mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
2548 lines
110 KiB
C++
2548 lines
110 KiB
C++
//---------------------------------------------------------------------------
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/*
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
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*/
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#include "system.hpp"
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#include "classes.hpp"
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#include "opengl/glew.h"
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#include "opengl/glut.h"
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#pragma hdrstop
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#include "Timer.h"
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#include "mtable.hpp"
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#include "Sound.h"
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#include "World.h"
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#include "Logs.h"
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#include "Globals.h"
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#include "Camera.h"
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#include "ResourceManager.h"
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#include "Event.h"
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#include "Train.h"
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#include "Driver.h"
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#include "Console.h"
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#define TEXTURE_FILTER_CONTROL_EXT 0x8500
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#define TEXTURE_LOD_BIAS_EXT 0x8501
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//---------------------------------------------------------------------------
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#pragma package(smart_init)
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typedef void (APIENTRY *FglutBitmapCharacter)(void *font,int character); //typ funkcji
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FglutBitmapCharacter glutBitmapCharacterDLL=NULL; //deklaracja zmiennej
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HINSTANCE hinstGLUT32=NULL; //wskaŸnik do GLUT32.DLL
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//GLUTAPI void APIENTRY glutBitmapCharacterDLL(void *font, int character);
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TDynamicObject *Controlled=NULL; //pojazd, który prowadzimy
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using namespace Timer;
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const double fTimeMax=1.00; //[s] maksymalny czas aktualizacji w jednek klatce
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__fastcall TWorld::TWorld()
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{
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//randomize();
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//Randomize();
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Train=NULL;
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//Aspect=1;
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for (int i=0;i<10;++i)
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KeyEvents[i]=NULL; //eventy wyzwalane klawiszami cyfrowymi
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Global::iSlowMotion=0;
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//Global::changeDynObj=NULL;
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OutText1=""; //teksty wyœwietlane na ekranie
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OutText2="";
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OutText3="";
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iCheckFPS=0; //kiedy znów sprawdziæ FPS, ¿eby wy³¹czaæ optymalizacji od razu do zera
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pDynamicNearest=NULL;
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fTimeBuffer=0.0; //bufor czasu aktualizacji dla sta³ego kroku fizyki
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fMaxDt=0.01; //[s] pocz¹tkowy krok czasowy fizyki
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fTime50Hz=0.0; //bufor czasu dla komunikacji z PoKeys
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}
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__fastcall TWorld::~TWorld()
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{
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Global::bManageNodes=false; //Ra: wy³¹czenie wyrejestrowania, bo siê sypie
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TrainDelete();
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//Ground.Free(); //Ra: usuniêcie obiektów przed usuniêciem dŸwiêków - sypie siê
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TSoundsManager::Free();
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TModelsManager::Free();
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TTexturesManager::Free();
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glDeleteLists(base,96);
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if (hinstGLUT32)
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FreeLibrary(hinstGLUT32);
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}
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void __fastcall TWorld::TrainDelete(TDynamicObject *d)
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{//usuniêcie pojazdu prowadzonego przez u¿ytkownika
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if (d)
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if (Train)
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if (Train->Dynamic()!=d)
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return; //nie tego usuwaæ
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delete Train; //i nie ma czym sterowaæ
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Train=NULL;
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Controlled=NULL; //tego te¿ ju¿ nie ma
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mvControlled=NULL;
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Global::pUserDynamic=NULL; //tego te¿ nie ma
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};
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GLvoid __fastcall TWorld::glPrint(const char *txt) //custom GL "Print" routine
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{//wypisywanie tekstu 2D na ekranie
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if (!txt) return;
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if (Global::bGlutFont)
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{//tekst generowany przez GLUT
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int i,len=strlen(txt);
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for (i=0;i<len;i++)
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glutBitmapCharacterDLL(GLUT_BITMAP_8_BY_13,txt[i]); //funkcja linkowana dynamicznie
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}
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else
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{//generowanie przez Display Lists
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glPushAttrib(GL_LIST_BIT); //pushes the display list bits
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glListBase(base-32); //sets the base character to 32
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glCallLists(strlen(txt),GL_UNSIGNED_BYTE,txt); //draws the display list text
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glPopAttrib(); //pops the display list bits
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}
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}
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/* Ra: do opracowania: wybor karty graficznej ~Intel gdy s¹ dwie...
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BOOL GetDisplayMonitorInfo(int nDeviceIndex, LPSTR lpszMonitorInfo)
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{
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FARPROC EnumDisplayDevices;
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HINSTANCE hInstUser32;
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DISPLAY_DEVICE DispDev;
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char szSaveDeviceName[33]; // 32 + 1 for the null-terminator
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BOOL bRet = TRUE;
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HRESULT hr;
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hInstUser32 = LoadLibrary("c:\\windows\User32.DLL");
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if (!hInstUser32) return FALSE;
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// Get the address of the EnumDisplayDevices function
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EnumDisplayDevices = (FARPROC)GetProcAddress(hInstUser32,"EnumDisplayDevicesA");
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if (!EnumDisplayDevices) {
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FreeLibrary(hInstUser32);
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return FALSE;
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}
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ZeroMemory(&DispDev, sizeof(DispDev));
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DispDev.cb = sizeof(DispDev);
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// After the first call to EnumDisplayDevices,
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// DispDev.DeviceString is the adapter name
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if (EnumDisplayDevices(NULL, nDeviceIndex, &DispDev, 0))
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{
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hr = StringCchCopy(szSaveDeviceName, 33, DispDev.DeviceName);
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if (FAILED(hr))
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{
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// TODO: write error handler
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}
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// After second call, DispDev.DeviceString is the
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// monitor name for that device
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EnumDisplayDevices(szSaveDeviceName, 0, &DispDev, 0);
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// In the following, lpszMonitorInfo must be 128 + 1 for
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// the null-terminator.
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hr = StringCchCopy(lpszMonitorInfo, 129, DispDev.DeviceString);
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if (FAILED(hr))
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{
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// TODO: write error handler
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}
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} else {
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bRet = FALSE;
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}
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FreeLibrary(hInstUser32);
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return bRet;
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}
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*/
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bool __fastcall TWorld::Init(HWND NhWnd,HDC hDC)
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{
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double time=(double)Now();
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Global::hWnd=NhWnd; //do WM_COPYDATA
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Global::pCamera=&Camera; //Ra: wskaŸnik potrzebny do likwidacji drgañ
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Global::detonatoryOK=true;
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WriteLog("Starting MaSzyna rail vehicle simulator.");
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WriteLog(Global::asVersion);
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#if sizeof(TSubModel)!=256
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Error("Wrong sizeof(TSubModel) is "+AnsiString(sizeof(TSubModel)));
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return false;
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#endif
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WriteLog("Online documentation and additional files on http://eu07.pl");
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WriteLog("Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx_EU, OLO_EU, Bart, Quark-t, ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter and others");
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WriteLog("Renderer:");
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WriteLog( (char*) glGetString(GL_RENDERER));
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WriteLog("Vendor:");
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//Winger030405: sprawdzanie sterownikow
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WriteLog( (char*) glGetString(GL_VENDOR));
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AnsiString glver=((char*)glGetString(GL_VERSION));
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WriteLog("OpenGL Version:");
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WriteLog(glver);
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if ((glver=="1.5.1") || (glver=="1.5.2"))
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{
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Error("Niekompatybilna wersja openGL - dwuwymiarowy tekst nie bedzie wyswietlany!");
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WriteLog("WARNING! This OpenGL version is not fully compatible with simulator!");
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WriteLog("UWAGA! Ta wersja OpenGL nie jest w pelni kompatybilna z symulatorem!");
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Global::detonatoryOK=false;
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}
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else
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Global::detonatoryOK=true;
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//Ra: umieszczone w EU07.cpp jakoœ nie chce dzia³aæ
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while (glver.LastDelimiter(".")>glver.Pos("."))
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glver=glver.SubString(1,glver.LastDelimiter(".")-1); //obciêcie od drugiej kropki
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double ogl;
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try {ogl=glver.ToDouble();} catch (...) {ogl=0.0;}
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if (Global::fOpenGL>0.0) //jeœli by³a wpisane maksymalna wersja w EU07.INI
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{if (ogl>0.0) //zak³adaj¹c, ¿e siê odczyta³o dobrze
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if (ogl<Global::fOpenGL) //a karta oferuje ni¿sz¹ wersjê ni¿ wpisana
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Global::fOpenGL=ogl; //to przyj¹c to z karty
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}
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else if (ogl<1.3) //sprzêtowa deompresja DDS zwykle wymaga 1.3
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Error("Missed OpenGL 1.3+ drivers!"); //b³¹d np. gdy wersja 1.1, a nie ma wpisu w EU07.INI
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Global::bOpenGL_1_5=(Global::fOpenGL>=1.5); //s¹ fragmentaryczne animacje VBO
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WriteLog("Supported extensions:");
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WriteLog((char*)glGetString(GL_EXTENSIONS));
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if (glewGetExtension("GL_ARB_vertex_buffer_object")) //czy jest VBO w karcie graficznej
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{
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if (AnsiString((char*)glGetString(GL_VENDOR)).Pos("Intel")) //wymuszenie tylko dla kart Intel
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{//karty Intel nie nadaj¹ siê do grafiki 3D, ale robimy wyj¹tek, bo to w koñcu symulator
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Global::iMultisampling=0; //to robi problemy na "Intel(R) HD Graphics Family" - czarny ekran
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if (Global::fOpenGL>=1.4) //1.4 mia³o obs³ugê VBO, ale bez opcji modyfikacji fragmentu bufora
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Global::bUseVBO=true; //VBO w³¹czane tylko, jeœli jest obs³uga oraz nie ustawiono ni¿szego numeru
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}
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if (Global::bUseVBO)
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WriteLog("Ra: The VBO is found and will be used.");
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else
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WriteLog("Ra: The VBO is found, but Display Lists are selected.");
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}
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else
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{WriteLog("Ra: No VBO found - Display Lists used. Graphics card too old?");
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Global::bUseVBO=false; //mo¿e byæ w³¹czone parametrem w INI
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}
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if (Global::bDecompressDDS) //jeœli sprzêtowa (domyœlnie jest false)
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WriteLog("DDS textures support at OpenGL level is disabled in INI file.");
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else
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{Global::bDecompressDDS=!glewGetExtension("GL_EXT_texture_compression_s3tc"); //czy obs³ugiwane?
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if (Global::bDecompressDDS) //czy jest obs³uga DDS w karcie graficznej
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WriteLog("DDS textures are not supported.");
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else //brak obs³ugi DDS - trzeba w³¹czyæ programow¹ dekompresjê
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WriteLog("DDS textures are supported.");
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}
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if (Global::iMultisampling)
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WriteLog("Used multisampling of "+AnsiString(Global::iMultisampling)+" samples.");
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{//ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
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GLint i;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&i);
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if (i<Global::iMaxTextureSize) Global::iMaxTextureSize=i;
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WriteLog("Max texture size: "+AnsiString(Global::iMaxTextureSize));
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}
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/*-----------------------Render Initialization----------------------*/
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if (Global::fOpenGL>=1.2) //poni¿sze nie dzia³a w 1.1
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glTexEnvf(TEXTURE_FILTER_CONTROL_EXT,TEXTURE_LOD_BIAS_EXT,-1);
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GLfloat FogColor[]={1.0f,1.0f,1.0f,1.0f};
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear screen and depth buffer
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glLoadIdentity();
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//WriteLog("glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0); ");
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//glClearColor (1.0, 0.0, 0.0, 0.0); // Background Color
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//glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0); // Background Color
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glClearColor (0.2, 0.4, 0.33, 1.0); // Background Color
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WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
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glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
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WriteLog("glClearDepth(1.0f); ");
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glClearDepth(1.0f); // ZBuffer Value
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// glEnable(GL_NORMALIZE);
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// glEnable(GL_RESCALE_NORMAL);
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// glEnable(GL_CULL_FACE);
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WriteLog("glEnable(GL_TEXTURE_2D);");
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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WriteLog("glShadeModel(GL_SMOOTH);");
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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WriteLog("glEnable(GL_DEPTH_TEST);");
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glEnable(GL_DEPTH_TEST);
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//McZapkie:261102-uruchomienie polprzezroczystosci (na razie linie) pod kierunkiem Marcina
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//if (Global::bRenderAlpha) //Ra: wywalam tê flagê
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{
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WriteLog("glEnable(GL_BLEND);");
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glEnable(GL_BLEND);
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WriteLog("glEnable(GL_ALPHA_TEST);");
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glEnable(GL_ALPHA_TEST);
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WriteLog("glAlphaFunc(GL_GREATER,0.04);");
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glAlphaFunc(GL_GREATER,0.04);
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WriteLog("glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);");
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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WriteLog("glDepthFunc(GL_LEQUAL);");
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glDepthFunc(GL_LEQUAL);
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}
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/*
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else
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{
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WriteLog("glEnable(GL_ALPHA_TEST);");
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glEnable(GL_ALPHA_TEST);
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WriteLog("glAlphaFunc(GL_GREATER,0.5);");
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glAlphaFunc(GL_GREATER,0.5);
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WriteLog("glDepthFunc(GL_LEQUAL);");
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glDepthFunc(GL_LEQUAL);
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WriteLog("glDisable(GL_BLEND);");
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glDisable(GL_BLEND);
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}
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*/
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/* zakomentowanie to co bylo kiedys mieszane
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WriteLog("glEnable(GL_ALPHA_TEST);");
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glEnable(GL_ALPHA_TEST);//glGetIntegerv()
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WriteLog("glAlphaFunc(GL_GREATER,0.5);");
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// glAlphaFunc(GL_LESS,0.5);
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glAlphaFunc(GL_GREATER,0.5);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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WriteLog("glDepthFunc(GL_LEQUAL);");
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glDepthFunc(GL_LEQUAL);//EQUAL); // The Type Of Depth Testing To Do
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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*/
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WriteLog("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);");
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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WriteLog("glPolygonMode(GL_FRONT, GL_FILL);");
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glPolygonMode(GL_FRONT, GL_FILL);
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WriteLog("glFrontFace(GL_CCW);");
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glFrontFace(GL_CCW); // Counter clock-wise polygons face out
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WriteLog("glEnable(GL_CULL_FACE); ");
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glEnable(GL_CULL_FACE); // Cull back-facing triangles
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WriteLog("glLineWidth(1.0f);");
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glLineWidth(1.0f);
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// glLineWidth(2.0f);
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WriteLog("glPointSize(2.0f);");
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glPointSize(2.0f);
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// ----------- LIGHTING SETUP -----------
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// Light values and coordinates
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vector3 lp= Normalize(vector3(-500,500,200));
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Global::lightPos[0]=lp.x;
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Global::lightPos[1]=lp.y;
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Global::lightPos[2]=lp.z;
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Global::lightPos[3]=0.0f;
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//Ra: œwiat³a by sensowniej by³o ustawiaæ po wczytaniu scenerii
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//Ra: szcz¹tkowe œwiat³o rozproszone - ¿eby by³o cokolwiek widaæ w ciemnoœci
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WriteLog("glLightModelfv(GL_LIGHT_MODEL_AMBIENT,darkLight);");
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Global::darkLight);
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//Ra: œwiat³o 0 - g³ówne œwiat³o zewnêtrzne (S³oñce, Ksiê¿yc)
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WriteLog("glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);");
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glLightfv(GL_LIGHT0,GL_AMBIENT,Global::ambientDayLight);
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WriteLog("glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);");
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glLightfv(GL_LIGHT0,GL_DIFFUSE,Global::diffuseDayLight);
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WriteLog("glLightfv(GL_LIGHT0,GL_SPECULAR,specularLight);");
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glLightfv(GL_LIGHT0,GL_SPECULAR,Global::specularDayLight);
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WriteLog("glLightfv(GL_LIGHT0,GL_POSITION,lightPos);");
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glLightfv(GL_LIGHT0,GL_POSITION,Global::lightPos);
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WriteLog("glEnable(GL_LIGHT0);");
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glEnable(GL_LIGHT0);
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//glColor() ma zmieniaæ kolor wybrany w glColorMaterial()
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WriteLog("glEnable(GL_COLOR_MATERIAL);");
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glEnable(GL_COLOR_MATERIAL);
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WriteLog("glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);");
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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// WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT, whiteLight );");
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// glMaterialfv( GL_FRONT, GL_AMBIENT, Global::whiteLight );
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WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, whiteLight );");
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, Global::whiteLight );
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/*
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WriteLog("glMaterialfv( GL_FRONT, GL_SPECULAR, noLight );");
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glMaterialfv( GL_FRONT, GL_SPECULAR, Global::noLight );
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*/
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WriteLog("glEnable(GL_LIGHTING);");
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glEnable(GL_LIGHTING);
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WriteLog("glFogi(GL_FOG_MODE, GL_LINEAR);");
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glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Mode
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WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
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glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
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// glFogf(GL_FOG_DENSITY, 0.594f); // How Dense Will The Fog Be
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// glHint(GL_FOG_HINT, GL_NICEST); // Fog Hint Value
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WriteLog("glFogf(GL_FOG_START, 1000.0f);");
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glFogf(GL_FOG_START, 10.0f); // Fog Start Depth
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WriteLog("glFogf(GL_FOG_END, 2000.0f);");
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glFogf(GL_FOG_END, 200.0f); // Fog End Depth
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WriteLog("glEnable(GL_FOG);");
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glEnable(GL_FOG); // Enables GL_FOG
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//Ra: ustawienia testowe
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glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);
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glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
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/*--------------------Render Initialization End---------------------*/
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WriteLog("Font init"); //pocz¹tek inicjacji fontów 2D
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if (Global::bGlutFont) //jeœli wybrano GLUT font, próbujemy zlinkowaæ GLUT32.DLL
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{
|
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UINT mode=SetErrorMode(SEM_NOOPENFILEERRORBOX); //aby nie wrzeszcza³, ¿e znaleŸæ nie mo¿e
|
|
hinstGLUT32=LoadLibrary(TEXT("GLUT32.DLL")); //get a handle to the DLL module
|
|
SetErrorMode(mode);
|
|
// If the handle is valid, try to get the function address.
|
|
if (hinstGLUT32)
|
|
glutBitmapCharacterDLL=(FglutBitmapCharacter)GetProcAddress(hinstGLUT32,"glutBitmapCharacter");
|
|
else
|
|
WriteLog("Missed GLUT32.DLL.");
|
|
if (glutBitmapCharacterDLL)
|
|
WriteLog("Used font from GLUT32.DLL.");
|
|
else
|
|
Global::bGlutFont=false; //nie uda³o siê, trzeba spróbowaæ na Display List
|
|
}
|
|
if (!Global::bGlutFont)
|
|
{//jeœli bezGLUTowy font
|
|
HFONT font; // Windows Font ID
|
|
base=glGenLists(96); //storage for 96 characters
|
|
font=CreateFont( -15, //height of font
|
|
0, //width of font
|
|
0, //angle of escapement
|
|
0, //orientation angle
|
|
FW_BOLD, //font weight
|
|
FALSE, //italic
|
|
FALSE, //underline
|
|
FALSE, //strikeout
|
|
ANSI_CHARSET, //character set identifier
|
|
OUT_TT_PRECIS, //output precision
|
|
CLIP_DEFAULT_PRECIS, //clipping precision
|
|
ANTIALIASED_QUALITY, //output quality
|
|
FF_DONTCARE|DEFAULT_PITCH, //family and pitch
|
|
"Courier New"); //font name
|
|
SelectObject(hDC,font); //selects the font we want
|
|
wglUseFontBitmapsA(hDC,32,96,base); //builds 96 characters starting at character 32
|
|
WriteLog("Display Lists font used."); //+AnsiString(glGetError())
|
|
}
|
|
WriteLog("Font init OK"); //+AnsiString(glGetError())
|
|
|
|
Timer::ResetTimers();
|
|
|
|
hWnd= NhWnd;
|
|
glColor4f(1.0f,3.0f,3.0f,0.0f);
|
|
// SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
// glClear(GL_COLOR_BUFFER_BIT);
|
|
// glFlush();
|
|
|
|
SetForegroundWindow(hWnd);
|
|
WriteLog("Sound Init");
|
|
|
|
|
|
glLoadIdentity();
|
|
// glColor4f(0.3f,0.0f,0.0f,0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glTranslatef(0.0f,0.0f,-0.50f);
|
|
// glRasterPos2f(-0.25f, -0.10f);
|
|
glDisable(GL_DEPTH_TEST); // Disables depth testing
|
|
glColor3f(3.0f,3.0f,3.0f);
|
|
|
|
GLuint logo;
|
|
logo=TTexturesManager::GetTextureID(szTexturePath,szSceneryPath,"logo",6);
|
|
glBindTexture(GL_TEXTURE_2D,logo); // Select our texture
|
|
|
|
glBegin(GL_QUADS); // Drawing using triangles
|
|
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.28f, -0.22f, 0.0f); //bottom left of the texture and quad
|
|
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.28f, -0.22f, 0.0f); //bottom right of the texture and quad
|
|
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.28f, 0.22f, 0.0f); //top right of the texture and quad
|
|
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.28f, 0.22f, 0.0f); //top left of the texture and quad
|
|
glEnd();
|
|
//~logo; Ra: to jest bez sensu zapis
|
|
glColor3f(0.0f,0.0f,100.0f);
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.09f);
|
|
glPrint("Uruchamianie / Initializing...");
|
|
glRasterPos2f(-0.25f, -0.10f);
|
|
glPrint("Dzwiek / Sound...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
glEnable(GL_LIGHTING);
|
|
/*-----------------------Sound Initialization-----------------------*/
|
|
TSoundsManager::Init(hWnd);
|
|
//TSoundsManager::LoadSounds( "" );
|
|
/*---------------------Sound Initialization End---------------------*/
|
|
WriteLog("Sound Init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.11f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
int i;
|
|
|
|
Paused= true;
|
|
WriteLog("Textures init");
|
|
if(Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.12f);
|
|
glPrint("Tekstury / Textures...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
TTexturesManager::Init();
|
|
WriteLog("Textures init OK");
|
|
if(Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.13f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
WriteLog("Models init");
|
|
if(Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.14f);
|
|
glPrint("Modele / Models...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
//McZapkie: dodalem sciezke zeby mozna bylo definiowac skad brac modele ale to malo eleganckie
|
|
// TModelsManager::LoadModels(asModelsPatch);
|
|
TModelsManager::Init();
|
|
WriteLog("Models init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.15f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
WriteLog("Ground init");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.16f);
|
|
glPrint("Sceneria / Scenery (please wait)...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
Ground.Init(Global::szSceneryFile,hDC);
|
|
// Global::tSinceStart= 0;
|
|
Clouds.Init();
|
|
WriteLog("Ground init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.17f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
// TTrack *Track=Ground.FindGroundNode("train_start",TP_TRACK)->pTrack;
|
|
|
|
// Camera.Init(vector3(2700,10,6500),0,M_PI,0);
|
|
// Camera.Init(vector3(00,40,000),0,M_PI,0);
|
|
// Camera.Init(vector3(1500,5,-4000),0,M_PI,0);
|
|
//McZapkie-130302 - coby nie przekompilowywac:
|
|
// Camera.Init(Global::pFreeCameraInit,0,M_PI,0);
|
|
Camera.Init(Global::pFreeCameraInit[0],Global::pFreeCameraInitAngle[0]);
|
|
|
|
char buff[255]="Player train init: ";
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f,-0.18f);
|
|
glPrint("Przygotowanie kabiny do sterowania...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
strcat(buff,Global::asHumanCtrlVehicle.c_str());
|
|
WriteLog(buff);
|
|
TGroundNode *nPlayerTrain=NULL;
|
|
if (Global::asHumanCtrlVehicle!="ghostview")
|
|
nPlayerTrain=Ground.DynamicFind(Global::asHumanCtrlVehicle); //szukanie w tych z obsad¹
|
|
if (nPlayerTrain)
|
|
{
|
|
Train=new TTrain();
|
|
if (Train->Init(nPlayerTrain->DynamicObject))
|
|
{
|
|
Controlled=Train->Dynamic();
|
|
mvControlled=Controlled->ControlledFind()->MoverParameters;
|
|
Global::pUserDynamic=Controlled; //renerowanie pojazdu wzglêdem kabiny
|
|
WriteLog("Player train init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.19f);
|
|
glPrint("OK.");
|
|
}
|
|
FollowView();
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
}
|
|
else
|
|
{
|
|
Error("Player train init failed!");
|
|
FreeFlyModeFlag=true; //Ra: automatycznie w³¹czone latanie
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.20f);
|
|
glPrint("Blad inicjalizacji sterowanego pojazdu!");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
Controlled=NULL;
|
|
mvControlled=NULL;
|
|
Camera.Type=tp_Free;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Global::asHumanCtrlVehicle!="ghostview")
|
|
{Error("Player train not exist!");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.20f);
|
|
glPrint("Wybrany pojazd nie istnieje w scenerii!");
|
|
}
|
|
}
|
|
FreeFlyModeFlag=true; //Ra: automatycznie w³¹czone latanie
|
|
SwapBuffers(hDC); //swap buffers (double buffering)
|
|
Controlled=NULL;
|
|
mvControlled=NULL;
|
|
Camera.Type=tp_Free;
|
|
}
|
|
glEnable(GL_DEPTH_TEST);
|
|
//Ground.pTrain=Train;
|
|
//if (!Global::bMultiplayer) //na razie w³¹czone
|
|
{//eventy aktywowane z klawiatury tylko dla jednego u¿ytkownika
|
|
KeyEvents[0]=Ground.FindEvent("keyctrl00");
|
|
KeyEvents[1]=Ground.FindEvent("keyctrl01");
|
|
KeyEvents[2]=Ground.FindEvent("keyctrl02");
|
|
KeyEvents[3]=Ground.FindEvent("keyctrl03");
|
|
KeyEvents[4]=Ground.FindEvent("keyctrl04");
|
|
KeyEvents[5]=Ground.FindEvent("keyctrl05");
|
|
KeyEvents[6]=Ground.FindEvent("keyctrl06");
|
|
KeyEvents[7]=Ground.FindEvent("keyctrl07");
|
|
KeyEvents[8]=Ground.FindEvent("keyctrl08");
|
|
KeyEvents[9]=Ground.FindEvent("keyctrl09");
|
|
}
|
|
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //{Texture blends with object background}
|
|
light=TTexturesManager::GetTextureID(szTexturePath,szSceneryPath,"smuga.tga");
|
|
//Camera.Reset();
|
|
ResetTimers();
|
|
WriteLog("Load time: "+FloatToStrF((86400.0*((double)Now()-time)),ffFixed,7,1)+" seconds");
|
|
if (DebugModeFlag) //w Debugmode automatyczne w³¹czenie AI
|
|
if (Train)
|
|
if (Train->Dynamic()->Mechanik)
|
|
Train->Dynamic()->Mechanik->TakeControl(true);
|
|
return true;
|
|
};
|
|
|
|
void __fastcall TWorld::OnKeyDown(int cKey)
|
|
{//(cKey) to kod klawisza, cyfrowe i literowe siê zgadzaj¹
|
|
//Ra 2014-09: tu by mo¿na dodaæ tabelê konwersji: 256 wirtualnych kodów w kontekœcie dwóch prze³¹czników [Shift] i [Ctrl]
|
|
//na ka¿dy kod wirtualny niech przypadaj¹ 4 bajty: 2 dla naciœniêcia i 2 dla zwolnienia
|
|
//powtórzone 256 razy da 1kB na ka¿dy stan prze³¹czników, ³¹cznie bêdzie 4kB pierwszej tabeli przekodowania
|
|
if (!Global::iPause)
|
|
{//podczas pauzy klawisze nie dzia³aj¹
|
|
AnsiString info="Key pressed: [";
|
|
if (Console::Pressed(VK_SHIFT)) info+="Shift]+[";
|
|
if (Console::Pressed(VK_CONTROL)) info+="Ctrl]+[";
|
|
if (cKey>192) //coœ tam jeszcze ciekawego jest?
|
|
{
|
|
if (cKey<255) //255 to [Fn] w laptopach
|
|
WriteLog(info+AnsiString(char(cKey-128))+"]");
|
|
}
|
|
else if (cKey>=186)
|
|
WriteLog(info+AnsiString(";=,-./~").SubString(cKey-185,1)+"]");
|
|
else if (cKey>123) //coœ tam jeszcze ciekawego jest?
|
|
WriteLog(info+AnsiString(cKey)+"]"); //numer klawisza
|
|
else if (cKey>=112) //funkcyjne
|
|
WriteLog(info+"F"+AnsiString(cKey-111)+"]");
|
|
else if (cKey>=96)
|
|
WriteLog(info+"Num"+AnsiString("0123456789*+?-./").SubString(cKey-95,1)+"]");
|
|
else if (((cKey>='0')&&(cKey<='9'))||((cKey>='A')&&(cKey<='Z'))||(cKey==' '))
|
|
WriteLog(info+AnsiString(char(cKey))+"]");
|
|
else if (cKey=='-')
|
|
WriteLog(info+"Insert]");
|
|
else if (cKey=='.')
|
|
WriteLog(info+"Delete]");
|
|
else if (cKey=='$')
|
|
WriteLog(info+"Home]");
|
|
else if (cKey=='#')
|
|
WriteLog(info+"End]");
|
|
else if (cKey>'Z') //¿eby nie logowaæ kursorów
|
|
WriteLog(info+AnsiString(cKey)+"]"); //numer klawisza
|
|
}
|
|
if ((cKey<='9')?(cKey>='0'):false) //klawisze cyfrowe
|
|
{int i=cKey-'0'; //numer klawisza
|
|
if (Console::Pressed(VK_SHIFT))
|
|
{//z [Shift] uruchomienie eventu
|
|
if (!Global::iPause) //podczas pauzy klawisze nie dzia³aj¹
|
|
if (KeyEvents[i])
|
|
Ground.AddToQuery(KeyEvents[i],NULL);
|
|
}
|
|
else //zapamiêtywanie kamery mo¿e dzia³aæ podczas pauzy
|
|
if (FreeFlyModeFlag) //w trybie latania mo¿na przeskakiwaæ do ustawionych kamer
|
|
if ((Global::iTextMode!=VK_F12)&&(Global::iTextMode!=VK_F3)) //ograniczamy u¿ycie kamer
|
|
{if ((!Global::pFreeCameraInit[i].x&&!Global::pFreeCameraInit[i].y&&!Global::pFreeCameraInit[i].z))
|
|
{//jeœli kamera jest w punkcie zerowym, zapamiêtanie wspó³rzêdnych i k¹tów
|
|
Global::pFreeCameraInit[i]=Camera.Pos;
|
|
Global::pFreeCameraInitAngle[i].x=Camera.Pitch;
|
|
Global::pFreeCameraInitAngle[i].y=Camera.Yaw;
|
|
Global::pFreeCameraInitAngle[i].z=Camera.Roll;
|
|
//logowanie, ¿eby mo¿na by³o do scenerii przepisaæ
|
|
WriteLog("camera "
|
|
+FloatToStrF(Global::pFreeCameraInit[i].x,ffFixed,7,3)+" "
|
|
+FloatToStrF(Global::pFreeCameraInit[i].y,ffFixed,7,3)+" "
|
|
+FloatToStrF(Global::pFreeCameraInit[i].z,ffFixed,7,3)+" "
|
|
+FloatToStrF(RadToDeg(Global::pFreeCameraInitAngle[i].x),ffFixed,7,3)+" "
|
|
+FloatToStrF(RadToDeg(Global::pFreeCameraInitAngle[i].y),ffFixed,7,3)+" "
|
|
+FloatToStrF(RadToDeg(Global::pFreeCameraInitAngle[i].z),ffFixed,7,3)+" "
|
|
+AnsiString(i)+" endcamera");
|
|
}
|
|
else //równie¿ przeskakiwanie
|
|
{//Ra: to z t¹ kamer¹ (Camera.Pos i Global::pCameraPosition) jest trochê bez sensu
|
|
Global::SetCameraPosition(Global::pFreeCameraInit[i]); //nowa pozycja dla generowania obiektów
|
|
Ground.Silence(Camera.Pos); //wyciszenie wszystkiego z poprzedniej pozycji
|
|
Camera.Init(Global::pFreeCameraInit[i],Global::pFreeCameraInitAngle[i]); //przestawienie
|
|
}
|
|
}
|
|
//bêdzie jeszcze za³¹czanie sprzêgów z [Ctrl]
|
|
}
|
|
else if ((cKey>=VK_F1)?(cKey<=VK_F12):false)
|
|
{
|
|
switch (cKey)
|
|
{case VK_F1: //czas i relacja
|
|
case VK_F3:
|
|
case VK_F5: //przesiadka do innego pojazdu
|
|
case VK_F8: //FPS
|
|
case VK_F9: //wersja, typ wyœwietlania, b³êdy OpenGL
|
|
case VK_F10:
|
|
if (Global::iTextMode==cKey)
|
|
Global::iTextMode=(Global::iPause&&(cKey!=VK_F1)?VK_F1:0); //wy³¹czenie napisów, chyba ¿e pauza
|
|
else
|
|
Global::iTextMode=cKey;
|
|
break;
|
|
case VK_F2: //parametry pojazdu
|
|
if (Global::iTextMode==cKey) //jeœli kolejne naciœniêcie
|
|
++Global::iScreenMode[cKey-VK_F1]; //kolejny ekran
|
|
else
|
|
{//pierwsze naciœniêcie daje pierwszy (tzn. zerowy) ekran
|
|
Global::iTextMode=cKey;
|
|
Global::iScreenMode[cKey-VK_F1]=0;
|
|
}
|
|
break;
|
|
case VK_F12: //coœ tam jeszcze
|
|
if (Console::Pressed(VK_CONTROL)&&Console::Pressed(VK_SHIFT))
|
|
DebugModeFlag=!DebugModeFlag; //taka opcjonalna funkcja, mo¿e siê czasem przydaæ
|
|
/* //Ra 2F1P: teraz w³¹czanie i wy³¹czanie klawiszami cyfrowymi po u¿yciu [F12]
|
|
else if (Console::Pressed(VK_SHIFT))
|
|
{//odpalenie logu w razie "W"
|
|
if ((Global::iWriteLogEnabled&2)==0) //nie by³o okienka
|
|
{//otwarcie okna
|
|
AllocConsole();
|
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
|
|
}
|
|
Global::iWriteLogEnabled|=3;
|
|
} */
|
|
else
|
|
Global::iTextMode=cKey;
|
|
break;
|
|
case VK_F4:
|
|
InOutKey();
|
|
break;
|
|
case VK_F6:
|
|
if (DebugModeFlag)
|
|
{//przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
|
|
//Global::iViewMode=VK_F6;
|
|
if (Console::Pressed(VK_CONTROL))
|
|
Global::fTimeSpeed=(Console::Pressed(VK_SHIFT)?10.0:5.0);
|
|
else
|
|
Global::fTimeSpeed=(Console::Pressed(VK_SHIFT)?2.0:1.0);
|
|
}
|
|
break;
|
|
}
|
|
//if (cKey!=VK_F4)
|
|
return; //nie s¹ przekazywane do pojazdu wcale
|
|
}
|
|
if (Global::iTextMode==VK_F10) //wyœwietlone napisy klawiszem F10
|
|
{//i potwierdzenie
|
|
Global::iTextMode=(cKey=='Y')?-1:0; //flaga wyjœcia z programu
|
|
return; //nie przekazujemy do poci¹gu
|
|
}
|
|
else if ((Global::iTextMode==VK_F12)?(cKey>='0')&&(cKey<='9'):false)
|
|
{//tryb konfiguracji debugmode (przestawianie kamery ju¿ wy³¹czone
|
|
if (!Console::Pressed(VK_SHIFT)) //bez [Shift]
|
|
{if (cKey=='1')
|
|
Global::iWriteLogEnabled^=1; //w³¹cz/wy³¹cz logowanie do pliku
|
|
else if (cKey=='2')
|
|
{//w³¹cz/wy³¹cz okno konsoli
|
|
Global::iWriteLogEnabled^=2;
|
|
if ((Global::iWriteLogEnabled&2)==0) //nie by³o okienka
|
|
{//otwarcie okna
|
|
AllocConsole(); //jeœli konsola ju¿ jest, to zwróci b³¹d; uwalniaæ nie ma po co, bo siê od³¹czy
|
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
|
|
}
|
|
}
|
|
//else if (cKey=='3') Global::iWriteLogEnabled^=4; //wypisywanie nazw torów
|
|
}
|
|
}
|
|
else if (cKey==3) //[Ctrl]+[Break]
|
|
{//hamowanie wszystkich pojazdów w okolicy
|
|
Ground.RadioStop(Camera.Pos);
|
|
}
|
|
else if (!Global::iPause) //||(cKey==VK_F4)) //podczas pauzy sterownaie nie dzia³a, F4 tak
|
|
if (Train)
|
|
if (Controlled)
|
|
if ((Controlled->Controller==Humandriver)?true:DebugModeFlag||(cKey=='Q'))
|
|
Train->OnKeyDown(cKey); //przekazanie klawisza do kabiny
|
|
if (FreeFlyModeFlag) //aby nie odluŸnia³o wagonu za lokomotyw¹
|
|
{//operacje wykonywane na dowolnym pojeŸdzie, przeniesione tu z kabiny
|
|
if (cKey==Global::Keys[k_Releaser]) //odluŸniacz
|
|
{//dzia³a globalnie, sprawdziæ zasiêg
|
|
TDynamicObject *temp=Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (GetAsyncKeyState(VK_CONTROL)<0) //z ctrl odcinanie
|
|
{
|
|
temp->MoverParameters->BrakeStatus^=128;
|
|
}
|
|
else
|
|
if (temp->MoverParameters->BrakeReleaser(1))
|
|
{
|
|
//temp->sBrakeAcc->
|
|
//dsbPneumaticRelay->SetVolume(DSBVOLUME_MAX);
|
|
//dsbPneumaticRelay->Play(0,0,0); //temp->Position()-Camera.Pos //???
|
|
}
|
|
}
|
|
}
|
|
else if (cKey==Global::Keys[k_Heating]) //Ra: klawisz nie jest najszczêœliwszy
|
|
{//zmiana pró¿ny/³adowny; Ra: zabrane z kabiny
|
|
TDynamicObject *temp=Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (Console::Pressed(VK_SHIFT)?temp->MoverParameters->IncBrakeMult():temp->MoverParameters->DecBrakeMult())
|
|
if (Train)
|
|
{//dŸwiêk oczywiœcie jest w kabinie
|
|
Train->dsbSwitch->SetVolume(DSBVOLUME_MAX);
|
|
Train->dsbSwitch->Play(0,0,0);
|
|
}
|
|
}
|
|
}
|
|
else if (cKey==Global::Keys[k_EndSign])
|
|
{//Ra 2014-07: zabrane z kabiny
|
|
TDynamicObject *tmp=Global::CouplerNearest(); //domyœlnie wyszukuje do 20m
|
|
if (tmp)
|
|
{
|
|
int CouplNr=(LengthSquared3(tmp->HeadPosition()-Camera.Pos)>LengthSquared3(tmp->RearPosition()-Camera.Pos)?1:-1)*tmp->DirectionGet();
|
|
if (CouplNr<0) CouplNr=0; //z [-1,1] zrobiæ [0,1]
|
|
int mask,set=0; //Ra: [Shift]+[Ctrl]+[T] odpala mi jak¹œ idiotyczn¹ zmianê tapety pulpitu :/
|
|
if (GetAsyncKeyState(VK_SHIFT)<0) //z [Shift] zapalanie
|
|
set=mask=64; //bez [Ctrl] za³o¿yæ tabliczki
|
|
else if (GetAsyncKeyState(VK_CONTROL)<0)
|
|
set=mask=2+32; //z [Ctrl] zapaliæ œwiat³a czerwone
|
|
else
|
|
mask=2+32+64; //wy³¹czanie œci¹ga wszystko
|
|
if (((tmp->iLights[CouplNr])&mask)!=set)
|
|
{
|
|
tmp->iLights[CouplNr]=(tmp->iLights[CouplNr]&~mask)|set;
|
|
if (Train)
|
|
{//Ra: ten dŸwiêk z kabiny to przegiêcie, ale na razie zostawiam
|
|
Train->dsbSwitch->SetVolume(DSBVOLUME_MAX);
|
|
Train->dsbSwitch->Play(0,0,0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (cKey==Global::Keys[k_IncLocalBrakeLevel])
|
|
{//zahamowanie dowolnego pojazdu
|
|
TDynamicObject *temp=Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (GetAsyncKeyState(VK_CONTROL)<0)
|
|
if ((temp->MoverParameters->LocalBrake==ManualBrake)||(temp->MoverParameters->MBrake==true))
|
|
temp->MoverParameters->IncManualBrakeLevel(1);
|
|
else;
|
|
else
|
|
if (temp->MoverParameters->LocalBrake!=ManualBrake)
|
|
if (temp->MoverParameters->IncLocalBrakeLevelFAST())
|
|
if (Train)
|
|
{//dŸwiêk oczywiœcie jest w kabinie
|
|
Train->dsbPneumaticRelay->SetVolume(-80);
|
|
Train->dsbPneumaticRelay->Play(0,0,0);
|
|
}
|
|
}
|
|
}
|
|
else if (cKey==Global::Keys[k_DecLocalBrakeLevel])
|
|
{//odhamowanie dowolnego pojazdu
|
|
TDynamicObject *temp=Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (GetAsyncKeyState(VK_CONTROL)<0)
|
|
if ((temp->MoverParameters->LocalBrake==ManualBrake)||(temp->MoverParameters->MBrake==true))
|
|
temp->MoverParameters->DecManualBrakeLevel(1);
|
|
else;
|
|
else
|
|
if (temp->MoverParameters->LocalBrake!=ManualBrake)
|
|
if (temp->MoverParameters->DecLocalBrakeLevelFAST())
|
|
if (Train)
|
|
{//dŸwiêk oczywiœcie jest w kabinie
|
|
Train->dsbPneumaticRelay->SetVolume(-80);
|
|
Train->dsbPneumaticRelay->Play(0,0,0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//switch (cKey)
|
|
//{case 'a': //ignorowanie repetycji
|
|
// case 'A': Global::iKeyLast=cKey; break;
|
|
// default: Global::iKeyLast=0;
|
|
//}
|
|
}
|
|
|
|
void __fastcall TWorld::OnKeyUp(int cKey)
|
|
{//zwolnienie klawisza; (cKey) to kod klawisza, cyfrowe i literowe siê zgadzaj¹
|
|
if (!Global::iPause) //podczas pauzy sterownaie nie dzia³a
|
|
if (Train)
|
|
if (Controlled)
|
|
if ((Controlled->Controller==Humandriver)?true:DebugModeFlag||(cKey=='Q'))
|
|
Train->OnKeyUp(cKey); //przekazanie zwolnienia klawisza do kabiny
|
|
};
|
|
|
|
void __fastcall TWorld::OnMouseMove(double x, double y)
|
|
{//McZapkie:060503-definicja obracania myszy
|
|
Camera.OnCursorMove(x*Global::fMouseXScale,-y*Global::fMouseYScale);
|
|
}
|
|
|
|
void __fastcall TWorld::InOutKey()
|
|
{//prze³¹czenie widoku z kabiny na zewnêtrzny i odwrotnie
|
|
FreeFlyModeFlag=!FreeFlyModeFlag; //zmiana widoku
|
|
if (FreeFlyModeFlag)
|
|
{//je¿eli poza kabin¹, przestawiamy w jej okolicê - OK
|
|
Global::pUserDynamic=NULL; //bez renderowania wzglêdem kamery
|
|
if (Train)
|
|
{//Train->Dynamic()->ABuSetModelShake(vector3(0,0,0));
|
|
Train->Silence(); //wy³¹czenie dŸwiêków kabiny
|
|
Train->Dynamic()->bDisplayCab=false;
|
|
DistantView();
|
|
}
|
|
}
|
|
else
|
|
{//jazda w kabinie
|
|
if (Train)
|
|
{Global::pUserDynamic=Controlled; //renerowanie wzglêdem kamery
|
|
Train->Dynamic()->bDisplayCab=true;
|
|
Train->Dynamic()->ABuSetModelShake(vector3(0,0,0)); //zerowanie przesuniêcia przed powrotem?
|
|
//Camera.Stop(); //zatrzymanie ruchu
|
|
Train->MechStop();
|
|
FollowView(); //na pozycjê mecha
|
|
}
|
|
else
|
|
FreeFlyModeFlag=true; //nadal poza kabin¹
|
|
}
|
|
};
|
|
|
|
void __fastcall TWorld::DistantView()
|
|
{//ustawienie widoku pojazdu z zewn¹trz
|
|
if (Controlled) //jest pojazd do prowadzenia?
|
|
{//na prowadzony
|
|
Camera.Pos=Controlled->GetPosition()+(Controlled->MoverParameters->ActiveCab>=0?30:-30)*Controlled->VectorFront()+vector3(0,5,0);
|
|
Camera.LookAt=Controlled->GetPosition();
|
|
Camera.RaLook(); //jednorazowe przestawienie kamery
|
|
}
|
|
else if (pDynamicNearest) //jeœli jest pojazd wykryty blisko
|
|
{//patrzenie na najbli¿szy pojazd
|
|
Camera.Pos=pDynamicNearest->GetPosition()+(pDynamicNearest->MoverParameters->ActiveCab>=0?30:-30)*pDynamicNearest->VectorFront()+vector3(0,5,0);
|
|
Camera.LookAt=pDynamicNearest->GetPosition();
|
|
Camera.RaLook(); //jednorazowe przestawienie kamery
|
|
}
|
|
};
|
|
|
|
void __fastcall TWorld::FollowView(bool wycisz)
|
|
{//ustawienie œledzenia pojazdu
|
|
//ABu 180404 powrot mechanika na siedzenie albo w okolicê pojazdu
|
|
//if (Console::Pressed(VK_F4)) Global::iViewMode=VK_F4;
|
|
//Ra: na zewn¹trz wychodzimy w Train.cpp
|
|
Camera.Reset(); //likwidacja obrotów - patrzy horyzontalnie na po³udnie
|
|
if (Controlled) //jest pojazd do prowadzenia?
|
|
{
|
|
vector3 camStara=Camera.Pos; //przestawianie kamery jest bez sensu: do przerobienia na potem
|
|
//Controlled->ABuSetModelShake(vector3(0,0,0));
|
|
if (FreeFlyModeFlag)
|
|
{//je¿eli poza kabin¹, przestawiamy w jej okolicê - OK
|
|
if (Train)
|
|
Train->Dynamic()->ABuSetModelShake(vector3(0,0,0)); //wy³¹czenie trzêsienia na si³ê?
|
|
//Camera.Pos=Train->pMechPosition+Normalize(Train->GetDirection())*20;
|
|
DistantView(); //przestawienie kamery
|
|
//¿eby nie bylo numerów z 'fruwajacym' lokiem - konsekwencja bujania pud³a
|
|
Global::SetCameraPosition(Camera.Pos); //tu ustawiæ now¹, bo od niej licz¹ siê odleg³oœci
|
|
Ground.Silence(camStara); //wyciszenie dŸwiêków z poprzedniej pozycji
|
|
}
|
|
else if (Train)
|
|
{//korekcja ustawienia w kabinie - OK
|
|
vector3 camStara=Camera.Pos; //przestawianie kamery jest bez sensu: do przerobienia na potem
|
|
//Ra: czy to tu jest potrzebne, bo przelicza siê kawa³ek dalej?
|
|
Camera.Pos=Train->pMechPosition;//Train.GetPosition1();
|
|
Camera.Roll=atan(Train->pMechShake.x*Train->fMechRoll); //hustanie kamery na boki
|
|
Camera.Pitch-=atan(Train->vMechVelocity.z*Train->fMechPitch); //hustanie kamery przod tyl
|
|
if (Train->Dynamic()->MoverParameters->ActiveCab==0)
|
|
Camera.LookAt=Train->pMechPosition+Train->GetDirection();
|
|
else //patrz w strone wlasciwej kabiny
|
|
Camera.LookAt=Train->pMechPosition+Train->GetDirection()*Train->Dynamic()->MoverParameters->ActiveCab;
|
|
Train->pMechOffset.x=Train->pMechSittingPosition.x;
|
|
Train->pMechOffset.y=Train->pMechSittingPosition.y;
|
|
Train->pMechOffset.z=Train->pMechSittingPosition.z;
|
|
Global::SetCameraPosition(Train->Dynamic()->GetPosition()); //tu ustawiæ now¹, bo od niej licz¹ siê odleg³oœci
|
|
if (wycisz) //trzymanie prawego w kabinie daje marny efekt
|
|
Ground.Silence(camStara); //wyciszenie dŸwiêków z poprzedniej pozycji
|
|
}
|
|
}
|
|
else DistantView();
|
|
};
|
|
|
|
bool __fastcall TWorld::Update()
|
|
{
|
|
#ifdef USE_SCENERY_MOVING
|
|
vector3 tmpvector = Global::GetCameraPosition();
|
|
tmpvector = vector3(
|
|
-int(tmpvector.x)+int(tmpvector.x)%10000,
|
|
-int(tmpvector.y)+int(tmpvector.y)%10000,
|
|
-int(tmpvector.z)+int(tmpvector.z)%10000);
|
|
if(tmpvector.x || tmpvector.y || tmpvector.z)
|
|
{
|
|
WriteLog("Moving scenery");
|
|
Ground.MoveGroundNode(tmpvector);
|
|
WriteLog("Scenery moved");
|
|
};
|
|
#endif
|
|
if (iCheckFPS)
|
|
--iCheckFPS;
|
|
else
|
|
{//jak dosz³o do zera, to sprawdzamy wydajnoœæ
|
|
if (GetFPS()<Global::fFpsMin)
|
|
{Global::iSegmentsRendered-=random(10); //floor(0.5+Global::iSegmentsRendered/Global::fRadiusFactor);
|
|
if (Global::iSegmentsRendered<10) //jeœli jest co zmniejszaæ
|
|
Global::iSegmentsRendered=10; //10=minimalny promieñ to 600m
|
|
}
|
|
else if (GetFPS()>Global::fFpsMax) //jeœli jest du¿o FPS
|
|
if (Global::iSegmentsRendered<Global::iFpsRadiusMax) //jeœli jest co zwiêkszaæ
|
|
{Global::iSegmentsRendered+=random(5); //floor(0.5+Global::iSegmentsRendered*Global::fRadiusFactor);
|
|
if (Global::iSegmentsRendered>Global::iFpsRadiusMax) //5.6km (22*22*M_PI)
|
|
Global::iSegmentsRendered=Global::iFpsRadiusMax;
|
|
}
|
|
if ((GetFPS()<12)&&(Global::iSlowMotion<7))
|
|
{Global::iSlowMotion=(Global::iSlowMotion<<1)+1; //zapalenie kolejnego bitu
|
|
if (Global::iSlowMotionMask&1)
|
|
if (Global::iMultisampling) //a multisampling jest w³¹czony
|
|
glDisable(GL_MULTISAMPLE); //wy³¹czenie multisamplingu powinno poprawiæ FPS
|
|
}
|
|
else if ((GetFPS()>20)&&Global::iSlowMotion)
|
|
{//FPS siê zwiêkszy³, mo¿na w³¹czyæ bajery
|
|
Global::iSlowMotion=(Global::iSlowMotion>>1); //zgaszenie bitu
|
|
if (Global::iSlowMotion==0) //jeœli jest pe³na prêdkoœæ
|
|
if (Global::iMultisampling) //a multisampling jest w³¹czony
|
|
glEnable(GL_MULTISAMPLE);
|
|
}
|
|
/*
|
|
if (!Global::bPause)
|
|
if (GetFPS()<=5)
|
|
{//zwiêkszenie kroku fizyki przy s³abym FPS
|
|
if (fMaxDt<0.05)
|
|
{fMaxDt=0.05; //Ra: tak nie mo¿e byæ, bo s¹ problemy na sprzêgach
|
|
WriteLog("Phisics step switched to 0.05s!");
|
|
}
|
|
}
|
|
else if (GetFPS()>12)
|
|
if (fMaxDt>0.01)
|
|
{//powrót do podstawowego kroku fizyki
|
|
fMaxDt=0.01;
|
|
WriteLog("Phisics step switched to 0.01s!");
|
|
}
|
|
*/
|
|
iCheckFPS=0.25*GetFPS(); //tak za 0.25 sekundy sprawdziæ ponownie (jeszcze przycina?)
|
|
}
|
|
UpdateTimers(Global::iPause);
|
|
if (!Global::iPause)
|
|
{//jak pauza, to nie ma po co tego przeliczaæ
|
|
GlobalTime->UpdateMTableTime(GetDeltaTime()); //McZapkie-300302: czas rozkladowy
|
|
//Ra 2014-07: przeliczenie k¹ta czasu (do animacji zale¿nych od czasu)
|
|
Global::fTimeAngleDeg=GlobalTime->hh*15.0+GlobalTime->mm*0.25+GlobalTime->mr/240.0;
|
|
Global::fClockAngleDeg[0]=36.0*(int(GlobalTime->mr)%10); //jednostki sekund
|
|
Global::fClockAngleDeg[1]=36.0*(int(GlobalTime->mr)/10); //dziesi¹tki sekund
|
|
Global::fClockAngleDeg[2]=36.0*(GlobalTime->mm%10); //jednostki minut
|
|
Global::fClockAngleDeg[3]=36.0*(GlobalTime->mm/10); //dziesi¹tki minut
|
|
Global::fClockAngleDeg[4]=36.0*(GlobalTime->hh%10); //jednostki godzin
|
|
Global::fClockAngleDeg[5]=36.0*(GlobalTime->hh/10); //dziesi¹tki godzin
|
|
if (Global::fMoveLight>=0.0)
|
|
{//testowo ruch œwiat³a
|
|
//double a=Global::fTimeAngleDeg/180.0*M_PI-M_PI; //k¹t godzinny w radianach
|
|
double a=fmod(Global::fTimeAngleDeg,360.0)/180.0*M_PI-M_PI; //k¹t godzinny w radianach
|
|
//(a) jest traktowane jako czas miejscowy, nie uwzglêdniaj¹cy stref czasowych ani czasu letniego
|
|
//aby wyznaczyæ strefê czasow¹, trzeba uwzglêdniæ po³udnik miejscowy
|
|
//aby uwzglêdniæ czas letni, trzeba sprawdziæ dzieñ roku
|
|
double L=Global::fLatitudeDeg/180.0*M_PI; //szerokoϾ geograficzna
|
|
double H=asin(cos(L)*cos(Global::fSunDeclination)*cos(a)+sin(L)*sin(Global::fSunDeclination)); //k¹t ponad horyzontem
|
|
//double A=asin(cos(d)*sin(M_PI-a)/cos(H));
|
|
//Declination=((0.322003-22.971*cos(t)-0.357898*cos(2*t)-0.14398*cos(3*t)+3.94638*sin(t)+0.019334*sin(2*t)+0.05928*sin(3*t)))*Pi/180
|
|
//Altitude=asin(sin(Declination)*sin(latitude)+cos(Declination)*cos(latitude)*cos((15*(time-12))*(Pi/180)));
|
|
//Azimuth=(acos((cos(latitude)*sin(Declination)-cos(Declination)*sin(latitude)*cos((15*(time-12))*(Pi/180)))/cos(Altitude)));
|
|
//double A=acos(cos(L)*sin(d)-cos(d)*sin(L)*cos(M_PI-a)/cos(H));
|
|
//dAzimuth = atan2(-sin( dHourAngle ),tan( dDeclination )*dCos_Latitude - dSin_Latitude*dCos_HourAngle );
|
|
double A=atan2(sin(a),tan(Global::fSunDeclination)*cos(L)-sin(L)*cos(a));
|
|
vector3 lp=vector3(sin(A),tan(H),cos(A));
|
|
lp=Normalize(lp); //przeliczenie na wektor d³ugoœci 1.0
|
|
Global::lightPos[0]=(float)lp.x;
|
|
Global::lightPos[1]=(float)lp.y;
|
|
Global::lightPos[2]=(float)lp.z;
|
|
glLightfv(GL_LIGHT0,GL_POSITION,Global::lightPos); //daylight position
|
|
if (H>0)
|
|
{//s³oñce ponad horyzontem
|
|
Global::ambientDayLight[0]=Global::ambientLight[0];
|
|
Global::ambientDayLight[1]=Global::ambientLight[1];
|
|
Global::ambientDayLight[2]=Global::ambientLight[2];
|
|
if (H>0.02) //ponad 1.146° zaczynaj¹ siê cienie
|
|
{Global::diffuseDayLight[0]=Global::diffuseLight[0]; //od wschodu do zachodu maksimum ???
|
|
Global::diffuseDayLight[1]=Global::diffuseLight[1];
|
|
Global::diffuseDayLight[2]=Global::diffuseLight[2];
|
|
Global::specularDayLight[0]=Global::specularLight[0]; //podobnie specular
|
|
Global::specularDayLight[1]=Global::specularLight[1];
|
|
Global::specularDayLight[2]=Global::specularLight[2];
|
|
}
|
|
else
|
|
{Global::diffuseDayLight[0]=50*H*Global::diffuseLight[0]; //wschód albo zachód
|
|
Global::diffuseDayLight[1]=50*H*Global::diffuseLight[1];
|
|
Global::diffuseDayLight[2]=50*H*Global::diffuseLight[2];
|
|
Global::specularDayLight[0]=50*H*Global::specularLight[0]; //podobnie specular
|
|
Global::specularDayLight[1]=50*H*Global::specularLight[1];
|
|
Global::specularDayLight[2]=50*H*Global::specularLight[2];
|
|
}
|
|
}
|
|
else
|
|
{//s³oñce pod horyzontem
|
|
GLfloat lum=3.1831*(H>-0.314159?0.314159+H:0.0); //po zachodzie ambient siê œciemnia
|
|
Global::ambientDayLight[0]=lum*Global::ambientLight[0];
|
|
Global::ambientDayLight[1]=lum*Global::ambientLight[1];
|
|
Global::ambientDayLight[2]=lum*Global::ambientLight[2];
|
|
Global::diffuseDayLight[0]=Global::noLight[0]; //od zachodu do wschodu nie ma diffuse
|
|
Global::diffuseDayLight[1]=Global::noLight[1];
|
|
Global::diffuseDayLight[2]=Global::noLight[2];
|
|
Global::specularDayLight[0]=Global::noLight[0]; //ani specular
|
|
Global::specularDayLight[1]=Global::noLight[1];
|
|
Global::specularDayLight[2]=Global::noLight[2];
|
|
}
|
|
// Calculate sky colour according to time of day.
|
|
//GLfloat sin_t = sin(PI * time_of_day / 12.0);
|
|
//back_red = 0.3 * (1.0 - sin_t);
|
|
//back_green = 0.9 * sin_t;
|
|
//back_blue = sin_t + 0.4, 1.0;
|
|
//aktualizacja œwiate³
|
|
glLightfv(GL_LIGHT0,GL_AMBIENT,Global::ambientDayLight);
|
|
glLightfv(GL_LIGHT0,GL_DIFFUSE,Global::diffuseDayLight);
|
|
glLightfv(GL_LIGHT0,GL_SPECULAR,Global::specularDayLight);
|
|
}
|
|
Global::fLuminance= //to pos³u¿y równie¿ do zapalania latarñ
|
|
+0.150*(Global::diffuseDayLight[0]+Global::ambientDayLight[0]) //R
|
|
+0.295*(Global::diffuseDayLight[1]+Global::ambientDayLight[1]) //G
|
|
+0.055*(Global::diffuseDayLight[2]+Global::ambientDayLight[2]); //B
|
|
if (Global::fMoveLight>=0.0)
|
|
{//przeliczenie koloru nieba
|
|
vector3 sky=vector3(Global::AtmoColor[0],Global::AtmoColor[1],Global::AtmoColor[2]);
|
|
if (Global::fLuminance<0.25)
|
|
{//przyspieszenie zachodu/wschodu
|
|
sky*=4.0*Global::fLuminance; //nocny kolor nieba
|
|
GLfloat fog[3];
|
|
fog[0]=Global::FogColor[0]*4.0*Global::fLuminance;
|
|
fog[1]=Global::FogColor[1]*4.0*Global::fLuminance;
|
|
fog[2]=Global::FogColor[2]*4.0*Global::fLuminance;
|
|
glFogfv(GL_FOG_COLOR,fog); //nocny kolor mg³y
|
|
}
|
|
else
|
|
glFogfv(GL_FOG_COLOR,Global::FogColor); //kolor mg³y
|
|
glClearColor(sky.x,sky.y,sky.z,0.0); //kolor nieba
|
|
}
|
|
} //koniec dzia³añ niewykonywanych podczas pauzy
|
|
//Console::Update(); //tu jest zale¿ne od FPS, co nie jest korzystne
|
|
if (Global::bActive)
|
|
{//obs³uga ruchu kamery tylko gdy okno jest aktywne
|
|
if (Console::Pressed(VK_LBUTTON))
|
|
{
|
|
Camera.Reset(); //likwidacja obrotów - patrzy horyzontalnie na po³udnie
|
|
//if (!FreeFlyModeFlag) //jeœli wewn¹trz - patrzymy do ty³u
|
|
// Camera.LookAt=Train->pMechPosition-Normalize(Train->GetDirection())*10;
|
|
if (Controlled?LengthSquared3(Controlled->GetPosition()-Camera.Pos)<2250000:false) //gdy bli¿ej ni¿ 1.5km
|
|
Camera.LookAt=Controlled->GetPosition();
|
|
else
|
|
{TDynamicObject *d=Ground.DynamicNearest(Camera.Pos,300); //szukaj w promieniu 300m
|
|
if (!d)
|
|
d=Ground.DynamicNearest(Camera.Pos,1000); //dalej szukanie, jesli bli¿ej nie ma
|
|
if (d&&pDynamicNearest) //jeœli jakiœ jest znaleziony wczeœniej
|
|
if (100.0*LengthSquared3(d->GetPosition()-Camera.Pos)>LengthSquared3(pDynamicNearest->GetPosition()-Camera.Pos))
|
|
d=pDynamicNearest; //jeœli najbli¿szy nie jest 10 razy bli¿ej ni¿ poprzedni najbli¿szy, zostaje poprzedni
|
|
if (d) pDynamicNearest=d; //zmiana na nowy, jeœli coœ znaleziony niepusty
|
|
if (pDynamicNearest) Camera.LookAt=pDynamicNearest->GetPosition();
|
|
}
|
|
if (FreeFlyModeFlag)
|
|
Camera.RaLook(); //jednorazowe przestawienie kamery
|
|
}
|
|
else if (Console::Pressed(VK_RBUTTON))//||Console::Pressed(VK_F4))
|
|
FollowView(false); //bez wyciszania dŸwiêków
|
|
else if (Global::iTextMode==-1)
|
|
{//tu mozna dodac dopisywanie do logu przebiegu lokomotywy
|
|
WriteLog("Number of textures used: "+AnsiString(Global::iTextures));
|
|
return false;
|
|
}
|
|
Camera.Update(); //uwzglêdnienie ruchu wywo³anego klawiszami
|
|
} //koniec bloku pomijanego przy nieaktywnym oknie
|
|
//poprzednie jakoœ tam dzia³a³o
|
|
double dt=GetDeltaRenderTime(); //nie uwzglêdnia pauzowania ani mno¿enia czasu
|
|
fTime50Hz+=dt; //w pauzie te¿ trzeba zliczaæ czas, bo przy du¿ym FPS bêdzie problem z odczytem ramek
|
|
if (fTime50Hz>=0.2)
|
|
Console::Update(); //to i tak trzeba wywo³ywaæ
|
|
dt=GetDeltaTime(); //0.0 gdy pauza
|
|
fTimeBuffer+=dt; //[s] dodanie czasu od poprzedniej ramki
|
|
if (fTimeBuffer>=fMaxDt) //jest co najmniej jeden krok; normalnie 0.01s
|
|
{//Ra: czas dla fizyki jest skwantowany - fizykê lepiej przeliczaæ sta³ym krokiem
|
|
//tak mo¿na np. moc silników itp., ale ruch musi byæ przeliczany w ka¿dej klatce, bo inaczej skacze
|
|
Global::tranTexts.Update(); //obiekt obs³uguj¹cy stenogramy dŸwiêków na ekranie
|
|
Console::Update(); //obs³uga cykli PoKeys (np. aktualizacja wyjœæ analogowych)
|
|
double iter=ceil(fTimeBuffer/fMaxDt); //ile kroków siê zmieœci³o od ostatniego sprawdzania?
|
|
int n=int(iter); //ile kroków jako int
|
|
fTimeBuffer-=iter*fMaxDt; //reszta czasu na potem (do bufora)
|
|
if (n>20) n=20; //Ra: je¿eli FPS jest zatrwa¿aj¹co niski, to fizyka nie mo¿e zaj¹æ ca³kowicie procesora
|
|
#if 0
|
|
Ground.UpdatePhys(fMaxDt,n); //Ra: teraz czas kroku jest (wzglêdnie) sta³y
|
|
if (DebugModeFlag)
|
|
if (Global::bActive) //nie przyspieszaæ, gdy jedzie w tle :)
|
|
if (GetAsyncKeyState(VK_ESCAPE)<0)
|
|
{//yB doda³ przyspieszacz fizyki
|
|
Ground.UpdatePhys(fMaxDt,n);
|
|
Ground.UpdatePhys(fMaxDt,n);
|
|
Ground.UpdatePhys(fMaxDt,n);
|
|
Ground.UpdatePhys(fMaxDt,n); //w sumie 5 razy
|
|
}
|
|
#endif
|
|
}
|
|
//awaria PoKeys mog³a w³¹czyæ pauzê - przekazaæ informacjê
|
|
if (Global::iMultiplayer) //dajemy znaæ do serwera o wykonaniu
|
|
if (iPause!=Global::iPause)
|
|
{//przes³anie informacji o pauzie do programu nadzoruj¹cego
|
|
Ground.WyslijParam(5,3); //ramka 5 z czasem i stanem zapauzowania
|
|
iPause=Global::iPause;
|
|
}
|
|
double iter;
|
|
int n=1;
|
|
if (dt>fMaxDt) //normalnie 0.01s
|
|
{
|
|
iter=ceil(dt/fMaxDt);
|
|
n=iter;
|
|
dt=dt/iter; //Ra: fizykê lepiej by by³o przeliczaæ ze sta³ym krokiem
|
|
if (n>20) n=20; //McZapkie-081103: przesuniecie granicy FPS z 10 na 5
|
|
}
|
|
//else n=1;
|
|
//blablabla
|
|
//Ground.UpdatePhys(dt,n); //na razie tu //2014-12: yB przeniós³ do Ground.Update() :(
|
|
Ground.Update(dt,n); //tu zrobiæ tylko coklatkow¹ aktualizacjê przesuniêæ
|
|
if (DebugModeFlag)
|
|
if (Global::bActive) //nie przyspieszaæ, gdy jedzie w tle :)
|
|
if (GetAsyncKeyState(VK_ESCAPE)<0)
|
|
{//yB doda³ przyspieszacz fizyki
|
|
Ground.Update(dt,n);
|
|
Ground.Update(dt,n);
|
|
Ground.Update(dt,n);
|
|
Ground.Update(dt,n); //5 razy
|
|
}
|
|
dt=GetDeltaTime(); //czas niekwantowany
|
|
if (Camera.Type==tp_Follow)
|
|
{if (Train)
|
|
{//jeœli jazda w kabinie, przeliczyæ trzeba parametry kamery
|
|
Train->UpdateMechPosition(dt/Global::fTimeSpeed); //ograniczyæ telepanie po przyspieszeniu
|
|
vector3 tempangle;
|
|
double modelrotate;
|
|
tempangle=Controlled->VectorFront()*(Controlled->MoverParameters->ActiveCab==-1 ? -1 : 1);
|
|
modelrotate=atan2(-tempangle.x,tempangle.z);
|
|
if (Console::Pressed(VK_CONTROL)?(Console::Pressed(Global::Keys[k_MechLeft])||Console::Pressed(Global::Keys[k_MechRight])):false)
|
|
{//jeœli lusterko lewe albo prawe (bez rzucania na razie)
|
|
bool lr=Console::Pressed(Global::Keys[k_MechLeft]);
|
|
#if 0
|
|
Camera.Pos=Train->MirrorPosition(lr); //robocza wartoϾ
|
|
if (Controlled->MoverParameters->ActiveCab<0) lr=!lr; //w drugiej kabinie odwrotnie jest œrodek
|
|
Camera.LookAt=Controlled->GetPosition()+vector3(lr?2.0:-2.0,Camera.Pos.y,0); //trochê na zewn¹trz, u¿yæ szerokoœci pojazdu
|
|
//Camera.LookAt=Train->pMechPosition+Train->GetDirection()*Train->Dynamic()->MoverParameters->ActiveCab;
|
|
Camera.Pos+=Controlled->GetPosition();
|
|
//Camera.RaLook(); //jednorazowe przestawienie kamery
|
|
Camera.Yaw=0; //odchylenie na bok od Camera.LookAt
|
|
#else
|
|
//Camera.Yaw powinno byæ wyzerowane, aby po powrocie patrzeæ do przodu
|
|
Camera.Pos=Controlled->GetPosition()+Train->MirrorPosition(lr); //pozycja lusterka
|
|
Camera.Yaw=0; //odchylenie na bok od Camera.LookAt
|
|
if (Train->Dynamic()->MoverParameters->ActiveCab==0)
|
|
Camera.LookAt=Camera.Pos-Train->GetDirection(); //gdy w korytarzu
|
|
else
|
|
if (Console::Pressed(VK_SHIFT))
|
|
{//patrzenie w bok przez szybê
|
|
Camera.LookAt=Camera.Pos-(lr?-1:1)*Train->Dynamic()->VectorLeft()*Train->Dynamic()->MoverParameters->ActiveCab;
|
|
Global::SetCameraRotation(-modelrotate);
|
|
}
|
|
else
|
|
{//patrzenie w kierunku osi pojazdu, z uwzglêdnieniem kabiny - jakby z lusterka, ale bez odbicia
|
|
Camera.LookAt=Camera.Pos-Train->GetDirection()*Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
|
|
Global::SetCameraRotation(M_PI-modelrotate); //tu ju¿ trzeba uwzglêdniæ lusterka
|
|
}
|
|
#endif
|
|
Camera.Roll=atan(Train->pMechShake.x*Train->fMechRoll); //hustanie kamery na boki
|
|
Camera.Pitch=atan(Train->vMechVelocity.z*Train->fMechPitch); //hustanie kamery przod tyl
|
|
Camera.vUp=Controlled->VectorUp();
|
|
}
|
|
else
|
|
{//patrzenie standardowe
|
|
Camera.Pos=Train->pMechPosition;//Train.GetPosition1();
|
|
if (!Global::iPause)
|
|
{//podczas pauzy nie przeliczaæ k¹tów przypadkowymi wartoœciami
|
|
Camera.Roll=atan(Train->pMechShake.x*Train->fMechRoll); //hustanie kamery na boki
|
|
Camera.Pitch-=atan(Train->vMechVelocity.z*Train->fMechPitch); //hustanie kamery przod tyl //Ra: tu jest uciekanie kamery w górê!!!
|
|
}
|
|
//ABu011104: rzucanie pudlem
|
|
vector3 temp;
|
|
if (abs(Train->pMechShake.y)<0.25)
|
|
temp=vector3(0,0,6*Train->pMechShake.y);
|
|
else
|
|
if ((Train->pMechShake.y)>0)
|
|
temp=vector3(0,0,6*0.25);
|
|
else
|
|
temp=vector3(0,0,-6*0.25);
|
|
if (Controlled) Controlled->ABuSetModelShake(temp);
|
|
//ABu: koniec rzucania
|
|
|
|
if (Train->Dynamic()->MoverParameters->ActiveCab==0)
|
|
Camera.LookAt=Train->pMechPosition+Train->GetDirection(); //gdy w korytarzu
|
|
else //patrzenie w kierunku osi pojazdu, z uwzglêdnieniem kabiny
|
|
Camera.LookAt=Train->pMechPosition+Train->GetDirection()*Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
|
|
Camera.vUp=Train->GetUp();
|
|
Global::SetCameraRotation(Camera.Yaw-modelrotate); //tu ju¿ trzeba uwzglêdniæ lusterka
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//kamera nieruchoma
|
|
Global::SetCameraRotation(Camera.Yaw-M_PI);
|
|
}
|
|
Ground.CheckQuery();
|
|
//przy 0.25 smuga gaœnie o 6:37 w Quarku, a mog³aby ju¿ 5:40
|
|
//Ra 2014-12: przy 0.15 siê skar¿yli, ¿e nie widaæ smug => zmieni³em na 0.25
|
|
if (Train) //jeœli nie usuniêty
|
|
Global::bSmudge=FreeFlyModeFlag?false:((Train->Dynamic()->fShade<=0.0)?(Global::fLuminance<=0.25):(Train->Dynamic()->fShade*Global::fLuminance<=0.25));
|
|
|
|
if (!Render()) return false;
|
|
|
|
//**********************************************************************************************************
|
|
|
|
if (Train)
|
|
{//rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana
|
|
glPushMatrix();
|
|
//ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
|
|
if ((Train->Dynamic()->mdKabina!=Train->Dynamic()->mdModel) && Train->Dynamic()->bDisplayCab && !FreeFlyModeFlag)
|
|
{
|
|
vector3 pos=Train->Dynamic()->GetPosition(); //wszpó³rzêdne pojazdu z kabin¹
|
|
//glTranslatef(pos.x,pos.y,pos.z); //przesuniêcie o wektor (tak by³o i trzês³o)
|
|
//aby pozbyæ siê choæ trochê trzêsienia, trzeba by nie przeliczaæ kabiny do punktu zerowego scenerii
|
|
glLoadIdentity(); //zacz¹æ od macierzy jedynkowej
|
|
Camera.SetCabMatrix(pos); //widok z kamery po przesuniêciu
|
|
glMultMatrixd(Train->Dynamic()->mMatrix.getArray()); //ta macierz nie ma przesuniêcia
|
|
|
|
//*yB: moje smuuugi 1
|
|
if (Global::bSmudge)
|
|
{//Ra: uwzglêdni³em zacienienie pojazdu przy zapalaniu smug
|
|
//1. warunek na smugê wyznaczyc wczeœniej
|
|
//2. jeœli smuga w³¹czona, nie renderowaæ pojazdu u¿ytkownika w DynObj
|
|
//3. jeœli smuga w³aczona, wyrenderowaæ pojazd u¿ytkownia po dodaniu smugi do sceny
|
|
if (Train->Controlled()->Battery)
|
|
{//trochê na skróty z t¹ bateri¹
|
|
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ONE);
|
|
// glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_DST_COLOR);
|
|
// glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_FOG);
|
|
glColor4f(1.0f,1.0f,1.0f,1.0f);
|
|
glBindTexture(GL_TEXTURE_2D,light); // Select our texture
|
|
glBegin(GL_QUADS);
|
|
float fSmudge=Train->Dynamic()->MoverParameters->DimHalf.y+7; //gdzie zaczynaæ smugê
|
|
if (Train->Controlled()->iLights[0]&21)
|
|
{//wystarczy jeden zapalony z przodu
|
|
glTexCoord2f(0,0); glVertex3f( 15.0,0.0,+fSmudge); //rysowanie wzglêdem po³o¿enia modelu
|
|
glTexCoord2f(1,0); glVertex3f(-15.0,0.0,+fSmudge);
|
|
glTexCoord2f(1,1); glVertex3f(-15.0,2.5, 250.0);
|
|
glTexCoord2f(0,1); glVertex3f( 15.0,2.5, 250.0);
|
|
}
|
|
if (Train->Controlled()->iLights[1]&21)
|
|
{//wystarczy jeden zapalony z ty³u
|
|
glTexCoord2f(0,0); glVertex3f(-15.0,0.0,-fSmudge);
|
|
glTexCoord2f(1,0); glVertex3f( 15.0,0.0,-fSmudge);
|
|
glTexCoord2f(1,1); glVertex3f( 15.0,2.5,-250.0);
|
|
glTexCoord2f(0,1); glVertex3f(-15.0,2.5,-250.0);
|
|
}
|
|
glEnd();
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_DEPTH_TEST);
|
|
//glEnable(GL_LIGHTING); //i tak siê w³¹czy potem
|
|
glEnable(GL_FOG);
|
|
}
|
|
glEnable(GL_LIGHTING); //po renderowaniu smugi jest to wy³¹czone
|
|
//Ra: pojazd u¿ytkownika nale¿a³o by renderowaæ po smudze, aby go nie rozœwietla³a
|
|
Global::bSmudge=false; //aby model u¿ytkownika siê teraz wyrenderowa³
|
|
Train->Dynamic()->Render();
|
|
Train->Dynamic()->RenderAlpha(); //przezroczyste fragmenty pojazdów na torach
|
|
} //yB: moje smuuugi 1 - koniec*/
|
|
else
|
|
glEnable(GL_LIGHTING); //po renderowaniu drutów mo¿e byæ to wy³¹czone
|
|
|
|
if (Train->Dynamic()->mdKabina) //bo mog³a znikn¹æ przy przechodzeniu do innego pojazdu
|
|
{//oswietlenie kabiny
|
|
GLfloat ambientCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
|
|
GLfloat diffuseCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
|
|
GLfloat specularCabLight[4]={ 0.5f, 0.5f, 0.5f, 1.0f };
|
|
for (int li=0; li<3; li++)
|
|
{//przyciemnienie standardowe
|
|
ambientCabLight[li]= Global::ambientDayLight[li]*0.9;
|
|
diffuseCabLight[li]= Global::diffuseDayLight[li]*0.5;
|
|
specularCabLight[li]=Global::specularDayLight[li]*0.5;
|
|
}
|
|
switch (Train->Dynamic()->MyTrack->eEnvironment)
|
|
{//wp³yw œwiet³a zewnêtrznego
|
|
case e_canyon:
|
|
{
|
|
for (int li=0; li<3; li++)
|
|
{
|
|
diffuseCabLight[li] *=0.6;
|
|
specularCabLight[li]*=0.7;
|
|
}
|
|
}
|
|
break;
|
|
case e_tunnel:
|
|
{
|
|
for (int li=0; li<3; li++)
|
|
{
|
|
ambientCabLight[li] *=0.3;
|
|
diffuseCabLight[li] *=0.1;
|
|
specularCabLight[li]*=0.2;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
switch (Train->iCabLightFlag) //Ra: uzele¿nic od napiêcia w obwodzie sterowania
|
|
{ //hunter-091012: uzaleznienie jasnosci od przetwornicy
|
|
case 0: //œwiat³o wewnêtrzne zgaszone
|
|
break;
|
|
case 1: //œwiat³o wewnêtrzne przygaszone (255 216 176)
|
|
if (Train->Dynamic()->MoverParameters->ConverterFlag==true) //jasnosc dla zalaczonej przetwornicy
|
|
{
|
|
ambientCabLight[0]=Max0R(0.700,ambientCabLight[0])*0.75; //R
|
|
ambientCabLight[1]=Max0R(0.593,ambientCabLight[1])*0.75; //G
|
|
ambientCabLight[2]=Max0R(0.483,ambientCabLight[2])*0.75; //B
|
|
|
|
for (int i=0;i<3;i++)
|
|
if (ambientCabLight[i]<=(Global::ambientDayLight[i]*0.9))
|
|
ambientCabLight[i]=Global::ambientDayLight[i]*0.9;
|
|
}
|
|
else
|
|
{
|
|
ambientCabLight[0]=Max0R(0.700,ambientCabLight[0])*0.375; //R
|
|
ambientCabLight[1]=Max0R(0.593,ambientCabLight[1])*0.375; //G
|
|
ambientCabLight[2]=Max0R(0.483,ambientCabLight[2])*0.375; //B
|
|
|
|
for (int i=0;i<3;i++)
|
|
if (ambientCabLight[i]<=(Global::ambientDayLight[i]*0.9))
|
|
ambientCabLight[i]=Global::ambientDayLight[i]*0.9;
|
|
}
|
|
break;
|
|
case 2: //œwiat³o wewnêtrzne zapalone (255 216 176)
|
|
if (Train->Dynamic()->MoverParameters->ConverterFlag==true) //jasnosc dla zalaczonej przetwornicy
|
|
{
|
|
ambientCabLight[0]=Max0R(1.000,ambientCabLight[0]); //R
|
|
ambientCabLight[1]=Max0R(0.847,ambientCabLight[1]); //G
|
|
ambientCabLight[2]=Max0R(0.690,ambientCabLight[2]); //B
|
|
|
|
for (int i=0;i<3;i++)
|
|
if (ambientCabLight[i]<=(Global::ambientDayLight[i]*0.9))
|
|
ambientCabLight[i]=Global::ambientDayLight[i]*0.9;
|
|
}
|
|
else
|
|
{
|
|
ambientCabLight[0]=Max0R(1.000,ambientCabLight[0])*0.5; //R
|
|
ambientCabLight[1]=Max0R(0.847,ambientCabLight[1])*0.5; //G
|
|
ambientCabLight[2]=Max0R(0.690,ambientCabLight[2])*0.5; //B
|
|
|
|
for (int i=0;i<3;i++)
|
|
if (ambientCabLight[i]<=(Global::ambientDayLight[i]*0.9))
|
|
ambientCabLight[i]=Global::ambientDayLight[i]*0.9;
|
|
}
|
|
break;
|
|
}
|
|
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientCabLight);
|
|
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseCabLight);
|
|
glLightfv(GL_LIGHT0,GL_SPECULAR,specularCabLight);
|
|
if (Global::bUseVBO)
|
|
{//renderowanie z u¿yciem VBO
|
|
Train->Dynamic()->mdKabina->RaRender(0.0,Train->Dynamic()->ReplacableSkinID,Train->Dynamic()->iAlpha);
|
|
Train->Dynamic()->mdKabina->RaRenderAlpha(0.0,Train->Dynamic()->ReplacableSkinID,Train->Dynamic()->iAlpha);
|
|
}
|
|
else
|
|
{//renderowanie z Display List
|
|
Train->Dynamic()->mdKabina->Render(0.0,Train->Dynamic()->ReplacableSkinID,Train->Dynamic()->iAlpha);
|
|
Train->Dynamic()->mdKabina->RenderAlpha(0.0,Train->Dynamic()->ReplacableSkinID,Train->Dynamic()->iAlpha);
|
|
}
|
|
//przywrócenie standardowych, bo zawsze s¹ zmieniane
|
|
glLightfv(GL_LIGHT0,GL_AMBIENT,Global::ambientDayLight);
|
|
glLightfv(GL_LIGHT0,GL_DIFFUSE,Global::diffuseDayLight);
|
|
glLightfv(GL_LIGHT0,GL_SPECULAR,Global::specularDayLight);
|
|
}
|
|
} //koniec: if (Train->Dynamic()->mdKabina)
|
|
glPopMatrix();
|
|
//**********************************************************************************************************
|
|
} //koniec: if (Train)
|
|
if (DebugModeFlag&&!Global::iTextMode)
|
|
{
|
|
OutText1=" FPS: ";
|
|
OutText1+=FloatToStrF(GetFPS(),ffFixed,6,2);
|
|
OutText1+=Global::iSlowMotion?"s":"n";
|
|
|
|
OutText1+=(GetDeltaTime()>=0.2)?"!":" ";
|
|
//if (GetDeltaTime()>=0.2) //Ra: to za bardzo miota tekstem!
|
|
// {
|
|
// OutText1+= " Slowing Down !!! ";
|
|
// }
|
|
}
|
|
/*if (Console::Pressed(VK_F5))
|
|
{Global::slowmotion=true;};
|
|
if (Console::Pressed(VK_F6))
|
|
{Global::slowmotion=false;};*/
|
|
|
|
if (Global::iTextMode==VK_F8)
|
|
{
|
|
Global::iViewMode=VK_F8;
|
|
OutText1=" FPS: ";
|
|
OutText1+=FloatToStrF(GetFPS(),ffFixed,6,2);
|
|
if (Global::iSlowMotion)
|
|
OutText1+=" (slowmotion "+AnsiString(Global::iSlowMotion)+")";
|
|
OutText1+=", sectors: ";
|
|
OutText1+=AnsiString(Ground.iRendered);
|
|
}
|
|
|
|
//if (Console::Pressed(VK_F7))
|
|
//{
|
|
// OutText1=FloatToStrF(Controlled->MoverParameters->Couplers[0].CouplingFlag,ffFixed,2,0)+", ";
|
|
// OutText1+=FloatToStrF(Controlled->MoverParameters->Couplers[1].CouplingFlag,ffFixed,2,0);
|
|
//}
|
|
|
|
|
|
/*
|
|
if (Console::Pressed(VK_F5))
|
|
{
|
|
int line=2;
|
|
OutText1="Time: "+FloatToStrF(GlobalTime->hh,ffFixed,2,0)+":"
|
|
+FloatToStrF(GlobalTime->mm,ffFixed,2,0)+", ";
|
|
OutText1+="distance: ";
|
|
OutText1+="34.94";
|
|
OutText2="Next station: ";
|
|
OutText2+=FloatToStrF(Controlled->TrainParams->TimeTable[line].km,ffFixed,2,2)+" km, ";
|
|
OutText2+=AnsiString(Controlled->TrainParams->TimeTable[line].StationName)+", ";
|
|
OutText2+=AnsiString(Controlled->TrainParams->TimeTable[line].StationWare);
|
|
OutText3="Arrival: ";
|
|
if(Controlled->TrainParams->TimeTable[line].Ah==-1)
|
|
{
|
|
OutText3+="--:--";
|
|
}
|
|
else
|
|
{
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Ah,ffFixed,2,0)+":";
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Am,ffFixed,2,0)+" ";
|
|
}
|
|
OutText3+=" Departure: ";
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Dh,ffFixed,2,0)+":";
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Dm,ffFixed,2,0)+" ";
|
|
};
|
|
// */
|
|
/*
|
|
if (Console::Pressed(VK_F6))
|
|
{
|
|
//GlobalTime->UpdateMTableTime(100);
|
|
//OutText1=FloatToStrF(SquareMagnitude(Global::pCameraPosition-Controlled->GetPosition()),ffFixed,10,0);
|
|
//OutText1=FloatToStrF(Global::TnijSzczegoly,ffFixed,7,0)+", ";
|
|
//OutText1+=FloatToStrF(dta,ffFixed,2,4)+", ";
|
|
OutText1+= FloatToStrF(GetFPS(),ffFixed,6,2);
|
|
OutText1+= FloatToStrF(Global::ABuDebug,ffFixed,6,15);
|
|
};
|
|
*/
|
|
if (Global::changeDynObj)
|
|
{//ABu zmiana pojazdu - przejœcie do innego
|
|
//Ra: to nie mo¿e byæ tak robione, to zbytnia proteza jest
|
|
Train->Silence(); //wy³¹czenie dŸwiêków opuszczanej kabiny
|
|
if (Train->Dynamic()->Mechanik) //AI mo¿e sobie samo pójœæ
|
|
if (!Train->Dynamic()->Mechanik->AIControllFlag) //tylko jeœli rêcznie prowadzony
|
|
{//jeœli prowadzi AI, to mu nie robimy dywersji!
|
|
Train->Dynamic()->MoverParameters->CabDeactivisation();
|
|
Train->Dynamic()->Controller=AIdriver;
|
|
//Train->Dynamic()->MoverParameters->SecuritySystem.Status=0; //rozwala CA w EZT
|
|
Train->Dynamic()->MoverParameters->ActiveCab=0;
|
|
Train->Dynamic()->MoverParameters->BrakeLevelSet(-2);
|
|
Train->Dynamic()->MechInside=false;
|
|
}
|
|
//int CabNr;
|
|
TDynamicObject *temp=Global::changeDynObj;
|
|
//CabNr=temp->MoverParameters->ActiveCab;
|
|
/*
|
|
if (Train->Dynamic()->MoverParameters->ActiveCab==-1)
|
|
{
|
|
temp=Train->Dynamic()->NextConnected; //pojazd od strony sprzêgu 1
|
|
CabNr=(Train->Dynamic()->NextConnectedNo==0)?1:-1;
|
|
}
|
|
else
|
|
{
|
|
temp=Train->Dynamic()->PrevConnected; //pojazd od strony sprzêgu 0
|
|
CabNr=(Train->Dynamic()->PrevConnectedNo==0)?1:-1;
|
|
}
|
|
*/
|
|
Train->Dynamic()->bDisplayCab=false;
|
|
Train->Dynamic()->ABuSetModelShake(vector3(0,0,0));
|
|
///Train->Dynamic()->MoverParameters->LimPipePress=-1;
|
|
///Train->Dynamic()->MoverParameters->ActFlowSpeed=0;
|
|
///Train->Dynamic()->Mechanik->CloseLog();
|
|
///SafeDelete(Train->Dynamic()->Mechanik);
|
|
|
|
//Train->Dynamic()->mdKabina=NULL;
|
|
if (Train->Dynamic()->Mechanik) //AI mo¿e sobie samo pójœæ
|
|
if (!Train->Dynamic()->Mechanik->AIControllFlag) //tylko jeœli rêcznie prowadzony
|
|
Train->Dynamic()->Mechanik->MoveTo(temp); //przsuniêcie obiektu zarz¹dzaj¹cego
|
|
//Train->DynamicObject=NULL;
|
|
Train->DynamicSet(temp);
|
|
Controlled=temp;
|
|
mvControlled=Controlled->ControlledFind()->MoverParameters;
|
|
Global::asHumanCtrlVehicle=Train->Dynamic()->GetName();
|
|
if (Train->Dynamic()->Mechanik) //AI mo¿e sobie samo pójœæ
|
|
if (!Train->Dynamic()->Mechanik->AIControllFlag) //tylko jeœli rêcznie prowadzony
|
|
{Train->Dynamic()->MoverParameters->LimPipePress=Controlled->MoverParameters->PipePress;
|
|
//Train->Dynamic()->MoverParameters->ActFlowSpeed=0;
|
|
//Train->Dynamic()->MoverParameters->SecuritySystem.Status=1;
|
|
//Train->Dynamic()->MoverParameters->ActiveCab=CabNr;
|
|
Train->Dynamic()->MoverParameters->CabActivisation(); //za³¹czenie rozrz¹du (wirtualne kabiny)
|
|
Train->Dynamic()->Controller=Humandriver;
|
|
Train->Dynamic()->MechInside=true;
|
|
//Train->Dynamic()->Mechanik=new TController(l,r,Controlled->Controller,&Controlled->MoverParameters,&Controlled->TrainParams,Aggressive);
|
|
//Train->InitializeCab(CabNr,Train->Dynamic()->asBaseDir+Train->Dynamic()->MoverParameters->TypeName+".mmd");
|
|
}
|
|
Train->InitializeCab(Train->Dynamic()->MoverParameters->CabNo,Train->Dynamic()->asBaseDir+Train->Dynamic()->MoverParameters->TypeName+".mmd");
|
|
if (!FreeFlyModeFlag)
|
|
{Global::pUserDynamic=Controlled; //renerowanie wzglêdem kamery
|
|
Train->Dynamic()->bDisplayCab=true;
|
|
Train->Dynamic()->ABuSetModelShake(vector3(0,0,0)); //zerowanie przesuniêcia przed powrotem?
|
|
Train->MechStop();
|
|
FollowView(); //na pozycjê mecha
|
|
}
|
|
Global::changeDynObj=NULL;
|
|
}
|
|
|
|
glDisable(GL_LIGHTING);
|
|
if (Controlled)
|
|
SetWindowText(hWnd,AnsiString(Controlled->MoverParameters->Name).c_str());
|
|
else
|
|
SetWindowText(hWnd,Global::szSceneryFile); //nazwa scenerii
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4f(1.0f,0.0f,0.0f,1.0f);
|
|
glLoadIdentity();
|
|
glTranslatef(0.0f,0.0f,-0.50f);
|
|
|
|
|
|
if (Global::iTextMode==VK_F1)
|
|
{//tekst pokazywany po wciœniêciu [F1]
|
|
//Global::iViewMode=VK_F1;
|
|
glColor3f(1.0f,1.0f,1.0f); //a, damy bia³ym
|
|
OutText1="Time: "+AnsiString((int)GlobalTime->hh)+":";
|
|
int i=GlobalTime->mm; //bo inaczej potrafi zrobiæ "hh:010"
|
|
if (i<10) OutText1+="0";
|
|
OutText1+=AnsiString(i); //minuty
|
|
OutText1+=":";
|
|
i=floor(GlobalTime->mr); //bo inaczej potrafi zrobiæ "hh:mm:010"
|
|
if (i<10) OutText1+="0";
|
|
OutText1+=AnsiString(i);
|
|
if (Global::iPause) OutText1+=" - paused";
|
|
if (Controlled)
|
|
if (Controlled->Mechanik)
|
|
{OutText2=Controlled->Mechanik->Relation();
|
|
if (!OutText2.IsEmpty()) //jeœli jest podana relacja, to dodajemy punkt nastêpnego zatrzymania
|
|
OutText2=Global::Bezogonkow(OutText2+": -> "+Controlled->Mechanik->NextStop(),true); //dopisanie punktu zatrzymania
|
|
}
|
|
//double CtrlPos=mvControlled->MainCtrlPos;
|
|
//double CtrlPosNo=mvControlled->MainCtrlPosNo;
|
|
//OutText2="defrot="+FloatToStrF(1+0.4*(CtrlPos/CtrlPosNo),ffFixed,2,5);
|
|
OutText3=""; //Pomoc w sterowaniu - [F9]";
|
|
//OutText3=AnsiString(Global::pCameraRotationDeg); //k¹t kamery wzglêdem pó³nocy
|
|
}
|
|
else if (Global::iTextMode==VK_F12)
|
|
{//opcje w³¹czenia i wy³¹czenia logowania
|
|
OutText1="[0] Debugmode "+AnsiString(DebugModeFlag?"(on)":"(off)");
|
|
OutText2="[1] log.txt "+AnsiString((Global::iWriteLogEnabled&1)?"(on)":"(off)");
|
|
OutText3="[2] Console "+AnsiString((Global::iWriteLogEnabled&2)?"(on)":"(off)");
|
|
}
|
|
else if (Global::iTextMode==VK_F2)
|
|
{//ABu: info dla najblizszego pojazdu!
|
|
TDynamicObject *tmp=FreeFlyModeFlag?Ground.DynamicNearest(Camera.Pos):Controlled; //w trybie latania lokalizujemy wg mapy
|
|
if (tmp)
|
|
{
|
|
if (Global::iScreenMode[Global::iTextMode-VK_F1]==0)
|
|
{//jeœli domyœlny ekran po pierwszym naciœniêciu
|
|
OutText3="";
|
|
OutText1="Vehicle name: "+AnsiString(tmp->MoverParameters->Name);
|
|
//yB OutText1+="; d: "+FloatToStrF(tmp->ABuGetDirection(),ffFixed,2,0);
|
|
//OutText1=FloatToStrF(tmp->MoverParameters->Couplers[0].CouplingFlag,ffFixed,3,2)+", ";
|
|
//OutText1+=FloatToStrF(tmp->MoverParameters->Couplers[1].CouplingFlag,ffFixed,3,2);
|
|
if (tmp->Mechanik) //jeœli jest prowadz¹cy
|
|
{//ostatnia komenda dla AI
|
|
OutText1+=", command: "+tmp->Mechanik->OrderCurrent();
|
|
}
|
|
else if (tmp->ctOwner)
|
|
OutText1+=", owned by "+AnsiString(tmp->ctOwner->OwnerName());
|
|
if (!tmp->MoverParameters->CommandLast.IsEmpty())
|
|
OutText1+=AnsiString(", put: ")+tmp->MoverParameters->CommandLast;
|
|
//OutText1+="; Cab="+AnsiString(tmp->MoverParameters->CabNo);
|
|
OutText2="Damage status: "+tmp->MoverParameters->EngineDescription(0);//+" Engine status: ";
|
|
OutText2+="; Brake delay: ";
|
|
if((tmp->MoverParameters->BrakeDelayFlag&bdelay_G)==bdelay_G)
|
|
OutText2+="G";
|
|
if((tmp->MoverParameters->BrakeDelayFlag&bdelay_P)==bdelay_P)
|
|
OutText2+="P";
|
|
if((tmp->MoverParameters->BrakeDelayFlag&bdelay_R)==bdelay_R)
|
|
OutText2+="R";
|
|
if((tmp->MoverParameters->BrakeDelayFlag&bdelay_M)==bdelay_M)
|
|
OutText2+="+Mg";
|
|
OutText2+=AnsiString(", BTP:")+FloatToStrF(tmp->MoverParameters->LoadFlag,ffFixed,5,0);
|
|
//if ((tmp->MoverParameters->EnginePowerSource.SourceType==CurrentCollector) || (tmp->MoverParameters->TrainType==dt_EZT))
|
|
{OutText2+=AnsiString("; pant. ")+FloatToStrF(tmp->MoverParameters->PantPress,ffFixed,8,2);
|
|
OutText2+=(tmp->MoverParameters->bPantKurek3?"<ZG":"|ZG");
|
|
}
|
|
|
|
// OutText2+=AnsiString(", u:")+FloatToStrF(tmp->MoverParameters->u,ffFixed,3,3);
|
|
// OutText2+=AnsiString(", N:")+FloatToStrF(tmp->MoverParameters->Ntotal,ffFixed,4,0);
|
|
OutText2+=AnsiString(", Ft:")+FloatToStrF(tmp->MoverParameters->Ft,ffFixed,4,0);
|
|
// OutText3= AnsiString("BP: ")+FloatToStrF(tmp->MoverParameters->BrakePress,ffFixed,5,2)+AnsiString(", ");
|
|
// OutText3+= AnsiString("PP: ")+FloatToStrF(tmp->MoverParameters->PipePress,ffFixed,5,2)+AnsiString(", ");
|
|
// OutText3+= AnsiString("BVP: ")+FloatToStrF(tmp->MoverParameters->Volume,ffFixed,5,3)+AnsiString(", ");
|
|
// OutText3+= FloatToStrF(tmp->MoverParameters->CntrlPipePress,ffFixed,5,3)+AnsiString(", ");
|
|
// OutText3+= FloatToStrF(tmp->MoverParameters->Hamulec->GetCRP(),ffFixed,5,3)+AnsiString(", ");
|
|
// OutText3+= FloatToStrF(tmp->MoverParameters->BrakeStatus,ffFixed,5,0)+AnsiString(", ");
|
|
// OutText3+= AnsiString("HP: ")+FloatToStrF(tmp->MoverParameters->ScndPipePress,ffFixed,5,2)+AnsiString(". ");
|
|
// OutText2+= FloatToStrF(tmp->MoverParameters->CompressorPower,ffFixed,5,0)+AnsiString(", ");
|
|
//yB if(tmp->MoverParameters->BrakeSubsystem==Knorr) OutText2+=" Knorr";
|
|
//yB if(tmp->MoverParameters->BrakeSubsystem==Oerlikon) OutText2+=" Oerlikon";
|
|
//yB if(tmp->MoverParameters->BrakeSubsystem==Hik) OutText2+=" Hik";
|
|
//yB if(tmp->MoverParameters->BrakeSubsystem==WeLu) OutText2+=" £estingha³s";
|
|
//OutText2= " GetFirst: "+AnsiString(tmp->GetFirstDynamic(1)->MoverParameters->Name)+" Damage status="+tmp->MoverParameters->EngineDescription(0)+" Engine status: ";
|
|
//OutText2+= " GetLast: "+AnsiString(tmp->GetLastDynamic(1)->MoverParameters->Name)+" Damage status="+tmp->MoverParameters->EngineDescription(0)+" Engine status: ";
|
|
OutText3=AnsiString("BP: ")+FloatToStrF(tmp->MoverParameters->BrakePress,ffFixed,5,2)+AnsiString(", ");
|
|
OutText3+=FloatToStrF(tmp->MoverParameters->BrakeStatus,ffFixed,5,0)+AnsiString(", ");
|
|
OutText3+=AnsiString("PP: ")+FloatToStrF(tmp->MoverParameters->PipePress,ffFixed,5,2)+AnsiString("/");
|
|
OutText3+=FloatToStrF(tmp->MoverParameters->ScndPipePress,ffFixed,5,2)+AnsiString("/");
|
|
OutText3+=FloatToStrF(tmp->MoverParameters->EqvtPipePress,ffFixed,5,2)+AnsiString(", ");
|
|
OutText3+=AnsiString("BVP: ")+FloatToStrF(tmp->MoverParameters->Volume,ffFixed,5,3)+AnsiString(", ");
|
|
OutText3+=FloatToStrF(tmp->MoverParameters->CntrlPipePress,ffFixed,5,3)+AnsiString(", ");
|
|
OutText3+=FloatToStrF(tmp->MoverParameters->Hamulec->GetCRP(),ffFixed,5,3)+AnsiString(", ");
|
|
OutText3+=FloatToStrF(tmp->MoverParameters->BrakeStatus,ffFixed,5,0)+AnsiString(", ");
|
|
// OutText3+=AnsiString("BVP: ")+FloatToStrF(tmp->MoverParameters->BrakeVP(),ffFixed,5,2)+AnsiString(", ");
|
|
|
|
// OutText3+=FloatToStrF(tmp->MoverParameters->CntrlPipePress,ffFixed,5,2)+AnsiString(", ");
|
|
// OutText3+=FloatToStrF(tmp->MoverParameters->HighPipePress,ffFixed,5,2)+AnsiString(", ");
|
|
// OutText3+=FloatToStrF(tmp->MoverParameters->LowPipePress,ffFixed,5,2)+AnsiString(", ");
|
|
|
|
if (tmp->MoverParameters->ManualBrakePos>0)
|
|
OutText3+=AnsiString("manual brake active. ");
|
|
else if (tmp->MoverParameters->LocalBrakePos>0)
|
|
OutText3+=AnsiString("local brake active. ");
|
|
else
|
|
OutText3+=AnsiString("local brake inactive. ");
|
|
/*
|
|
//OutText3+=AnsiString("LSwTim: ")+FloatToStrF(tmp->MoverParameters->LastSwitchingTime,ffFixed,5,2);
|
|
//OutText3+=AnsiString(" Physic: ")+FloatToStrF(tmp->MoverParameters->PhysicActivation,ffFixed,5,2);
|
|
//OutText3+=AnsiString(" ESF: ")+FloatToStrF(tmp->MoverParameters->EndSignalsFlag,ffFixed,5,0);
|
|
OutText3+=AnsiString(" dPAngF: ")+FloatToStrF(tmp->dPantAngleF,ffFixed,5,0);
|
|
OutText3+=AnsiString(" dPAngFT: ")+FloatToStrF(-(tmp->PantTraction1*28.9-136.938),ffFixed,5,0);
|
|
if (tmp->lastcabf==1)
|
|
{
|
|
OutText3+=AnsiString(" pcabc1: ")+FloatToStrF(tmp->MoverParameters->PantFrontUp,ffFixed,5,0);
|
|
OutText3+=AnsiString(" pcabc2: ")+FloatToStrF(tmp->MoverParameters->PantRearUp,ffFixed,5,0);
|
|
}
|
|
if (tmp->lastcabf==-1)
|
|
{
|
|
OutText3+=AnsiString(" pcabc1: ")+FloatToStrF(tmp->MoverParameters->PantRearUp,ffFixed,5,0);
|
|
OutText3+=AnsiString(" pcabc2: ")+FloatToStrF(tmp->MoverParameters->PantFrontUp,ffFixed,5,0);
|
|
}
|
|
*/
|
|
OutText4="";
|
|
if (tmp->Mechanik)
|
|
{//o ile jest ktoœ w œrodku
|
|
//OutText4=tmp->Mechanik->StopReasonText();
|
|
//if (!OutText4.IsEmpty()) OutText4+="; "; //aby ³adniejszy odstêp by³
|
|
//if (Controlled->Mechanik && (Controlled->Mechanik->AIControllFlag==AIdriver))
|
|
AnsiString flags="bwaccmlshhhoibsgvdp; "; //flagi AI (definicja w Driver.h)
|
|
for (int i=0,j=1;i<19;++i,j<<=1)
|
|
if (tmp->Mechanik->DrivigFlags()&j) //jak bit ustawiony
|
|
flags[i+1]^=0x20; //to zmiana na wielk¹ literê
|
|
OutText4=flags;
|
|
OutText4+=AnsiString("Driver: Vd=")+FloatToStrF(tmp->Mechanik->VelDesired,ffFixed,4,0)
|
|
+AnsiString(" ad=")+FloatToStrF(tmp->Mechanik->AccDesired,ffFixed,5,2)
|
|
+AnsiString(" Pd=")+FloatToStrF(tmp->Mechanik->ActualProximityDist,ffFixed,4,0)
|
|
+AnsiString(" Vn=")+FloatToStrF(tmp->Mechanik->VelNext,ffFixed,4,0);
|
|
if (tmp->Mechanik->VelNext==0.0)
|
|
if (tmp->Mechanik->eSignNext)
|
|
{//jeœli ma zapamiêtany event semafora
|
|
//if (!OutText4.IsEmpty()) OutText4+=", "; //aby ³adniejszy odstêp by³
|
|
OutText4+=" ("+Global::Bezogonkow(tmp->Mechanik->eSignNext->asName)+")"; //nazwa eventu semafora
|
|
}
|
|
}
|
|
if (!OutText4.IsEmpty()) OutText4+="; "; //aby ³adniejszy odstêp by³
|
|
//informacja o sprzêgach nawet bez mechanika
|
|
OutText4+="C0="+(tmp->PrevConnected?tmp->PrevConnected->GetName()+":"+AnsiString(tmp->MoverParameters->Couplers[0].CouplingFlag):AnsiString("NULL"));
|
|
OutText4+=" C1="+(tmp->NextConnected?tmp->NextConnected->GetName()+":"+AnsiString(tmp->MoverParameters->Couplers[1].CouplingFlag):AnsiString("NULL"));
|
|
if (Console::Pressed(VK_F2))
|
|
{WriteLog(OutText1);
|
|
WriteLog(OutText2);
|
|
WriteLog(OutText3);
|
|
WriteLog(OutText4);
|
|
}
|
|
} //koniec treœci podstawowego ekranu FK_V2
|
|
else
|
|
{//ekran drugi, czyli tabelka skanowania AI
|
|
if (tmp->Mechanik) //¿eby by³a tabelka, musi byæ AI
|
|
{//tabelka jest na u¿ytek testuj¹cych scenerie, wiêc nie musi byæ "³adna"
|
|
glColor3f(0.0f,1.0f,0.0f); //a, damy zielony
|
|
//glTranslatef(0.0f,0.0f,-0.50f);
|
|
glRasterPos2f(-0.25f,0.20f);
|
|
//OutText1="Scan distance: "+AnsiString(tmp->Mechanik->scanmax)+", back: "+AnsiString(tmp->Mechanik->scanback);
|
|
OutText1="Time: "+AnsiString((int)GlobalTime->hh)+":";
|
|
int i=GlobalTime->mm; //bo inaczej potrafi zrobiæ "hh:010"
|
|
if (i<10) OutText1+="0";
|
|
OutText1+=AnsiString(i); //minuty
|
|
OutText1+=":";
|
|
i=floor(GlobalTime->mr); //bo inaczej potrafi zrobiæ "hh:mm:010"
|
|
if (i<10) OutText1+="0";
|
|
OutText1+=AnsiString(i);
|
|
OutText1+=AnsiString(". Vel: ")+FloatToStrF(tmp->GetVelocity(),ffFixed,6,1);
|
|
OutText1+=". Scan table:";
|
|
glPrint(Global::Bezogonkow(OutText1).c_str());
|
|
i=-1;
|
|
while ((OutText1=tmp->Mechanik->TableText(++i))!="")
|
|
{//wyœwietlenie pozycji z tabelki
|
|
glRasterPos2f(-0.25f,0.19f-0.01f*i);
|
|
glPrint(Global::Bezogonkow(OutText1).c_str());
|
|
}
|
|
//podsumowanie sensu tabelki
|
|
OutText4=AnsiString("Driver: Vd=")+FloatToStrF(tmp->Mechanik->VelDesired,ffFixed,4,0)
|
|
+AnsiString(" ad=")+FloatToStrF(tmp->Mechanik->AccDesired,ffFixed,5,2)
|
|
+AnsiString(" Pd=")+FloatToStrF(tmp->Mechanik->ActualProximityDist,ffFixed,4,0)
|
|
+AnsiString(" Vn=")+FloatToStrF(tmp->Mechanik->VelNext,ffFixed,4,0);
|
|
if (tmp->Mechanik->VelNext==0.0)
|
|
if (tmp->Mechanik->eSignNext)
|
|
{//jeœli ma zapamiêtany event semafora
|
|
//if (!OutText4.IsEmpty()) OutText4+=", "; //aby ³adniejszy odstêp by³
|
|
OutText4+=" ("+Global::Bezogonkow(tmp->Mechanik->eSignNext->asName)+")"; //nazwa eventu semafora
|
|
}
|
|
glRasterPos2f(-0.25f,0.19f-0.01f*i);
|
|
glPrint(Global::Bezogonkow(OutText4).c_str());
|
|
}
|
|
} //koniec ekanu skanowania
|
|
} //koniec obs³ugi, gdy mamy wskaŸnik do pojazdu
|
|
else
|
|
{//wyœwietlenie wspó³rzêdnych w scenerii oraz k¹ta kamery, gdy nie mamy wskaŸnika
|
|
OutText1="Camera position: "+FloatToStrF(Camera.Pos.x,ffFixed,6,2)+" "+FloatToStrF(Camera.Pos.y,ffFixed,6,2)+" "+FloatToStrF(Camera.Pos.z,ffFixed,6,2);
|
|
OutText1+=", azimuth: "+FloatToStrF(180.0-RadToDeg(Camera.Yaw),ffFixed,3,0); //ma byæ azymut, czyli 0 na pó³nocy i roœnie na wschód
|
|
OutText1+=" "+AnsiString("S SEE NEN NWW SW").SubString(1+2*floor(fmod(8+(Camera.Yaw+0.5*M_PI_4)/M_PI_4,8)),2);
|
|
}
|
|
//OutText3= AnsiString(" Online documentation (PL, ENG, DE, soon CZ): http://www.eu07.pl");
|
|
//OutText3="enrot="+FloatToStrF(Controlled->MoverParameters->enrot,ffFixed,6,2);
|
|
//OutText3="; n="+FloatToStrF(Controlled->MoverParameters->n,ffFixed,6,2);
|
|
} //koniec treœci podstawowego ekranu FK_V2
|
|
else if (Global::iTextMode==VK_F5)
|
|
{//przesiadka do innego pojazdu
|
|
if (FreeFlyModeFlag) //jeœli tryb latania
|
|
{TDynamicObject *tmp=Ground.DynamicNearest(Camera.Pos,50,true); //³apiemy z obsad¹
|
|
if (tmp)
|
|
if (tmp!=Controlled)
|
|
{if (Controlled) //jeœli mielismy pojazd
|
|
if (Controlled->Mechanik) //na skutek jakiegoœ b³êdu mo¿e czasem znikn¹æ
|
|
Controlled->Mechanik->TakeControl(true); //oddajemy dotychczasowy AI
|
|
if (DebugModeFlag?true:tmp->MoverParameters->Vel<=5.0)
|
|
{Controlled=tmp; //przejmujemy nowy
|
|
mvControlled=Controlled->ControlledFind()->MoverParameters;
|
|
if (Train)
|
|
Train->Silence(); //wyciszenie dŸwiêków opuszczanego pojazdu
|
|
else
|
|
Train=new TTrain(); //jeœli niczym jeszcze nie jeŸdzilismy
|
|
if (Train->Init(Controlled))
|
|
{//przejmujemy sterowanie
|
|
if (!DebugModeFlag) //w DebugMode nadal prowadzi AI
|
|
Controlled->Mechanik->TakeControl(false);
|
|
}
|
|
else
|
|
SafeDelete(Train); //i nie ma czym sterowaæ
|
|
//Global::pUserDynamic=Controlled; //renerowanie pojazdu wzglêdem kabiny
|
|
//Global::iTextMode=VK_F4;
|
|
if (Train) InOutKey(); //do kabiny
|
|
}
|
|
}
|
|
Global::iTextMode=0; //tryb neutralny
|
|
}
|
|
/*
|
|
|
|
OutText1=OutText2=OutText3=OutText4="";
|
|
AnsiString flag[10]={"vmax", "tory", "smfr", "pjzd", "mnwr", "pstk", "brak", "brak", "brak", "brak"};
|
|
if(tmp)
|
|
if(tmp->Mechanik)
|
|
{
|
|
for(int i=0;i<15;i++)
|
|
{
|
|
int tmppar=floor(tmp->Mechanik->ProximityTable[i].Vel);
|
|
OutText2+=(tmppar<1000?(tmppar<100?((tmppar<10)&&(tmppar>=0)?" ":" "):" "):"")+IntToStr(tmppar)+" ";
|
|
tmppar=floor(tmp->Mechanik->ProximityTable[i].Dist);
|
|
OutText3+=(tmppar<1000?(tmppar<100?((tmppar<10)&&(tmppar>=0)?" ":" "):" "):"")+IntToStr(tmppar)+" ";
|
|
OutText1+=flag[tmp->Mechanik->ProximityTable[i].Flag]+" ";
|
|
}
|
|
for(int i=0;i<6;i++)
|
|
{
|
|
int tmppar=floor(tmp->Mechanik->ReducedTable[i]);
|
|
OutText4+=flag[i]+":"+(tmppar<1000?(tmppar<100?((tmppar<10)&&(tmppar>=0)?" ":" "):" "):"")+IntToStr(tmppar)+" ";
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
else if (Global::iTextMode==VK_F10)
|
|
{//tu mozna dodac dopisywanie do logu przebiegu lokomotywy
|
|
//Global::iViewMode=VK_F10;
|
|
//return false;
|
|
OutText1=AnsiString("To quit press [Y] key.");
|
|
OutText3=AnsiString("Aby zakonczyc program, przycisnij klawisz [Y].");
|
|
}
|
|
else
|
|
if (Controlled && DebugModeFlag && !Global::iTextMode)
|
|
{
|
|
OutText1+=AnsiString("; vel ")+FloatToStrF(Controlled->GetVelocity(),ffFixed,6,2);
|
|
OutText1+=AnsiString("; pos ")+FloatToStrF(Controlled->GetPosition().x,ffFixed,6,2);
|
|
OutText1+=AnsiString(" ; ")+FloatToStrF(Controlled->GetPosition().y,ffFixed,6,2);
|
|
OutText1+=AnsiString(" ; ")+FloatToStrF(Controlled->GetPosition().z,ffFixed,6,2);
|
|
OutText1+=AnsiString("; dist=")+FloatToStrF(Controlled->MoverParameters->DistCounter,ffFixed,8,4);
|
|
|
|
//double a= acos( DotProduct(Normalize(Controlled->GetDirection()),vWorldFront));
|
|
// OutText+= AnsiString("; angle ")+FloatToStrF(a/M_PI*180,ffFixed,6,2);
|
|
OutText1+=AnsiString("; d_omega ")+FloatToStrF(Controlled->MoverParameters->dizel_engagedeltaomega,ffFixed,6,3);
|
|
OutText2 =AnsiString("HamZ=")+FloatToStrF(Controlled->MoverParameters->fBrakeCtrlPos,ffFixed,6,1);
|
|
OutText2+=AnsiString("; HamP=")+AnsiString(Controlled->MoverParameters->LocalBrakePos);
|
|
//mvControlled->MainCtrlPos;
|
|
//if (mvControlled->MainCtrlPos<0)
|
|
// OutText2+= AnsiString("; nastawnik 0");
|
|
// if (mvControlled->MainCtrlPos>iPozSzereg)
|
|
OutText2+= AnsiString("; NasJ=")+AnsiString(mvControlled->MainCtrlPos);
|
|
// else
|
|
// OutText2+= AnsiString("; nastawnik S") + mvControlled->MainCtrlPos;
|
|
OutText2+=AnsiString("(")+AnsiString(mvControlled->MainCtrlActualPos);
|
|
|
|
OutText2+=AnsiString("); NasB=")+AnsiString(mvControlled->ScndCtrlPos);
|
|
OutText2+=AnsiString("(")+AnsiString(mvControlled->ScndCtrlActualPos);
|
|
if (mvControlled->TrainType==dt_EZT)
|
|
OutText2+=AnsiString("); I=")+AnsiString(int(mvControlled->ShowCurrent(0)));
|
|
else
|
|
OutText2+=AnsiString("); I=")+AnsiString(int(mvControlled->Im));
|
|
//OutText2+=AnsiString("; I2=")+FloatToStrF(Controlled->NextConnected->MoverParameters->Im,ffFixed,6,2);
|
|
OutText2+=AnsiString("; U=")+AnsiString(int(mvControlled->RunningTraction.TractionVoltage+0.5));
|
|
//OutText2+=AnsiString("; rvent=")+FloatToStrF(mvControlled->RventRot,ffFixed,6,2);
|
|
OutText2+=AnsiString("; R=")+FloatToStrF(Controlled->MoverParameters->RunningShape.R,ffFixed,4,1);
|
|
OutText2+=AnsiString(" An=")+FloatToStrF(Controlled->MoverParameters->AccN,ffFixed,4,2); //przyspieszenie poprzeczne
|
|
OutText2+=AnsiString("; As=")+FloatToStrF(Controlled->MoverParameters->AccS,ffFixed,4,2); //przyspieszenie wzd³u¿ne
|
|
//OutText2+=AnsiString("; P=")+FloatToStrF(mvControlled->EnginePower,ffFixed,6,1);
|
|
OutText3+=AnsiString("cyl.ham. ")+FloatToStrF(Controlled->MoverParameters->BrakePress,ffFixed,5,2);
|
|
OutText3+=AnsiString("; prz.gl. ")+FloatToStrF(Controlled->MoverParameters->PipePress,ffFixed,5,2);
|
|
OutText3+=AnsiString("; zb.gl. ")+FloatToStrF(Controlled->MoverParameters->CompressedVolume,ffFixed,6,2);
|
|
//youBy - drugi wezyk
|
|
OutText3+=AnsiString("; p.zas. ")+FloatToStrF(Controlled->MoverParameters->ScndPipePress,ffFixed,6,2);
|
|
|
|
if(Controlled->MoverParameters->EngineType==ElectricInductionMotor)
|
|
{
|
|
//glTranslatef(0.0f,0.0f,-0.50f);
|
|
glColor3f(1.0f,1.0f,1.0f); //a, damy bia³ym
|
|
for(int i=0;i<=20;i++)
|
|
{
|
|
glRasterPos2f(-0.25f,0.16f-0.01f*i);
|
|
if(Controlled->MoverParameters->eimc[i]<10)
|
|
OutText4=FloatToStrF(Controlled->MoverParameters->eimc[i],ffFixed,6,3);
|
|
else
|
|
OutText4=FloatToStrF(Controlled->MoverParameters->eimc[i],ffGeneral,5,3);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
for(int i=0;i<=20;i++)
|
|
{
|
|
glRasterPos2f(-0.2f,0.16f-0.01f*i);
|
|
if(Controlled->MoverParameters->eimv[i]<10)
|
|
OutText4=FloatToStrF(Controlled->MoverParameters->eimv[i],ffFixed,6,3);
|
|
else
|
|
OutText4=FloatToStrF(Controlled->MoverParameters->eimv[i],ffGeneral,5,3);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
OutText4="";
|
|
//glTranslatef(0.0f,0.0f,+0.50f);
|
|
glColor3f(1.0f,0.0f,0.0f); //a, damy czerwonym
|
|
}
|
|
|
|
|
|
//ABu: testy sprzegow-> (potem przeniesc te zmienne z public do protected!)
|
|
//OutText3+=AnsiString("; EnginePwr=")+FloatToStrF(mvControlled->EnginePower,ffFixed,1,5);
|
|
//OutText3+=AnsiString("; nn=")+FloatToStrF(Controlled->NextConnectedNo,ffFixed,1,0);
|
|
//OutText3+=AnsiString("; PR=")+FloatToStrF(Controlled->dPantAngleR,ffFixed,3,0);
|
|
//OutText3+=AnsiString("; PF=")+FloatToStrF(Controlled->dPantAngleF,ffFixed,3,0);
|
|
//if(Controlled->bDisplayCab==true)
|
|
//OutText3+=AnsiString("; Wysw. kab");//+Controlled->mdKabina->GetSMRoot()->Name;
|
|
//else
|
|
//OutText3+=AnsiString("; test:")+AnsiString(Controlled->MoverParameters->TrainType[1]);
|
|
|
|
//OutText3+=FloatToStrF(Train->Dynamic()->MoverParameters->EndSignalsFlag,ffFixed,3,0);;
|
|
|
|
//OutText3+=FloatToStrF(Train->Dynamic()->MoverParameters->EndSignalsFlag&byte(((((1+Train->Dynamic()->MoverParameters->CabNo)/2)*30)+2)),ffFixed,3,0);;
|
|
|
|
//OutText3+=AnsiString("; Ftmax=")+FloatToStrF(Controlled->MoverParameters->Ftmax,ffFixed,3,0);
|
|
//OutText3+=AnsiString("; FTotal=")+FloatToStrF(Controlled->MoverParameters->FTotal/1000.0f,ffFixed,3,2);
|
|
//OutText3+=AnsiString("; FTrain=")+FloatToStrF(Controlled->MoverParameters->FTrain/1000.0f,ffFixed,3,2);
|
|
//Controlled->mdModel->GetSMRoot()->SetTranslate(vector3(0,1,0));
|
|
|
|
//McZapkie: warto wiedziec w jakim stanie sa przelaczniki
|
|
if (mvControlled->ConvOvldFlag)
|
|
OutText3+=" C! ";
|
|
else if (mvControlled->FuseFlag)
|
|
OutText3+=" F! ";
|
|
else if (!mvControlled->Mains)
|
|
OutText3+=" () ";
|
|
else
|
|
switch (mvControlled->ActiveDir*(mvControlled->Imin==mvControlled->IminLo?1:2))
|
|
{
|
|
case 2: {OutText3+=" >> "; break;}
|
|
case 1: {OutText3+=" -> "; break;}
|
|
case 0: {OutText3+=" -- "; break;}
|
|
case -1: {OutText3+=" <- "; break;}
|
|
case -2: {OutText3+=" << "; break;}
|
|
}
|
|
//OutText3+=AnsiString("; dpLocal ")+FloatToStrF(Controlled->MoverParameters->dpLocalValve,ffFixed,10,8);
|
|
//OutText3+=AnsiString("; dpMain ")+FloatToStrF(Controlled->MoverParameters->dpMainValve,ffFixed,10,8);
|
|
//McZapkie: predkosc szlakowa
|
|
if (Controlled->MoverParameters->RunningTrack.Velmax==-1)
|
|
{OutText3+=AnsiString(" Vtrack=Vmax");}
|
|
else
|
|
{OutText3+=AnsiString(" Vtrack ")+FloatToStrF(Controlled->MoverParameters->RunningTrack.Velmax,ffFixed,8,2);}
|
|
// WriteLog(Controlled->MoverParameters->TrainType.c_str());
|
|
if ((mvControlled->EnginePowerSource.SourceType==CurrentCollector) || (mvControlled->TrainType==dt_EZT))
|
|
{OutText3+=AnsiString("; pant. ")+FloatToStrF(mvControlled->PantPress,ffFixed,8,2);
|
|
OutText3+=(mvControlled->bPantKurek3?"=ZG":"|ZG");
|
|
}
|
|
//McZapkie: komenda i jej parametry
|
|
if (Controlled->MoverParameters->CommandIn.Command!=AnsiString(""))
|
|
OutText4=AnsiString("C:")+AnsiString(Controlled->MoverParameters->CommandIn.Command)
|
|
+AnsiString(" V1=")+FloatToStrF(Controlled->MoverParameters->CommandIn.Value1,ffFixed,5,0)
|
|
+AnsiString(" V2=")+FloatToStrF(Controlled->MoverParameters->CommandIn.Value2,ffFixed,5,0);
|
|
if (Controlled->Mechanik && (Controlled->Mechanik->AIControllFlag==AIdriver))
|
|
OutText4+=AnsiString("AI: Vd=")+FloatToStrF(Controlled->Mechanik->VelDesired,ffFixed,4,0)
|
|
+AnsiString(" ad=")+FloatToStrF(Controlled->Mechanik->AccDesired,ffFixed,5,2)
|
|
+AnsiString(" Pd=")+FloatToStrF(Controlled->Mechanik->ActualProximityDist,ffFixed,4,0)
|
|
+AnsiString(" Vn=")+FloatToStrF(Controlled->Mechanik->VelNext,ffFixed,4,0);
|
|
}
|
|
|
|
//ABu 150205: prosty help, zeby sie na forum nikt nie pytal, jak ma ruszyc :)
|
|
|
|
if (Global::detonatoryOK)
|
|
{
|
|
//if (Console::Pressed(VK_F9)) ShowHints(); //to nie dzia³a prawid³owo - prosili wy³¹czyæ
|
|
if (Global::iTextMode==VK_F9)
|
|
{//informacja o wersji, sposobie wyœwietlania i b³êdach OpenGL
|
|
//Global::iViewMode=VK_F9;
|
|
OutText1=Global::asVersion; //informacja o wersji
|
|
OutText2=AnsiString("Rendering mode: ")+(Global::bUseVBO?"VBO":"Display Lists");
|
|
if (Global::iMultiplayer) OutText2+=". Multiplayer is active";
|
|
OutText2+=".";
|
|
GLenum err=glGetError();
|
|
if (err!=GL_NO_ERROR)
|
|
{
|
|
OutText3="OpenGL error "+AnsiString(err)+": "+Global::Bezogonkow(AnsiString((char *)gluErrorString(err)));
|
|
}
|
|
}
|
|
if (Global::iTextMode==VK_F3)
|
|
{//wyœwietlenie rozk³adu jazdy, na razie jakkolwiek
|
|
TDynamicObject *tmp=FreeFlyModeFlag?Ground.DynamicNearest(Camera.Pos):Controlled; //w trybie latania lokalizujemy wg mapy
|
|
Mtable::TTrainParameters *tt=NULL;
|
|
if (tmp)
|
|
if (tmp->Mechanik)
|
|
{tt=tmp->Mechanik->Timetable();
|
|
if (tt) //musi byæ rozk³ad
|
|
{//wyœwietlanie rozk³adu
|
|
glColor3f(1.0f,1.0f,1.0f); //a, damy bia³ym
|
|
//glTranslatef(0.0f,0.0f,-0.50f);
|
|
glRasterPos2f(-0.25f,0.20f);
|
|
OutText1=tmp->Mechanik->Relation()+" ("+tmp->Mechanik->Timetable()->TrainName+")";
|
|
glPrint(Global::Bezogonkow(OutText1,true).c_str());
|
|
glRasterPos2f(-0.25f,0.19f);
|
|
//glPrint("|============================|=======|=======|=====|");
|
|
//glPrint("| Posterunek | Przyj.| Odjazd| Vmax|");
|
|
//glPrint("|============================|=======|=======|=====|");
|
|
glPrint("|----------------------------|-------|-------|-----|");
|
|
TMTableLine *t;
|
|
for (int i=tmp->Mechanik->iStationStart;i<=tt->StationCount;++i)
|
|
{//wyœwietlenie pozycji z rozk³adu
|
|
t=tt->TimeTable+i; //linijka rozk³adu
|
|
OutText1=AnsiString(AnsiString(t->StationName)+" ").SubString(1,26);
|
|
OutText2=(t->Ah>=0)?AnsiString(int(100+t->Ah)).SubString(2,2)+":"+AnsiString(int(100+t->Am)).SubString(2,2):AnsiString(" ");
|
|
OutText3=(t->Dh>=0)?AnsiString(int(100+t->Dh)).SubString(2,2)+":"+AnsiString(int(100+t->Dm)).SubString(2,2):AnsiString(" ");
|
|
OutText4=" "+FloatToStrF(t->vmax,ffFixed,3,0);
|
|
OutText4=OutText4.SubString(OutText4.Length()-2,3); //z wyrównaniem do prawej
|
|
//if (AnsiString(t->StationWare).Pos("@"))
|
|
OutText1="| "+OutText1+" | "+OutText2+" | "+OutText3+" | "+OutText4+" | "+AnsiString(t->StationWare);
|
|
glRasterPos2f(-0.25f,0.18f-0.02f*(i-tmp->Mechanik->iStationStart));
|
|
if ((tmp->Mechanik->iStationStart<tt->StationIndex)?(i<tt->StationIndex):false)
|
|
{//czas min¹³ i odjazd by³, to nazwa stacji bêdzie na zielono
|
|
glColor3f(0.0f,1.0f,0.0f); //zielone
|
|
glRasterPos2f(-0.25f,0.18f-0.02f*(i-tmp->Mechanik->iStationStart)); //dopiero ustawienie pozycji ustala kolor, dziwne...
|
|
glPrint(Global::Bezogonkow(OutText1,true).c_str());
|
|
glColor3f(1.0f,1.0f,1.0f); //a reszta bia³ym
|
|
}
|
|
else //normalne wyœwietlanie, bez zmiany kolorów
|
|
glPrint(Global::Bezogonkow(OutText1,true).c_str());
|
|
glRasterPos2f(-0.25f,0.17f-0.02f*(i-tmp->Mechanik->iStationStart));
|
|
glPrint("|----------------------------|-------|-------|-----|");
|
|
}
|
|
}
|
|
}
|
|
OutText1=OutText2=OutText3=OutText4="";
|
|
}
|
|
else if (OutText1!="")
|
|
{//ABu: i od razu czyszczenie tego, co bylo napisane
|
|
//glTranslatef(0.0f,0.0f,-0.50f);
|
|
glRasterPos2f(-0.25f,0.20f);
|
|
glPrint(OutText1.c_str());
|
|
OutText1="";
|
|
if (OutText2!="")
|
|
{glRasterPos2f(-0.25f,0.19f);
|
|
glPrint(OutText2.c_str());
|
|
OutText2="";
|
|
}
|
|
if (OutText3!="")
|
|
{glRasterPos2f(-0.25f,0.18f);
|
|
glPrint(OutText3.c_str());
|
|
OutText3="";
|
|
if (OutText4!="")
|
|
{glRasterPos2f(-0.25f, 0.17f);
|
|
glPrint(OutText4.c_str());
|
|
OutText4="";
|
|
}
|
|
}
|
|
}
|
|
//if ((Global::iTextMode!=VK_F3))
|
|
{//stenogramy dŸwiêków (ukryæ, gdy tabelka skanowania lub rozk³ad?)
|
|
glColor3f(1.0f,1.0f,0.0f); //¿ó³te
|
|
for (int i=0;i<5;++i)
|
|
{//kilka linijek
|
|
if (Global::asTranscript[i].IsEmpty())
|
|
break; //dalej nie trzeba
|
|
else
|
|
{
|
|
glRasterPos2f(-0.20f,-0.05f-0.01f*i);
|
|
glPrint(Global::Bezogonkow(Global::asTranscript[i]).c_str());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//if (Global::iViewMode!=Global::iTextMode)
|
|
//{//Ra: taka maksymalna prowizorka na razie
|
|
// WriteLog("Pressed function key F"+AnsiString(Global::iViewMode-111));
|
|
// Global::iTextMode=Global::iViewMode;
|
|
//}
|
|
glEnable(GL_LIGHTING);
|
|
return (true);
|
|
};
|
|
|
|
bool __fastcall TWorld::Render()
|
|
{
|
|
glColor3b(255, 255, 255);
|
|
//glColor3b(255, 0, 255);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
|
glLoadIdentity();
|
|
Camera.SetMatrix(); //ustawienie macierzy kamery wzglêdem pocz¹tku scenerii
|
|
glLightfv(GL_LIGHT0,GL_POSITION,Global::lightPos);
|
|
|
|
if (!Global::bWireFrame)
|
|
{//bez nieba w trybie rysowania linii
|
|
glDisable(GL_FOG);
|
|
Clouds.Render();
|
|
glEnable(GL_FOG);
|
|
}
|
|
if (Global::bUseVBO)
|
|
{//renderowanie przez VBO
|
|
if (!Ground.RenderVBO(Camera.Pos)) return false;
|
|
if (!Ground.RenderAlphaVBO(Camera.Pos))
|
|
return false;
|
|
}
|
|
else
|
|
{//renderowanie przez Display List
|
|
if (!Ground.RenderDL(Camera.Pos)) return false;
|
|
if (!Ground.RenderAlphaDL(Camera.Pos))
|
|
return false;
|
|
}
|
|
TSubModel::iInstance=(int)(Train?Train->Dynamic():0); //¿eby nie robiæ cudzych animacji
|
|
//if (Camera.Type==tp_Follow)
|
|
if (Train) Train->Update();
|
|
//if (Global::bRenderAlpha)
|
|
// if (Controlled)
|
|
// Train->RenderAlpha();
|
|
glFlush();
|
|
//Global::bReCompile=false; //Ra: ju¿ zrobiona rekompilacja
|
|
ResourceManager::Sweep(Timer::GetSimulationTime());
|
|
return true;
|
|
};
|
|
|
|
void TWorld::ShowHints(void)
|
|
{//Ra: nie u¿ywaæ tego, bo Ÿle dzia³a
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4f(0.3f,1.0f,0.3f,1.0f);
|
|
glLoadIdentity();
|
|
glTranslatef(0.0f,0.0f,-0.50f);
|
|
//glRasterPos2f(-0.25f, 0.20f);
|
|
//OutText1="Uruchamianie lokomotywy - pomoc dla niezaawansowanych";
|
|
//glPrint(OutText1.c_str());
|
|
|
|
//if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_ebrake))
|
|
//hunter-091012
|
|
if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_SHPebrake)||TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_CAebrake))
|
|
{
|
|
OutText1="Gosciu, ale refleks to ty masz szachisty. Teraz zaczekaj.";
|
|
OutText2="W tej sytuacji czuwak mozesz zbic dopiero po zatrzymaniu pociagu. ";
|
|
if(Controlled->MoverParameters->Vel==0)
|
|
OutText3=" (mozesz juz nacisnac spacje)";
|
|
}
|
|
else
|
|
//if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_alarm))
|
|
if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_CAalarm)||TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_SHPalarm))
|
|
{
|
|
OutText1="Natychmiast zbij czuwak, bo pociag sie zatrzyma!";
|
|
OutText2=" (szybko nacisnij spacje!)";
|
|
}
|
|
else
|
|
if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_aware))
|
|
{
|
|
OutText1="Zbij czuwak, zeby udowodnic, ze nie spisz :) ";
|
|
OutText2=" (nacisnij spacje)";
|
|
}
|
|
else
|
|
if (mvControlled->FuseFlag)
|
|
{
|
|
OutText1="Czlowieku, delikatniej troche! Gdzie sie spieszysz?";
|
|
OutText2="Wybilo Ci bezpiecznik nadmiarowy, teraz musisz wlaczyc go ponownie.";
|
|
OutText3=" ('N', wczesniej nastawnik i boczniki na zero -> '-' oraz '*' do oporu)";
|
|
|
|
}
|
|
else
|
|
if (mvControlled->V==0)
|
|
{
|
|
if ((mvControlled->PantFrontVolt==0.0)||(mvControlled->PantRearVolt==0.0))
|
|
{
|
|
OutText1="Jezdziles juz kiedys lokomotywa? Pierwszy raz? Dobra, to zaczynamy.";
|
|
OutText2="No to co, trzebaby chyba podniesc pantograf?";
|
|
OutText3=" (wcisnij 'shift+P' - przedni, 'shift+O' - tylny)";
|
|
}
|
|
else
|
|
if (!mvControlled->Mains)
|
|
{
|
|
OutText1="Dobra, mozemy zalaczyc wylacznik szybki lokomotywy.";
|
|
OutText2=" (wcisnij 'shift+M')";
|
|
}
|
|
else
|
|
if (!mvControlled->ConverterAllow)
|
|
{
|
|
OutText1="Teraz wlacz przetwornice.";
|
|
OutText2=" (wcisnij 'shift+X')";
|
|
}
|
|
else
|
|
if (!mvControlled->CompressorAllow)
|
|
{
|
|
OutText1="Teraz wlacz sprezarke.";
|
|
OutText2=" (wcisnij 'shift+C')";
|
|
}
|
|
else
|
|
if (mvControlled->ActiveDir==0)
|
|
{
|
|
OutText1="Ustaw nastawnik kierunkowy na kierunek, w ktorym chcesz jechac.";
|
|
OutText2=" ('d' - do przodu, 'r' - do tylu)";
|
|
}
|
|
else
|
|
if (Controlled->GetFirstDynamic(1)->MoverParameters->BrakePress>0)
|
|
{
|
|
OutText1="Odhamuj sklad i zaczekaj az Ci powiem - to moze troche potrwac.";
|
|
OutText2=" ('.' na klawiaturze numerycznej)";
|
|
}
|
|
else
|
|
if (Controlled->MoverParameters->BrakeCtrlPos!=0)
|
|
{
|
|
OutText1="Przelacz kran hamulca w pozycje 'jazda'.";
|
|
OutText2=" ('4' na klawiaturze numerycznej)";
|
|
}
|
|
else
|
|
if (mvControlled->MainCtrlPos==0)
|
|
{
|
|
OutText1="Teraz juz mozesz ruszyc ustawiajac pierwsza pozycje na nastawniku jazdy.";
|
|
OutText2=" (jeden raz '+' na klawiaturze numerycznej)";
|
|
}
|
|
else
|
|
if((mvControlled->MainCtrlPos>0)&&(mvControlled->ShowCurrent(1)!=0))
|
|
{
|
|
OutText1="Dobrze, mozesz teraz wlaczac kolejne pozycje nastawnika.";
|
|
OutText2=" ('+' na klawiaturze numerycznej, tylko z wyczuciem)";
|
|
}
|
|
if((mvControlled->MainCtrlPos>1)&&(mvControlled->ShowCurrent(1)==0))
|
|
{
|
|
OutText1="Spieszysz sie gdzies? Zejdz nastawnikiem na zero i probuj jeszcze raz!";
|
|
OutText2=" (teraz do oporu '-' na klawiaturze numerycznej)";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
OutText1="Aby przyspieszyc mozesz wrzucac kolejne pozycje nastawnika.";
|
|
if(mvControlled->MainCtrlPos==28)
|
|
{OutText1="Przy tym ustawienu mozesz bocznikowac silniki - sprobuj: '/' i '*' ";}
|
|
if(mvControlled->MainCtrlPos==43)
|
|
{OutText1="Przy tym ustawienu mozesz bocznikowac silniki - sprobuj: '/' i '*' ";}
|
|
|
|
OutText2="Aby zahamowac zejdz nastawnikiem do 0 ('-' do oporu) i ustaw kran hamulca";
|
|
OutText3="w zaleznosci od sily hamowania, jakiej potrzebujesz ('2', '5' lub '8' na kl. num.)";
|
|
|
|
//else
|
|
//if() OutText1="teraz mozesz ruszyc naciskajac jeden raz '+' na klawiaturze numerycznej";
|
|
//else
|
|
//if() OutText1="teraz mozesz ruszyc naciskajac jeden raz '+' na klawiaturze numerycznej";
|
|
}
|
|
//OutText3=FloatToStrF(Controlled->MoverParameters->SecuritySystem.Status,ffFixed,3,0);
|
|
|
|
if(OutText1!="")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.19f);
|
|
glPrint(OutText1.c_str());
|
|
OutText1="";
|
|
}
|
|
if(OutText2!="")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.18f);
|
|
glPrint(OutText2.c_str());
|
|
OutText2="";
|
|
}
|
|
if(OutText3!="")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.17f);
|
|
glPrint(OutText3.c_str());
|
|
OutText3="";
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
void __fastcall TWorld::OnCommandGet(DaneRozkaz *pRozkaz)
|
|
{//odebranie komunikatu z serwera
|
|
if (pRozkaz->iSygn=='EU07')
|
|
switch (pRozkaz->iComm)
|
|
{
|
|
case 0: //odes³anie identyfikatora wersji
|
|
Ground.WyslijString(Global::asVersion,0); //przedsatwienie siê
|
|
break;
|
|
case 1: //odes³anie identyfikatora wersji
|
|
Ground.WyslijString(Global::szSceneryFile,1); //nazwa scenerii
|
|
break;
|
|
case 2: //event
|
|
if (Global::iMultiplayer)
|
|
{//WriteLog("Komunikat: "+AnsiString(pRozkaz->Name1));
|
|
TEvent *e=Ground.FindEvent(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
|
|
if (e)
|
|
if ((e->Type==tp_Multiple)||(e->Type==tp_Lights)||bool(e->evJoined)) //tylko jawne albo niejawne Multiple
|
|
Ground.AddToQuery(e,NULL); //drugi parametr to dynamic wywo³uj¹cy - tu brak
|
|
}
|
|
break;
|
|
case 3: //rozkaz dla AI
|
|
if (Global::iMultiplayer)
|
|
{int i=int(pRozkaz->cString[8]); //d³ugoœæ pierwszego ³añcucha (z przodu dwa floaty)
|
|
TGroundNode* t=Ground.DynamicFind(AnsiString(pRozkaz->cString+11+i,(unsigned)pRozkaz->cString[10+i])); //nazwa pojazdu jest druga
|
|
if (t)
|
|
if (t->DynamicObject->Mechanik)
|
|
{
|
|
t->DynamicObject->Mechanik->PutCommand(AnsiString(pRozkaz->cString+9,i),pRozkaz->fPar[0],pRozkaz->fPar[1],NULL,stopExt); //floaty s¹ z przodu
|
|
WriteLog("AI command: "+AnsiString(pRozkaz->cString+9,i));
|
|
}
|
|
}
|
|
break;
|
|
case 4: //badanie zajêtoœci toru
|
|
{
|
|
TGroundNode* t=Ground.FindGroundNode(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])),TP_TRACK);
|
|
if (t)
|
|
if (t->pTrack->IsEmpty())
|
|
Ground.WyslijWolny(t->asName);
|
|
}
|
|
break;
|
|
case 5: //ustawienie parametrów
|
|
{
|
|
if (*pRozkaz->iPar&1) //ustawienie czasu
|
|
{double t=pRozkaz->fPar[1];
|
|
GlobalTime->dd=floor(t); //niby nie powinno byæ dnia, ale...
|
|
if (Global::fMoveLight>=0)
|
|
Global::fMoveLight=t; //trzeba by deklinacjê S³oñca przeliczyæ
|
|
GlobalTime->hh=floor(24*t)-24.0*GlobalTime->dd;
|
|
GlobalTime->mm=floor(60*24*t)-60.0*(24.0*GlobalTime->dd+GlobalTime->hh);
|
|
GlobalTime->mr=floor(60*60*24*t)-60.0*(60.0*(24.0*GlobalTime->dd+GlobalTime->hh)+GlobalTime->mm);
|
|
}
|
|
if (*pRozkaz->iPar&2)
|
|
{//ustawienie flag zapauzowania
|
|
Global::iPause=pRozkaz->fPar[2]; //zak³adamy, ¿e wysy³aj¹cy wie, co robi
|
|
}
|
|
}
|
|
break;
|
|
case 6: //pobranie parametrów ruchu pojazdu
|
|
if (Global::iMultiplayer)
|
|
{//Ra 2014-12: to ma dzia³aæ równie¿ dla pojazdów bez obsady
|
|
if (pRozkaz->cString[0]) //jeœli d³ugoœæ nazwy jest niezerowa
|
|
{//szukamy pierwszego pojazdu o takiej nazwie i odsy³amy parametry ramk¹ #7
|
|
TGroundNode *t;
|
|
if (pRozkaz->cString[1]=='*')
|
|
t=Ground.DynamicFind(Global::asHumanCtrlVehicle); //nazwa pojazdu u¿ytkownika
|
|
else
|
|
t=Ground.DynamicFindAny(AnsiString(pRozkaz->cString+1,(unsigned)pRozkaz->cString[0])); //nazwa pojazdu
|
|
if (t)
|
|
Ground.WyslijNamiary(t); //wys³anie informacji o pojeŸdzie
|
|
}
|
|
else
|
|
{//dla pustego wysy³amy ramki 6 z nazwami pojazdów AI (jeœli potrzebne wszystkie, to rozpoznaæ np. "*")
|
|
Ground.DynamicList();
|
|
}
|
|
}
|
|
break;
|
|
case 8: //ponowne wys³anie informacji o zajêtych odcinkach toru
|
|
Ground.TrackBusyList();
|
|
break;
|
|
case 9: //ponowne wys³anie informacji o zajêtych odcinkach izolowanych
|
|
Ground.IsolatedBusyList();
|
|
break;
|
|
case 10: //badanie zajêtoœci jednego odcinka izolowanego
|
|
Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
|
|
break;
|
|
case 11: //ustawienie paerametrów ruchu pojazdu
|
|
// Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
|
|
break;
|
|
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
void __fastcall TWorld::ModifyTGA(const AnsiString &dir)
|
|
{//rekurencyjna modyfikacje plików TGA
|
|
TSearchRec sr;
|
|
if (FindFirst(dir+"*.*",faDirectory|faArchive,sr)==0)
|
|
{do
|
|
{
|
|
if (sr.Name[1]!='.')
|
|
if ((sr.Attr&faDirectory)) //jeœli katalog, to rekurencja
|
|
ModifyTGA(dir+sr.Name+"/");
|
|
else
|
|
if (sr.Name.LowerCase().SubString(sr.Name.Length()-3,4)==".tga")
|
|
TTexturesManager::GetTextureID(NULL,NULL,AnsiString(dir+sr.Name).c_str());
|
|
} while (FindNext(sr)==0);
|
|
FindClose(sr);
|
|
}
|
|
};
|
|
//---------------------------------------------------------------------------
|
|
AnsiString last; //zmienne u¿ywane w rekurencji
|
|
double shift=0;
|
|
void __fastcall TWorld::CreateE3D(const AnsiString &dir,bool dyn)
|
|
{//rekurencyjna generowanie plików E3D
|
|
TTrack *trk;
|
|
double at;
|
|
TSearchRec sr;
|
|
if (FindFirst(dir+"*.*",faDirectory|faArchive,sr)==0)
|
|
{do
|
|
{
|
|
if (sr.Name[1]!='.')
|
|
if ((sr.Attr&faDirectory)) //jeœli katalog, to rekurencja
|
|
CreateE3D(dir+sr.Name+"\\",dyn);
|
|
else
|
|
if (dyn)
|
|
{
|
|
if (sr.Name.LowerCase().SubString(sr.Name.Length()-3,4)==".mmd")
|
|
{
|
|
//konwersja pojazdów bêdzie u³omna, bo nie poustawiaj¹ siê animacje na submodelach okreœlonych w MMD
|
|
//TModelsManager::GetModel(AnsiString(dir+sr.Name).c_str(),true);
|
|
if (last!=dir)
|
|
{//utworzenie toru dla danego pojazdu
|
|
last=dir;
|
|
trk=TTrack::Create400m(1,shift);
|
|
shift+=10.0; //nastêpny tor bêdzie deczko dalej, aby nie zabiæ FPS
|
|
at=400.0;
|
|
//if (shift>1000) break; //bezpiecznik
|
|
}
|
|
TGroundNode *tmp=new TGroundNode();
|
|
tmp->DynamicObject=new TDynamicObject();
|
|
//Global::asCurrentTexturePath=dir; //pojazdy maj¹ tekstury we w³asnych katalogach
|
|
at-=tmp->DynamicObject->Init("",dir.SubString(9,dir.Length()-9),"none",sr.Name.SubString(1,sr.Name.Length()-4),trk,at,"nobody",0.0,"none",0.0,"",false,"");
|
|
//po wczytaniu CHK zrobiæ pêtlê po ³adunkach, aby ka¿dy z nich skonwertowaæ
|
|
AnsiString loads,load;
|
|
loads=tmp->DynamicObject->MoverParameters->LoadAccepted; //typy ³adunków
|
|
if (!loads.IsEmpty())
|
|
{loads+=","; //przecinek na koñcu
|
|
int i=loads.Pos(",");
|
|
while (i>1)
|
|
{//wypada³o by sprawdziæ, czy T3D ³adunku jest
|
|
load=loads.SubString(1,i-1);
|
|
if (FileExists(dir+load+".t3d")) //o ile jest plik ³adunku, bo inaczej nie ma to sensu
|
|
if (!FileExists(dir+load+".e3d")) //a nie ma jeszcze odpowiednika binarnego
|
|
at-=tmp->DynamicObject->Init("",dir.SubString(9,dir.Length()-9),"none",sr.Name.SubString(1,sr.Name.Length()-4),trk,at,"nobody",0.0,"none",1.0,load,false,"");
|
|
loads.Delete(1,i); //usuniêcie z nastêpuj¹cym przecinkiem
|
|
i=loads.Pos(",");
|
|
}
|
|
}
|
|
if (tmp->DynamicObject->iCabs)
|
|
{//jeœli ma jak¹kolwiek kabinê
|
|
delete Train;
|
|
Train=new TTrain();
|
|
if (tmp->DynamicObject->iCabs&1)
|
|
{tmp->DynamicObject->MoverParameters->ActiveCab=1;
|
|
Train->Init(tmp->DynamicObject,true);
|
|
}
|
|
if (tmp->DynamicObject->iCabs&4)
|
|
{tmp->DynamicObject->MoverParameters->ActiveCab=-1;
|
|
Train->Init(tmp->DynamicObject,true);
|
|
}
|
|
if (tmp->DynamicObject->iCabs&2)
|
|
{tmp->DynamicObject->MoverParameters->ActiveCab=0;
|
|
Train->Init(tmp->DynamicObject,true);
|
|
}
|
|
}
|
|
Global::asCurrentTexturePath=AnsiString(szTexturePath); //z powrotem defaultowa sciezka do tekstur
|
|
}
|
|
}
|
|
else if (sr.Name.LowerCase().SubString(sr.Name.Length()-3,4)==".t3d")
|
|
{//z modelami jest proœciej
|
|
Global::asCurrentTexturePath=dir;
|
|
TModelsManager::GetModel(AnsiString(dir+sr.Name).c_str(),false);
|
|
}
|
|
} while (FindNext(sr)==0);
|
|
FindClose(sr);
|
|
}
|
|
};
|
|
//---------------------------------------------------------------------------
|
|
void __fastcall TWorld::CabChange(TDynamicObject *old,TDynamicObject *now)
|
|
{//ewentualna zmiana kabiny u¿ytkownikowi
|
|
if (Train)
|
|
if (Train->Dynamic()==old)
|
|
Global::changeDynObj=now; //uruchomienie protezy
|
|
};
|
|
//---------------------------------------------------------------------------
|
|
|