mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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530 lines
20 KiB
C++
530 lines
20 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 "rendering/opengl46/opengl46locallights.h"
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#include <algorithm>
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#include <array>
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#include <chrono>
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#include <limits>
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#include "utilities/Globals.h"
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#include "utilities/utilities.h"
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#include "scene/scene.h"
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#include "model/AnimModel.h"
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#include "model/Model3d.h"
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#include "vehicle/DynObj.h"
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#include "vehicle/Train.h"
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#include "simulation/simulation.h"
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#include "rendering/geometrybank.h"
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namespace
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{
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// a light ends where its contribution falls under this. it is above the limit of the culling of the clusters, as there are
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// many more of these lights than headlights, and each of them lights only its surroundings
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float const LIGHT_THRESHOLD{0.01f};
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// no light of a model reaches farther than this, metres
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float const LIGHT_RANGE_MAX{60.f};
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// the self-illumination threshold of the lamps of scenery models (Light_On, ls_Dark) and full darkness: between them
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// the lights of models and compartments fade in, as they would be lost in the daylight anyway
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float const LIGHT_DUSK_LUMINANCE{0.325f};
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float const LIGHT_DAY_LUMINANCE{1.0f};
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glm::vec3 to_linear(glm::vec3 const &Color)
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{
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return glm::pow(glm::max(Color, glm::vec3{0.f}), glm::vec3{2.2f});
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}
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float max_component(glm::vec3 const &Color)
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{
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return std::max(Color.r, std::max(Color.g, Color.b));
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}
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// distance at which a light of the colour falls under the threshold with the square of the distance
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float light_range(glm::vec3 const &Color)
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{
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return std::min(std::sqrt(max_component(Color) / LIGHT_THRESHOLD), LIGHT_RANGE_MAX);
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}
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// model space transform of the parent of the submodel, from the static transforms of the submodels above it; false if the
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// submodel is not in the tree
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bool find_parent_transform(TSubModel const *Submodel, TSubModel const *Target, glm::mat4 const &Parent, glm::mat4 &Result)
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{
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for (auto const *submodel{Submodel}; submodel != nullptr; submodel = submodel->Next)
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{
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if (submodel == Target)
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{
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Result = Parent;
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return true;
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}
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auto transform{Parent};
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if ((submodel->iFlags & 0xC000) && (submodel->fMatrix != nullptr))
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{
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transform *= glm::make_mat4(submodel->fMatrix->readArray());
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}
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if (find_parent_transform(submodel->Child, Target, transform, Result))
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{
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return true;
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}
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}
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return false;
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}
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// bounds of the geometry of the submodel, of its children and, with Siblings, of the submodels after it, in the space of Transform
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void extend_bounds(TSubModel const *Submodel, glm::mat4 const &Transform, gfx::geometrybank_manager const &Geometry, bool const Siblings, glm::vec3 &Min, glm::vec3 &Max,
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bool &Lightpoints)
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{
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for (auto const *submodel{Submodel}; submodel != nullptr; submodel = (Siblings ? submodel->Next : nullptr))
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{
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auto transform{Transform};
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if ((submodel->iFlags & 0xC000) && (submodel->fMatrix != nullptr))
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{
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transform *= glm::make_mat4(submodel->fMatrix->readArray());
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}
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if (submodel->eType == TP_FREESPOTLIGHT)
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{
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Lightpoints = true;
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}
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else if ((submodel->eType < TP_ROTATOR) && (submodel->m_geometry.handle != null_handle))
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{
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for (auto const &vertex : Geometry.vertices(submodel->m_geometry.handle))
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{
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auto const point{glm::vec3{transform * glm::vec4{vertex.position, 1.f}}};
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Min = glm::min(Min, point);
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Max = glm::max(Max, point);
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}
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}
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extend_bounds(submodel->Child, transform, Geometry, true, Min, Max, Lightpoints);
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}
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}
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} // namespace
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void opengl46_local_lights::gather(glm::dvec3 const &Camera, scene::basic_region &Region, gfx::geometrybank_manager const &Geometry, unsigned int const Framestamp)
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{
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auto const start{std::chrono::steady_clock::now()};
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m_lights.clear();
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m_cablampon = false;
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m_scenerycount = m_vehiclecount = m_compartmentcount = 0;
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// the editor adds, moves and removes instances in the cells. it can also do it in the frame it is turned off in
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auto const rebuild{EditorModeFlag || m_editorseen};
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m_editorseen = EditorModeFlag;
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if (Global.gfx_lights_clustered)
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{
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if (Global.gfx_lights_cab)
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{
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gather_cab_lamp(Geometry);
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}
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// lamps are lost in the daylight; this also spares the work of gathering them in the middle of the day
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auto const darkness{1.f - glm::smoothstep(LIGHT_DUSK_LUMINANCE, LIGHT_DAY_LUMINANCE, static_cast<float>(Global.fLuminance))};
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auto const range{Global.gfx_lights_range};
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if ((darkness > 0.f) && (range > 0.f) && Global.gfx_lights_scenery)
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{
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auto const freespotbrightness{Global.gfx_lights_freespot_intensity * darkness};
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// sections of the region within the range, the same way the render picks them
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auto const camerax{static_cast<int>(std::floor(Camera.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2))};
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auto const cameraz{static_cast<int>(std::floor(Camera.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2))};
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auto const reach{static_cast<int>(std::ceil(range / scene::EU07_SECTIONSIZE))};
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for (int row = std::max(0, cameraz - reach); row <= std::min(scene::EU07_REGIONSIDESECTIONCOUNT - 1, cameraz + reach); ++row)
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{
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for (int column = std::max(0, camerax - reach); column <= std::min(scene::EU07_REGIONSIDESECTIONCOUNT - 1, camerax + reach); ++column)
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{
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auto *section{Region.m_sections[row * scene::EU07_REGIONSIDESECTIONCOUNT + column]};
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if (section == nullptr)
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{
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continue;
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}
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for (auto &cell : section->m_cells)
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{
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if ((false == cell.m_active) || (glm::length(cell.m_area.center - Camera) > range + cell.m_area.radius))
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{
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continue;
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}
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for (auto *instance : cell_instances(cell, rebuild).instances)
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{
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gather_instance(instance, Camera, freespotbrightness, Framestamp);
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}
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}
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}
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}
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}
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if ((darkness > 0.f) && (range > 0.f) && Global.gfx_lights_vehicles)
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{
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auto const freespotbrightness{Global.gfx_lights_freespot_intensity * darkness};
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auto const compartmentbrightness{Global.gfx_lights_compartment_intensity * darkness};
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for (auto *vehicle : simulation::Vehicles.sequence())
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{
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if (glm::length(vehicle->GetPosition() - Camera) > range + vehicle->radius())
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{
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continue;
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}
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gather_vehicle(vehicle, Camera, Geometry, freespotbrightness, compartmentbrightness);
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}
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}
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// the most important lights first: when the light buffer or the list of a cluster fills up, the others are left out
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std::sort(std::begin(m_lights), std::end(m_lights), [&Camera](light const &Left, light const &Right) {
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return glm::length2(Left.position - Camera) / std::max(max_component(Left.color), 1e-6f) < glm::length2(Right.position - Camera) / std::max(max_component(Right.color), 1e-6f);
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});
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}
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auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count()};
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m_gathertime = (m_gathertime == 0.0 ? elapsed : m_gathertime * 0.95 + elapsed * 0.05);
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}
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void opengl46_local_lights::reset()
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{
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m_lights.clear();
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m_cablampon = false;
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m_modellights.clear();
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m_cells.clear();
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m_sections.clear();
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m_models.clear();
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m_scenerycount = m_vehiclecount = m_compartmentcount = m_placed = m_dropped = 0;
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}
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void opengl46_local_lights::gather_instance(TAnimModel *Instance, glm::dvec3 const &Camera, float const Brightness, unsigned int const Framestamp)
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{
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if ((false == Instance->m_visible) || (Instance->pModel == nullptr))
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{
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return;
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}
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auto const offset{Instance->location() - Camera};
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if (glm::length(offset) > Global.gfx_lights_range + Instance->radius())
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{
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return;
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}
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// the same distance the render picks the lods and the range of the instance by
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auto const distancesquared{glm::length2(offset / static_cast<double>(Global.ZoomFactor)) / Global.fDistanceFactor};
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if ((distancesquared < Instance->m_rangesquaredmin) || (distancesquared >= Instance->m_rangesquaredmax))
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{
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return;
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}
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Instance->RaAnimate(Framestamp);
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Instance->RaPrepare();
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TSubModel::fSquareDist = static_cast<float>(distancesquared);
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auto const count{m_lights.size()};
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auto const placement{glm::translate(glm::dmat4{1.0}, Instance->location()) * glm::dmat4{Instance->rotation_scale()}};
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m_walkowner = Instance;
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walk(Instance->pModel->Root, glm::mat4{1.f}, placement, Brightness);
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m_walkowner = nullptr;
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m_scenerycount += static_cast<std::uint32_t>(m_lights.size() - count);
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}
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void opengl46_local_lights::gather_vehicle(TDynamicObject *Vehicle, glm::dvec3 const &Camera, gfx::geometrybank_manager const &Geometry, float const Freespotbrightness,
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float const Compartmentbrightness)
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{
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if ((false == Global.render_cab) && (Global.pCamera.m_owner == Vehicle))
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{
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// the render leaves the vehicle out as well
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return;
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}
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// light points: the models with any are gone through after the setup the render makes before it draws the vehicle
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std::array<TModel3d *, 2> models{Vehicle->mdModel, Vehicle->mdLowPolyInt};
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auto const haslightpoints = [this](TModel3d *Model) { return (Model != nullptr) && has_light_points(Model); };
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if (std::any_of(std::begin(models), std::end(models), haslightpoints) || std::any_of(std::begin(Vehicle->mdAttachments), std::end(Vehicle->mdAttachments), haslightpoints))
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{
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TSubModel::iInstance = reinterpret_cast<std::uintptr_t>(Vehicle);
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TSubModel::iVariantSeed = Vehicle->variant_seed();
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auto const squaredistance{glm::length2(glm::vec3{Vehicle->vPosition - Camera} / Global.ZoomFactor)};
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Vehicle->ABuLittleUpdate(squaredistance);
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auto const placement{glm::translate(glm::dmat4{1.0}, Vehicle->vPosition) * Vehicle->mMatrix};
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auto const count{m_lights.size()};
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auto const walkmodel = [&](TModel3d *Model) {
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if (haslightpoints(Model))
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{
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TSubModel::fSquareDist = squaredistance;
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walk(Model->Root, glm::mat4{1.f}, placement, Freespotbrightness);
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}
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};
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walkmodel(Vehicle->mdModel);
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for (auto *attachment : Vehicle->mdAttachments)
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{
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walkmodel(attachment);
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}
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walkmodel(Vehicle->mdLowPolyInt);
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m_vehiclecount += static_cast<std::uint32_t>(m_lights.size() - count);
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if (Vehicle->btnOn)
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{
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Vehicle->TurnOff(); // the state of the shared model goes back to the default, as after the render
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}
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}
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// lit compartments, the way TDynamicObject::Update() works out their self-illumination: cab sections come first and are lit at
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// the level of their lamp, the others at the level of the compartment lights
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if ((Vehicle->mdLowPolyInt != nullptr) && (Compartmentbrightness > 0.f))
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{
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auto const owncab{m_cablampon && (simulation::Train != nullptr) && (simulation::Train->Dynamic() == Vehicle)};
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auto cabsection{true};
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for (auto const §ion : Vehicle->Sections)
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{
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auto const &name{section.compartment->pName};
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cabsection &= (name.size() >= 4) && name.starts_with("cab");
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auto const level{section.light_level * (cabsection ? 1.f : Vehicle->MoverParameters->CompartmentLights.intensity)};
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if ((level <= 0.f) || (Global.fLuminance > section.compartment->fLight) || (section.compartment->iVisible == 0))
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{
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continue;
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}
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if (cabsection && owncab)
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{
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// the lamp of the occupied cab is a light of its own
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continue;
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}
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auto const &data{this->section(Vehicle->mdLowPolyInt, section.compartment, Geometry)};
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if (data.has_light_points || (data.extent == glm::vec3{0.f}))
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{
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continue;
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}
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light compartmentlight;
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compartmentlight.position = Vehicle->GetWorldPosition(glm::dvec3{data.center});
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compartmentlight.color = to_linear(Vehicle->InteriorLight) * (level * Compartmentbrightness);
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// the light goes out of the windows a little; there are no shadows to keep it in, so it doesn't reach far
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compartmentlight.range = std::clamp(glm::length(data.extent) * 1.5f, 2.f, std::min(light_range(compartmentlight.color), 15.f));
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m_lights.emplace_back(compartmentlight);
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++m_compartmentcount;
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}
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}
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}
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void opengl46_local_lights::gather_cab_lamp(gfx::geometrybank_manager const &Geometry)
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{
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// the cab is drawn, Render_cab() conditions
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if (FreeFlyModeFlag || (false == Global.render_cab) || (simulation::Train == nullptr))
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{
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return;
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}
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auto const *vehicle{simulation::Train->Dynamic()};
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if ((vehicle == nullptr) || (false == vehicle->bDisplayCab) || (vehicle->mdKabina == nullptr) || (vehicle->mdKabina == vehicle->mdModel))
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{
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return;
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}
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if (vehicle->InteriorLightLevel <= 0.f)
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{
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return;
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}
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// as bright as the ambient light it used to add to the cab: lost in the daylight
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auto const luminance{Global.fLuminance * (vehicle->fShade > 0.0f ? vehicle->fShade : 1.0f)};
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auto const level{vehicle->InteriorLightLevel * std::clamp(1.25f - static_cast<float>(luminance), 0.f, 1.f)};
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if (level <= 0.f)
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{
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return;
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}
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auto const &bounds{model_bounds(vehicle->mdKabina, Geometry)};
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if (bounds.extent == glm::vec3{0.f})
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{
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return;
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}
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// under the ceiling, in the middle of the cab
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auto const lamp{glm::vec3{bounds.center.x, std::max(bounds.center.y, bounds.center.y + bounds.extent.y - 0.25f), bounds.center.z}};
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m_cablamp = light{};
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m_cablamp.position = vehicle->GetWorldPosition(glm::dvec3{lamp});
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m_cablampvehicle = vehicle;
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m_cablamplocal = lamp;
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m_cablamp.color = to_linear(vehicle->InteriorLight) * (level * Global.gfx_lights_cab_intensity);
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// within the cab: without shadows (gfx.lights.shadows) the lamp would light the track below and the body of the vehicle around it
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m_cablamp.range = std::clamp(glm::length(bounds.extent) * 1.25f, 2.5f, 8.f);
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m_cablampon = (max_component(m_cablamp.color) > 0.f);
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}
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void opengl46_local_lights::walk(TSubModel *Submodel, glm::mat4 const &Transform, glm::dmat4 const &Placement, float const Brightness)
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{
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// visibility, lod ranges, transforms and animations as in opengl46_renderer::Render_Alpha(TSubModel *)
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for (auto *submodel{Submodel}; submodel != nullptr; submodel = submodel->Next)
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{
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if ((submodel->iVisible == 0) || (TSubModel::fSquareDist < submodel->fSquareMinDist) || (TSubModel::fSquareDist >= submodel->fSquareMaxDist))
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{
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continue;
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}
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auto transform{Transform};
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if (submodel->iFlags & 0xC000)
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{
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if (submodel->fMatrix != nullptr)
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{
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transform *= glm::make_mat4(submodel->fMatrix->readArray());
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}
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if (submodel->b_aAnim != TAnimType::at_None)
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{
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submodel->RaAnimation(transform, submodel->b_aAnim);
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}
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}
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if (submodel->eType == TP_FREESPOTLIGHT)
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{
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add_light_point(*submodel, transform, Placement, Brightness);
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}
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if (submodel->Child != nullptr)
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{
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walk(submodel->Child, transform, Placement, Brightness);
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}
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}
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}
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void opengl46_local_lights::add_light_point(TSubModel const &Submodel, glm::mat4 const &Transform, glm::dmat4 const &Placement, float const Brightness)
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{
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// lit points: with self-illumination, past its threshold. the compartments of vehicles set it with their lights
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if ((Submodel.f4Emision.a <= 0.f) || (Global.fLuminance >= Submodel.fLight) || (Submodel.fVisible <= 0.f))
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{
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return;
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}
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auto const diffuse{Submodel.DiffuseOverride.r < 0.f ? // -1 indicates no override
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glm::vec3{Submodel.f4Diffuse} :
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Submodel.DiffuseOverride};
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// hotspotpower of the model; this renderer keeps it apart from the colour
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auto const multiplier{Submodel.diffuseMultiplier > 0.f ? Submodel.diffuseMultiplier : 1.f};
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auto const color{to_linear(diffuse) * (Brightness * multiplier * Submodel.fVisible * std::min(Submodel.f4Emision.a, 1.f))};
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if (max_component(color) <= LIGHT_THRESHOLD)
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{
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return;
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}
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light lightpoint;
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lightpoint.position = glm::dvec3{Placement * glm::dvec4{glm::dvec3{Transform[3]}, 1.0}};
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auto const axis{glm::vec3{glm::dmat3{Placement} * glm::dvec3{-glm::vec3{Transform[2]}}}};
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lightpoint.direction = (glm::length2(axis) > 0.f ? glm::normalize(axis) : glm::vec3{0.f, -1.f, 0.f});
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lightpoint.color = color;
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// the cone of the glare: where the point is seen from is where it shines. the glare goes from no brightness at the falloff
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// angle to full at the hotspot angle, which some models have the wrong way round
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lightpoint.cos_outer = std::clamp(Submodel.fCosFalloffAngle, -1.f, 0.999f);
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lightpoint.cos_inner = std::clamp(std::max(Submodel.fCosHotspotAngle, lightpoint.cos_outer + 0.05f), lightpoint.cos_outer + 0.001f, 1.f);
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lightpoint.range = light_range(color);
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if (m_walkowner != nullptr)
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{
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|
lightpoint.owner = m_walkowner;
|
|
lightpoint.part = &Submodel;
|
|
}
|
|
m_lights.emplace_back(lightpoint);
|
|
}
|
|
|
|
bool opengl46_local_lights::has_light_points(TModel3d *Model)
|
|
{
|
|
auto lookup{m_modellights.find(Model)};
|
|
if (lookup != m_modellights.end())
|
|
{
|
|
return lookup->second;
|
|
}
|
|
auto found{false};
|
|
std::vector<TSubModel const *> pending{Model->Root};
|
|
while ((false == found) && (false == pending.empty()))
|
|
{
|
|
auto const *submodel{pending.back()};
|
|
pending.pop_back();
|
|
for (; submodel != nullptr; submodel = submodel->Next)
|
|
{
|
|
if (submodel->eType == TP_FREESPOTLIGHT)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
if (submodel->Child != nullptr)
|
|
{
|
|
pending.emplace_back(submodel->Child);
|
|
}
|
|
}
|
|
}
|
|
m_modellights.emplace(Model, found);
|
|
return found;
|
|
}
|
|
|
|
opengl46_local_lights::cell_data const &opengl46_local_lights::cell_instances(scene::basic_cell &Cell, bool const Rebuild)
|
|
{
|
|
// light points are drawn in the translucent phase, so the instances which have them are on the translucent list of the cell
|
|
auto &instances{Cell.m_instancetranslucent};
|
|
auto &data{m_cells[&Cell]};
|
|
if (Rebuild || (data.source_size != instances.size()) || (data.source_data != static_cast<void const *>(instances.data())))
|
|
{
|
|
data.instances.clear();
|
|
for (auto *instance : instances)
|
|
{
|
|
if ((instance->pModel != nullptr) && has_light_points(instance->pModel))
|
|
{
|
|
data.instances.emplace_back(instance);
|
|
}
|
|
}
|
|
data.source_size = instances.size();
|
|
data.source_data = instances.data();
|
|
}
|
|
return data;
|
|
}
|
|
|
|
opengl46_local_lights::section_data const &opengl46_local_lights::section(TModel3d *Model, TSubModel *Section, gfx::geometrybank_manager const &Geometry)
|
|
{
|
|
auto lookup{m_sections.find(Section)};
|
|
if (lookup != m_sections.end())
|
|
{
|
|
return lookup->second;
|
|
}
|
|
section_data data;
|
|
glm::mat4 transform{1.f};
|
|
if (find_parent_transform(Model->Root, Section, glm::mat4{1.f}, transform))
|
|
{
|
|
glm::vec3 min{std::numeric_limits<float>::max()};
|
|
glm::vec3 max{std::numeric_limits<float>::lowest()};
|
|
extend_bounds(Section, transform, Geometry, false, min, max, data.has_light_points);
|
|
if (min.x <= max.x)
|
|
{
|
|
data.center = 0.5f * (min + max);
|
|
data.extent = 0.5f * (max - min);
|
|
}
|
|
}
|
|
return m_sections.emplace(Section, data).first->second;
|
|
}
|
|
|
|
opengl46_local_lights::section_data const &opengl46_local_lights::model_bounds(TModel3d *Model, gfx::geometrybank_manager const &Geometry)
|
|
{
|
|
auto lookup{m_models.find(Model)};
|
|
if (lookup != m_models.end())
|
|
{
|
|
return lookup->second;
|
|
}
|
|
section_data data;
|
|
glm::vec3 min{std::numeric_limits<float>::max()};
|
|
glm::vec3 max{std::numeric_limits<float>::lowest()};
|
|
extend_bounds(Model->Root, glm::mat4{1.f}, Geometry, true, min, max, data.has_light_points);
|
|
if (min.x <= max.x)
|
|
{
|
|
data.center = 0.5f * (min + max);
|
|
data.extent = 0.5f * (max - min);
|
|
}
|
|
return m_models.emplace(Model, data).first->second;
|
|
}
|
|
|
|
std::string opengl46_local_lights::info() const
|
|
{
|
|
return "local lights: " + std::to_string(m_lights.size()) + " (scenery " + std::to_string(m_scenerycount) + ", vehicles " + std::to_string(m_vehiclecount) + ", compartments " +
|
|
std::to_string(m_compartmentcount) + ")" + (m_cablampon ? " + cab lamp" : "") + ", placed " + std::to_string(m_placed) + ", over capacity " + std::to_string(m_dropped) +
|
|
", gather " + to_string(m_gathertime, 2) + " ms";
|
|
}
|
|
|
|
void opengl46_local_lights::draw_debug_ui()
|
|
{
|
|
ImGui::TextUnformatted("local lights (need clustered lights)");
|
|
ImGui::Checkbox("light points of scenery models", &Global.gfx_lights_scenery);
|
|
ImGui::Checkbox("light points and compartments of vehicles", &Global.gfx_lights_vehicles);
|
|
ImGui::Checkbox("cab lamp as a light", &Global.gfx_lights_cab);
|
|
ImGui::SliderFloat("light point brightness", &Global.gfx_lights_freespot_intensity, 0.f, 50.f);
|
|
ImGui::SliderFloat("compartment brightness", &Global.gfx_lights_compartment_intensity, 0.f, 10.f);
|
|
ImGui::SliderFloat("cab lamp brightness", &Global.gfx_lights_cab_intensity, 0.f, 10.f);
|
|
ImGui::SliderFloat("cab ambient kept", &Global.gfx_lights_cab_bounce, 0.f, 1.f);
|
|
ImGui::SliderFloat("range, m", &Global.gfx_lights_range, 0.f, 1000.f);
|
|
ImGui::Text("gathered %u: scenery %u, vehicles %u, compartments %u%s", static_cast<unsigned>(m_lights.size()), m_scenerycount, m_vehiclecount, m_compartmentcount,
|
|
m_cablampon ? ", cab lamp" : "");
|
|
ImGui::Text("in the light buffer %u, over capacity %u", m_placed, m_dropped);
|
|
ImGui::Text("gather %.2f ms (cpu)", m_gathertime);
|
|
}
|