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}
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if( Submodel->b_Anim < at_SecondsJump )
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Submodel->b_Anim = at_None; // wyłączenie animacji dla kolejnego użycia subm
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if( Submodel->Next )
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if( Submodel->iAlpha & Submodel->iFlags & 0x1F000000 )
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Render( Submodel->Next, m ); // dalsze rekurencyjnie
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}
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bool
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opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
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if( false == Dynamic->renderme ) {
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return false;
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}
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// setup
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TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
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double squaredistance = SquareMagnitude( ( Global::pCameraPosition - Dynamic->vPosition ) / Global::ZoomFactor );
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Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
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::glPushMatrix();
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if( Dynamic == Global::pUserDynamic ) { // specjalne ustawienie, aby nie trzęsło
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::glLoadIdentity(); // zacząć od macierzy jedynkowej
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Global::pCamera->SetCabMatrix( Dynamic->vPosition ); // specjalne ustawienie kamery
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}
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else
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::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
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::glMultMatrixd( Dynamic->mMatrix.getArray() );
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if( Dynamic->fShade > 0.0f ) {
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// change light level based on light level of the occupied track
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Global::daylight.intensity = Dynamic->fShade;
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}
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// render
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if( Dynamic->mdLowPolyInt ) {
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// low poly interior
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if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
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// enable cab light if needed
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if( Dynamic->InteriorLightLevel > 0.0f ) {
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// crude way to light the cabin, until we have something more complete in place
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auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
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}
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Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
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if( Dynamic->InteriorLightLevel > 0.0f ) {
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// reset the overall ambient
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GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
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}
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}
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}
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Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
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if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
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Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
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// post-render cleanup
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if( Dynamic->fShade > 0.0f ) {
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// restore regular light level
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Global::daylight.intensity = 1.0f;
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}
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::glPopMatrix();
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if( Dynamic->btnOn )
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Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
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return true;
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}
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bool
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opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
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auto alpha =
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( Material != nullptr ?
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Material->textures_alpha :
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0x30300030 );
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if( 0 == ( alpha & Model->iFlags & 0x2F2F002F ) ) {
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// nothing to render
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return false;
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}
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Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
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// TODO: unify the render code after generic buffers are in place
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// setup
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if( false == Model->StartVBO() )
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return false;
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Model->Root->ReplacableSet(
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( Material != nullptr ?
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Material->replacable_skins :
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nullptr ),
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alpha );
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Model->Root->pRoot = Model;
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// render
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Render_Alpha( Model->Root );
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// post-render cleanup
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Model->EndVBO();
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return true;
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}
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bool
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opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
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::glPushMatrix();
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::glTranslated( Position.x, Position.y, Position.z );
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if( Angle.y != 0.0 )
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::glRotated( Angle.y, 0.0, 1.0, 0.0 );
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if( Angle.x != 0.0 )
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::glRotated( Angle.x, 1.0, 0.0, 0.0 );
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if( Angle.z != 0.0 )
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::glRotated( Angle.z, 0.0, 0.0, 1.0 );
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auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position - Global::GetCameraPosition() ) );
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::glPopMatrix();
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return result;
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}
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void
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opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
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// renderowanie przezroczystych przez DL
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if( ( Submodel->iVisible )
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&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
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&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) ) {
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glm::mat4 mm = m;
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if (Submodel->iFlags & 0xC000)
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{
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if (Submodel->fMatrix)
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mm *= glm::make_mat4(Submodel->fMatrix->e);
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if (Submodel->b_Anim)
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Submodel->RaAnimation(mm, Submodel->b_Anim);
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World.shader.set_mv(mm);
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}
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if( Submodel->eType < TP_ROTATOR ) {
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// renderowanie obiektów OpenGL
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if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) // rysuj gdy element przezroczysty
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{
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// textures...
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if( Submodel->TextureID < 0 ) { // zmienialne skóry
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Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
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}
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else {
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// również 0
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Bind( Submodel->TextureID );
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}
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::make_vec3(Submodel->f4Diffuse));
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// main draw call. TODO: generic buffer base class, specialized for vbo, dl etc
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::glDrawArrays( Submodel->eType, Submodel->iVboPtr, Submodel->iNumVerts );
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if (Global::fLuminance < Submodel->fLight)
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World.shader.set_material(glm::vec3(0.0f));
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}
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}
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else if( Submodel->eType == TP_FREESPOTLIGHT ) {
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if( Global::fLuminance < Submodel->fLight ) {
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// NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh
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// TODO: separate instance data from reusable geometry
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auto const &modelview = mm;
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auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
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Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
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float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency is ~0.5 at full 'brightness'
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if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
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glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
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glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
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if( glarelevel > 0.0f ) {
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glUseProgram(0);
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::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
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Bind( m_glaretextureid );
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::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], glarelevel );
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::glDisable( GL_LIGHTING );
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::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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glm::mat4 x = glm::mat4(1.0f);
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x = glm::translate(x, glm::vec3(lightcenter.x, lightcenter.y, lightcenter.z)); // początek układu zostaje bez zmian
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x = glm::rotate(x, atan2(lightcenter.x, lightcenter.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
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glLoadMatrixf(glm::value_ptr(x));
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// TODO: turn the drawing instructions into a compiled call / array
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::glBegin( GL_TRIANGLE_STRIP );
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float const size = 2.5f;
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::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
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::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
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::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
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::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
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/*
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// NOTE: we could do simply...
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vec3 vertexPosition_worldspace =
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particleCenter_wordspace
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+ CameraRight_worldspace * squareVertices.x * BillboardSize.x
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+ CameraUp_worldspace * squareVertices.y * BillboardSize.y;
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// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
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*/
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::glEnd();
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::glPopAttrib();
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glUseProgram(World.shader);
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}
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}
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}
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}
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if( Submodel->Child != NULL )
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if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )
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Render_Alpha( Submodel->Child, mm );
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if( Submodel->iFlags & 0xC000 )
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World.shader.set_mv(m);
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}
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if( Submodel->b_aAnim < at_SecondsJump )
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Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu
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if( Submodel->Next != NULL )
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if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 )
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Render_Alpha( Submodel->Next, m );
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};
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void
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opengl_renderer::Update ( double const Deltatime ) {
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m_updateaccumulator += Deltatime;
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if( m_updateaccumulator < 1.0 ) {
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// too early for any work
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return;
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}
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m_updateaccumulator = 0.0;
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// adjust draw ranges etc, based on recent performance
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auto const framerate = 1000.0f / (m_drawtime / 20.0f);
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// NOTE: until we have quadtree in place we have to rely on the legacy rendering
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// once this is resolved we should be able to simply adjust draw range
|
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int targetsegments;
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float targetfactor;
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if( framerate > 65.0 ) { targetsegments = 400; targetfactor = 3.0f; }
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else if( framerate > 40.0 ) { targetsegments = 225; targetfactor = 1.5f; }
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else if( framerate > 15.0 ) { targetsegments = 90; targetfactor = Global::ScreenHeight / 768.0f; }
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else { targetsegments = 9; targetfactor = Global::ScreenHeight / 768.0f * 0.75f; }
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if( targetsegments > Global::iSegmentsRendered ) {
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Global::iSegmentsRendered = std::min( targetsegments, Global::iSegmentsRendered + 5 );
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}
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else if( targetsegments < Global::iSegmentsRendered ) {
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Global::iSegmentsRendered = std::max( targetsegments, Global::iSegmentsRendered - 5 );
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}
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if( targetfactor > Global::fDistanceFactor ) {
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Global::fDistanceFactor = std::min( targetfactor, Global::fDistanceFactor + 0.05f );
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}
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else if( targetfactor < Global::fDistanceFactor ) {
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Global::fDistanceFactor = std::max( targetfactor, Global::fDistanceFactor - 0.05f );
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}
|
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if( ( framerate < 15.0 ) && ( Global::iSlowMotion < 7 ) ) {
|
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Global::iSlowMotion = ( Global::iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu
|
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if( Global::iSlowMotionMask & 1 )
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if( Global::iMultisampling ) // a multisampling jest włączony
|
|
::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS
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}
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else if( ( framerate > 20.0 ) && Global::iSlowMotion ) { // FPS się zwiększył, można włączyć bajery
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Global::iSlowMotion = ( Global::iSlowMotion >> 1 ); // zgaszenie bitu
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if( Global::iSlowMotion == 0 ) // jeśli jest pełna prędkość
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if( Global::iMultisampling ) // a multisampling jest włączony
|
|
::glEnable( GL_MULTISAMPLE );
|
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}
|
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|
|
// TODO: add garbage collection and other less frequent works here
|
|
if( DebugModeFlag )
|
|
m_debuginfo = m_textures.Info();
|
|
};
|
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|
|
// debug performance string
|
|
std::string const &
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opengl_renderer::Info() const {
|
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|
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return m_debuginfo;
|
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}
|
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|
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void
|
|
opengl_renderer::Update_Lights( light_array const &Lights ) {
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|
|
|
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;
|
|
}
|
|
//---------------------------------------------------------------------------
|