Files
maszyna/renderer.cpp
2017-06-30 10:39:31 +02:00

1446 lines
50 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "renderer.h"
#include "globals.h"
#include "timer.h"
#include "world.h"
#include "data.h"
#include "dynobj.h"
#include "animmodel.h"
#include "traction.h"
#include "uilayer.h"
#include "logs.h"
#include "usefull.h"
#include "World.h"
opengl_renderer GfxRenderer;
extern TWorld World;
namespace colors {
glm::vec4 const none { 0.0f, 0.0f, 0.0f, 1.0f };
} // namespace colors
// returns true if specified object is within camera frustum, false otherwise
bool
opengl_camera::visible( bounding_area const &Area ) const {
return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.0f );
}
bool
opengl_camera::visible( TDynamicObject const *Dynamic ) const {
// sphere test is faster than AABB, so we'll use it here
glm::vec3 diagonal(
static_cast<float>( Dynamic->MoverParameters->Dim.L ),
static_cast<float>( Dynamic->MoverParameters->Dim.H ),
static_cast<float>( Dynamic->MoverParameters->Dim.W ) );
// we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body
float const radius = glm::length( diagonal ) * 0.65f;
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
}
bool
opengl_renderer::Init( GLFWwindow *Window ) {
if( false == Init_caps() ) { return false; }
m_window = Window;
glClearDepth( 1.0f );
glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color
glPolygonMode( GL_FRONT, GL_FILL );
glFrontFace( GL_CCW ); // Counter clock-wise polygons face out
glEnable( GL_CULL_FACE ); // Cull back-facing triangles
glShadeModel( GL_SMOOTH ); // Enable Smooth Shading
glEnable( GL_DEPTH_TEST );
glAlphaFunc( GL_GREATER, 0.04f );
glEnable( GL_ALPHA_TEST );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
glEnable( GL_TEXTURE_2D ); // Enable Texture Mapping
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glLineWidth( 1.0f );
glPointSize( 3.0f );
glEnable( GL_POINT_SMOOTH );
::glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR );
::glMaterialf( GL_FRONT, GL_SHININESS, 15.0f );
if( true == Global::ScaleSpecularValues ) {
m_specularopaquescalefactor = 0.25f;
m_speculartranslucentscalefactor = 1.5f;
}
::glEnable( GL_COLOR_MATERIAL );
::glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
// setup lighting
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) );
::glEnable( GL_LIGHTING );
::glEnable( GL_LIGHT0 );
// directional light
// TODO, TBD: test omni-directional variant
// rgb value for 5780 kelvin
Global::daylight.color.x = 255.0f / 255.0f;
Global::daylight.color.y = 242.0f / 255.0f;
Global::daylight.color.z = 231.0f / 255.0f;
shader = gl_program_light({ gl_shader("lighting.vert"), gl_shader("blinnphong.frag") });
Global::daylight.intensity = 1.0f; //m7todo: przenieść
// preload some common textures
WriteLog( "Loading common gfx data..." );
m_glaretexture = GetTextureId( "fx\\lightglare", szTexturePath );
m_suntexture = GetTextureId( "fx\\sun", szTexturePath );
m_moontexture = GetTextureId( "fx\\moon", szTexturePath );
WriteLog( "...gfx data pre-loading done" );
// prepare basic geometry chunks
auto const geometrybank = m_geometry.create_bank();
float const size = 2.5f;
m_billboardgeometry = m_geometry.create_chunk(
vertex_array{
{ { -size, size, 0.0f }, glm::vec3(), { 1.0f, 1.0f } },
{ { size, size, 0.0f }, glm::vec3(), { 0.0f, 1.0f } },
{ { -size, -size, 0.0f }, glm::vec3(), { 1.0f, 0.0f } },
{ { size, -size, 0.0f }, glm::vec3(), { 0.0f, 0.0f } } },
geometrybank,
GL_TRIANGLE_STRIP );
// prepare debug mode objects
m_quadric = gluNewQuadric();
gluQuadricNormals( m_quadric, GLU_FLAT );
return true;
}
bool
opengl_renderer::Render() {
auto timestart = std::chrono::steady_clock::now();
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
::glDepthFunc( GL_LEQUAL );
::glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
::gluPerspective(
Global::FieldOfView / Global::ZoomFactor,
std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
0.1f * Global::ZoomFactor,
m_drawrange * Global::fDistanceFactor );
::glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
::glLoadIdentity();
if( World.InitPerformed() ) {
glm::dmat4 worldcamera;
World.Camera.SetMatrix( worldcamera );
m_camera.update_frustum( OpenGLMatrices.data( GL_PROJECTION ), worldcamera );
// frustum tests are performed in 'world space' but after we set up frustum
// we no longer need camera translation, only rotation
::glMultMatrixd( glm::value_ptr( glm::dmat4( glm::dmat3( worldcamera ))));
glDebug("rendering environment");
glDisable(GL_FRAMEBUFFER_SRGB);
Render( &World.Environment );
glDebug("rendering world");
shader.bind();
glEnable(GL_FRAMEBUFFER_SRGB);
Render( &World.Ground );
glDebug("rendering cab");
World.Render_Cab();
// accumulate last 20 frames worth of render time (cap at 1000 fps to prevent calculations going awry)
m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
m_drawcount = m_drawqueue.size();
}
glDebug("rendering ui");
shader.unbind();
glEnable(GL_FRAMEBUFFER_SRGB);
UILayer.render();
glDebug("rendering end");
glfwSwapBuffers( m_window );
return true; // for now always succeed
}
bool
opengl_renderer::Render( world_environment *Environment ) {
if( Global::bWireFrame ) {
// bez nieba w trybie rysowania linii
return false;
}
Bind( 0 );
::glDisable( GL_LIGHTING );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
::glPushMatrix();
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
shader.set_fog(1.0f / Global::fFogEnd, glm::make_vec3(Global::FogColor));
}
else { shader.set_fog(0.0f, glm::make_vec3(Global::FogColor)); }
Environment->m_skydome.Render();
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
opengl_vbogeometrybank::reset();
Environment->m_stars.render();
float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
glm::vec3 suncolor = interpolate(
glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
duskfactor );
if( DebugModeFlag == true ) {
// mark sun position for easier debugging
Environment->m_sun.render();
Environment->m_moon.render();
}
// render actual sun and moon
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
::glDisable( GL_LIGHTING );
::glDisable( GL_ALPHA_TEST );
::glEnable( GL_BLEND );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
// sun
{
Bind( m_suntexture );
::glColor4f( suncolor.x, suncolor.y, suncolor.z, 1.0f );
auto const sunvector = Environment->m_sun.getDirection();
auto const sunposition = modelview * glm::vec4( sunvector.x, sunvector.y, sunvector.z, 1.0f );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( sunposition.x, sunposition.y, sunposition.z ); // początek układu zostaje bez zmian
float const size = 0.045f;
::glBegin( GL_TRIANGLE_STRIP );
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
// moon
{
Bind( m_moontexture );
glm::vec3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f );
::glColor4f( mooncolor.x, mooncolor.y, mooncolor.z, static_cast<GLfloat>( 1.0 - Global::fLuminance * 0.5 ) );
auto const moonposition = modelview * glm::vec4( Environment->m_moon.getDirection(), 1.0f );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( moonposition.x, moonposition.y, moonposition.z );
float const size = 0.02f; // TODO: expose distance/scale factor from the moon object
// choose the moon appearance variant, based on current moon phase
// NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement
// from new moon onwards, top left to right bottom (last spot is left for future use, if any)
auto const moonphase = Environment->m_moon.getPhase();
float moonu, moonv;
if( moonphase < 1.84566f ) { moonv = 1.0f - 0.0f; moonu = 0.0f; }
else if( moonphase < 5.53699f ) { moonv = 1.0f - 0.0f; moonu = 0.333f; }
else if( moonphase < 9.22831f ) { moonv = 1.0f - 0.0f; moonu = 0.667f; }
else if( moonphase < 12.91963f ) { moonv = 1.0f - 0.333f; moonu = 0.0f; }
else if( moonphase < 16.61096f ) { moonv = 1.0f - 0.333f; moonu = 0.333f; }
else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; }
else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; }
else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; }
else { moonv = 1.0f - 0.0f; moonu = 0.0f; }
::glBegin( GL_TRIANGLE_STRIP );
::glTexCoord2f( moonu, moonv ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
::glPopAttrib();
// clouds
Environment->m_clouds.Render(
interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
* ( 1.0f - Global::Overcast * 0.5f ) // overcast darkens the clouds
* 2.5f ); // arbitrary adjustment factor
Global::daylight.intensity = 1.0f;
::glPopMatrix();
::glDepthMask( GL_TRUE );
::glEnable( GL_DEPTH_TEST );
::glEnable( GL_LIGHTING );
return true;
}
// geometry methods
// creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
opengl_renderer::Create_Bank() {
return m_geometry.create_bank();
}
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
opengl_renderer::Insert( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type ) {
return m_geometry.create_chunk( Vertices, Geometry, Type );
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
opengl_renderer::Replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset ) {
return m_geometry.replace( Vertices, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
opengl_renderer::Append( vertex_array &Vertices, geometry_handle const &Geometry ) {
return m_geometry.append( Vertices, Geometry );
}
// provides direct access to vertex data of specfied chunk
vertex_array const &
opengl_renderer::Vertices( geometry_handle const &Geometry ) const {
return m_geometry.vertices( Geometry );
}
// texture methods
texture_handle
opengl_renderer::GetTextureId( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
return m_textures.create( Filename, Dir, Filter, Loadnow );
}
void
opengl_renderer::Bind( texture_handle const Texture ) {
// temporary until we separate the renderer
m_textures.bind( Texture );
}
opengl_texture &
opengl_renderer::Texture( texture_handle const Texture ) {
return m_textures.texture( Texture );
}
bool
opengl_renderer::Render( TGround *Ground ) {
shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
::glEnable( GL_LIGHTING );
::glDisable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.50f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
::glColor3f( 1.0f, 1.0f, 1.0f );
++TGroundRect::iFrameNumber; // zwięszenie licznika ramek (do usuwniania nadanimacji)
Update_Lights( Ground->m_lights );
m_drawqueue.clear();
// rednerowanie globalnych (nie za często?)
for( TGroundNode *node = Ground->srGlobal.nRenderHidden; node; node = node->nNext3 ) {
node->RenderHidden();
}
glm::vec3 const cameraposition( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
int const camerax = static_cast<int>( std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2 );
int const cameraz = static_cast<int>( std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2 );
int const segmentcount = 2 * static_cast<int>(std::ceil( m_drawrange * Global::fDistanceFactor / 1000.0f ));
int const originx = std::max( 0, camerax - segmentcount / 2 );
int const originz = std::max( 0, cameraz - segmentcount / 2 );
for( int column = originx; column <= originx + segmentcount; ++column ) {
for( int row = originz; row <= originz + segmentcount; ++row ) {
auto *cell = &Ground->Rects[ column ][ row ];
for( int subcellcolumn = 0; subcellcolumn < iNumSubRects; ++subcellcolumn ) {
for( int subcellrow = 0; subcellrow < iNumSubRects; ++subcellrow ) {
auto subcell = cell->FastGetSubRect( subcellcolumn, subcellrow );
if( subcell == nullptr ) { continue; }
// renderowanie obiektów aktywnych a niewidocznych
for( auto node = subcell->nRenderHidden; node; node = node->nNext3 ) {
node->RenderHidden();
}
// jeszcze dźwięki pojazdów by się przydały, również niewidocznych
subcell->RenderSounds();
}
}
if( m_camera.visible( cell->m_area ) ) {
Render( cell );
}
}
}
// draw queue was filled while rendering content of ground cells. now sort the nodes based on their distance to viewer...
std::sort(
std::begin( m_drawqueue ),
std::end( m_drawqueue ),
[]( distancesubcell_pair const &Left, distancesubcell_pair const &Right ) {
return ( Left.first ) < ( Right.first ); } );
// ...then render the opaque content of the visible subcells.
for( auto subcellpair : m_drawqueue ) {
Render( subcellpair.second );
}
// now hand the control over to the renderer of translucent parts, it'll do the rest
return Render_Alpha( Ground );
}
bool
opengl_renderer::Render( TGroundRect *Groundcell ) {
bool result { false }; // will be true if we do any rendering
if( Groundcell->iLastDisplay != Groundcell->iFrameNumber ) {
// tylko jezeli dany kwadrat nie był jeszcze renderowany
Groundcell->LoadNodes(); // ewentualne tworzenie siatek
if( Groundcell->nRenderRect != nullptr ) {
// nieprzezroczyste trójkąty kwadratu kilometrowego
for( TGroundNode *node = Groundcell->nRenderRect; node != nullptr; node = node->nNext3 ) {
Render( node );
}
}
if( Groundcell->nTerrain ) {
Render( Groundcell->nTerrain );
}
Groundcell->iLastDisplay = Groundcell->iFrameNumber; // drugi raz nie potrzeba
result = true;
// add the subcells of the cell to the draw queue
if( Groundcell->pSubRects != nullptr ) {
for( std::size_t subcellindex = 0; subcellindex < iNumSubRects * iNumSubRects; ++subcellindex ) {
auto subcell = Groundcell->pSubRects + subcellindex;
if( subcell->iNodeCount ) {
// o ile są jakieś obiekty, bo po co puste sektory przelatywać
m_drawqueue.emplace_back(
( Global::pCameraPosition - glm::dvec3( subcell->m_area.center ) ).LengthSquared(),
subcell );
}
}
}
}
return result;
}
bool
opengl_renderer::Render( TSubRect *Groundsubcell ) {
// oznaczanie aktywnych sektorów
Groundsubcell->LoadNodes();
Groundsubcell->RaAnimate(); // przeliczenia animacji torów w sektorze
TGroundNode *node;
// nieprzezroczyste obiekty terenu
for( node = Groundsubcell->nRenderRect; node != nullptr; node = node->nNext3 ) {
Render( node );
}
// nieprzezroczyste obiekty (oprócz pojazdów)
for( node = Groundsubcell->nRender; node != nullptr; node = node->nNext3 ) {
Render( node );
}
// nieprzezroczyste z mieszanych modeli
for( node = Groundsubcell->nRenderMixed; node != nullptr; node = node->nNext3 ) {
Render( node );
}
// nieprzezroczyste fragmenty pojazdów na torach
for( int j = 0; j < Groundsubcell->iTracks; ++j ) {
Groundsubcell->tTracks[ j ]->RenderDyn();
}
#ifdef EU07_SCENERY_EDITOR
// memcells
if( DebugModeFlag ) {
for( auto const memcell : m_memcells ) {
memcell->RenderDL();
}
}
#endif
return true;
}
bool
opengl_renderer::Render( TGroundNode *Node ) {
/*
Node->SetLastUsage( Timer::GetSimulationTime() );
*/
switch (Node->iType)
{ // obiekty renderowane niezależnie od odległości
case TP_SUBMODEL:
::glPushMatrix();
auto const originoffset = Node->pCenter - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
TSubModel::fSquareDist = 0;
Render( Node->smTerrain );
::glPopMatrix();
return true;
}
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
return false;
}
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
shader.set_mv(glm::translate(OpenGLMatrices.data(GL_MODELVIEW), glm::vec3(originoffset.x, originoffset.y, originoffset.z)));
switch (Node->iType) {
case TP_TRACK: {
// render
Render( Node->pTrack );
return true;
}
case TP_MODEL: {
Node->Model->Render( Node->pCenter - Global::pCameraPosition );
return true;
}
case GL_LINES: {
if( ( Node->Piece->geometry == NULL )
|| ( Node->fLineThickness > 0.0 ) ) {
return false;
}
// setup
auto const distance = std::sqrt( distancesquared );
auto const linealpha =
10.0 * Node->fLineThickness
/ std::max(
0.5 * Node->m_radius + 1.0,
distance - ( 0.5 * Node->m_radius ) );
::glColor4fv(
glm::value_ptr(
glm::vec4(
Node->Diffuse * Global::daylight.ambient, // w zaleznosci od koloru swiatla
1.0 ) ) ); // if the thickness is defined negative, lines are always drawn opaque
auto const linewidth = clamp( 0.5 * linealpha + Node->fLineThickness * Node->m_radius / 1000.0, 1.0, 32.0 );
if( linewidth > 1.0 ) {
::glLineWidth( static_cast<float>( linewidth ) );
}
GfxRenderer.Bind( 0 );
// render
m_geometry.draw( Node->Piece->geometry );
if (linewidth > 1.0) { ::glLineWidth(1.0f); }
return true;
}
case GL_TRIANGLES: {
if( ( Node->Piece->geometry == NULL )
|| ( ( Node->iFlags & 0x10 ) == 0 ) ) {
return false;
}
// setup
//m7todo: set diffuse color
shader.set_material(Node->Specular.x * m_specularopaquescalefactor, glm::vec3(0.0f));
Bind( Node->TextureID );
// render
m_geometry.draw( Node->Piece->geometry );
shader.set_material(0.0f, glm::vec3(0.0f));
return true;
}
case TP_MEMCELL: {
Render( Node->MemCell );
return true;
}
default: { break; }
}
// in theory we shouldn't ever get here but, eh
return false;
}
bool
opengl_renderer::Render( TDynamicObject *Dynamic ) {
Dynamic->renderme = m_camera.visible( Dynamic );
if( false == Dynamic->renderme ) {
return false;
}
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - Global::pCameraPosition;
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() );
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
Global::daylight.intensity = Dynamic->fShade;
}
m_renderspecular = true; // vehicles are rendered with specular component. static models without, at least for the time being
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
shader.set_ambient(glm::make_vec3(&cablight.x));
}
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
shader.set_ambient(glm::vec3(m_baseambient));
}
}
}
if( Dynamic->mdModel )
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
// post-render cleanup
m_renderspecular = false;
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
Global::daylight.intensity = 1.0f;
}
::glPopMatrix();
// TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway?
if( Dynamic->btnOn )
Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
auto alpha =
( Material != nullptr ?
Material->textures_alpha :
0x30300030 );
alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste
if( 0 == ( alpha & Model->iFlags & 0x1F1F001F ) ) {
// czy w ogóle jest co robić w tym cyklu?
return false;
}
Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// setup
Model->Root->ReplacableSet(
( Material != nullptr ?
Material->replacable_skins :
nullptr ),
alpha );
Model->Root->pRoot = Model;
// render
Render(Model->Root);
// post-render cleanup
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotated( Angle.y, 0.0, 1.0, 0.0 );
if( Angle.x != 0.0 )
::glRotated( Angle.x, 1.0, 0.0, 0.0 );
if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 );
auto const result = Render( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
::glPopMatrix();
return result;
}
void opengl_renderer::Render(TSubModel *Submodel)
{
shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
Render(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
shader.set_material(0.0f, glm::vec3(0.0f));
}
void opengl_renderer::Render_Alpha(TSubModel *Submodel)
{
shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
Render_Alpha(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
shader.set_material(0.0f, glm::vec3(0.0f));
}
void
opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) )
{
glm::mat4 mm = m;
if (Submodel->iFlags & 0xC000)
{
if (Submodel->fMatrix)
mm *= glm::make_mat4(Submodel->fMatrix->e);
if (Submodel->b_Anim)
Submodel->RaAnimation(mm, Submodel->b_Anim);
shader.set_mv(mm);
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) // rysuj gdy element nieprzezroczysty
{
// material configuration:
// textures...
if( Submodel->TextureID < 0 )
{ // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
}
else {
// również 0
Bind( Submodel->TextureID );
}
shader.set_material(Submodel->f4Specular.x * m_speculartranslucentscalefactor,
Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f));
// main draw call
m_geometry.draw( Submodel->m_geometry );
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
//m7todo: shaderize
auto const &modelview = mm;
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) // kąt większy niż maksymalny stożek swiatła
{
float lightlevel = 1.0f; // TODO, TBD: parameter to control light strength
// view angle attenuation
float const anglefactor = ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor = static_cast<float>( std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) );
if( lightlevel > 0.0f ) {
gl_program::unbind();
glEnableClientState(GL_VERTEX_ARRAY);
glLoadMatrixf(glm::value_ptr(mm));
glVertexPointer(3, GL_FLOAT, sizeof(basic_vertex), static_cast<char *>(nullptr)); // pozycje
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
Bind( 0 );
::glPointSize( std::max( 2.0f, 4.0f * distancefactor * anglefactor ) );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], lightlevel * anglefactor );
::glDisable( GL_LIGHTING );
::glEnable( GL_BLEND );
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
::glPopAttrib();
glDisableClientState(GL_VERTEX_ARRAY);
gl_program::bind_last();
}
}
}
else if( Submodel->eType == TP_STARS ) {
//m7todo: restore
/*
if( Global::fLuminance < Submodel->fLight ) {
glUseProgram(0);
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
Bind( 0 );
::glDisable( GL_LIGHTING );
// main draw call
m_geometry.draw( Submodel->m_geometry, color_streams );
// post-draw reset
::glPopAttrib();
glUseProgram(World.shader);
}
*/
}
if( Submodel->Child != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 )
Render( Submodel->Child, mm );
if( Submodel->iFlags & 0xC000 )
shader.set_mv(m);
}
if( Submodel->b_Anim < at_SecondsJump )
Submodel->b_Anim = at_None; // wyłączenie animacji dla kolejnego użycia subm
if( Submodel->Next )
if( Submodel->iAlpha & Submodel->iFlags & 0x1F000000 )
Render( Submodel->Next, m ); // dalsze rekurencyjnie
}
void
opengl_renderer::Render( TTrack *Track ) {
if( ( Track->TextureID1 == 0 )
&& ( Track->TextureID2 == 0 ) ) {
return;
}
Track->EnvironmentSet();
if( Track->TextureID1 != 0 ) {
Bind( Track->TextureID1 );
m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) );
}
if( Track->TextureID2 != 0 ) {
Bind( Track->TextureID2 );
m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) );
}
Track->EnvironmentReset();
}
void
opengl_renderer::Render( TMemCell *Memcell ) {
::glPushAttrib( GL_ENABLE_BIT );
// ::glDisable( GL_LIGHTING );
::glDisable( GL_TEXTURE_2D );
// ::glEnable( GL_BLEND );
::glPushMatrix();
auto const position = Memcell->Position();
::glTranslated( position.x, position.y + 0.5, position.z );
::glColor3f( 0.36f, 0.75f, 0.35f );
::gluSphere( m_quadric, 0.35, 4, 2 );
::glPopMatrix();
::glPopAttrib();
}
bool
opengl_renderer::Render_Alpha( TGround *Ground ) {
::glEnable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.04f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
::glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
TGroundNode *node;
TSubRect *tmp;
// Ra: renderowanie progresywne - zależne od FPS oraz kierunku patrzenia
for( auto subcellpair = std::rbegin( m_drawqueue ); subcellpair != std::rend( m_drawqueue ); ++subcellpair ) {
// przezroczyste trójkąty w oddzielnym cyklu przed modelami
tmp = subcellpair->second;
for( node = tmp->nRenderRectAlpha; node; node = node->nNext3 ) {
Render_Alpha( node );
}
}
for( auto subcellpair = std::rbegin( m_drawqueue ); subcellpair != std::rend( m_drawqueue ); ++subcellpair )
{ // renderowanie przezroczystych modeli oraz pojazdów
Render_Alpha( subcellpair->second );
}
::glDisable( GL_LIGHTING ); // linie nie powinny świecić
for( auto subcellpair = std::rbegin( m_drawqueue ); subcellpair != std::rend( m_drawqueue ); ++subcellpair ) {
// druty na końcu, żeby się nie robiły białe plamy na tle lasu
tmp = subcellpair->second;
for( node = tmp->nRenderWires; node; node = node->nNext3 ) {
Render_Alpha( node );
}
}
::glEnable( GL_LIGHTING );
return true;
}
bool
opengl_renderer::Render_Alpha( TSubRect *Groundsubcell ) {
TGroundNode *node;
for( node = Groundsubcell->nRenderMixed; node; node = node->nNext3 )
Render_Alpha( node ); // przezroczyste z mieszanych modeli
for( node = Groundsubcell->nRenderAlpha; node; node = node->nNext3 )
Render_Alpha( node ); // przezroczyste modele
for( int j = 0; j < Groundsubcell->iTracks; ++j )
Groundsubcell->tTracks[ j ]->RenderDynAlpha(); // przezroczyste fragmenty pojazdów na torach
return true;
}
bool
opengl_renderer::Render_Alpha( TGroundNode *Node ) {
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
return false;
}
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
shader.set_mv(glm::translate(OpenGLMatrices.data(GL_MODELVIEW), glm::vec3(originoffset.x, originoffset.y, originoffset.z)));
switch (Node->iType)
{
case TP_TRACTION: {
if( Node->bVisible ) {
// rysuj jesli sa druty i nie zerwana
if( ( Node->hvTraction->Wires == 0 )
|| ( true == TestFlag( Node->hvTraction->DamageFlag, 128 ) ) ) {
return false;
}
// setup
if( !Global::bSmoothTraction ) {
// na liniach kiepsko wygląda - robi gradient
::glDisable( GL_LINE_SMOOTH );
}
float const linealpha = static_cast<float>(
std::min(
1.25,
5000 * Node->hvTraction->WireThickness / ( distancesquared + 1.0 ) ) ); // zbyt grube nie są dobre
::glLineWidth( linealpha );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
auto const color { Node->hvTraction->wire_color() };
::glColor4f( color.r, color.g, color.b, linealpha );
Bind( NULL );
// render
m_geometry.draw( Node->hvTraction->m_geometry );
::glLineWidth( 1.0 );
if( !Global::bSmoothTraction ) {
::glEnable( GL_LINE_SMOOTH );
}
return true;
}
else {
return false;
}
}
case TP_MODEL: {
Node->Model->RenderAlpha( Node->pCenter - Global::pCameraPosition );
return true;
}
case GL_LINES: {
if( ( Node->Piece->geometry == NULL )
|| ( Node->fLineThickness < 0.0 ) ) {
return false;
}
// setup
auto const distance = std::sqrt( distancesquared );
auto const linealpha =
10.0 * Node->fLineThickness
/ std::max(
0.5 * Node->m_radius + 1.0,
distance - ( 0.5 * Node->m_radius ) );
::glColor4fv(
glm::value_ptr(
glm::vec4(
Node->Diffuse * Global::daylight.ambient, // w zaleznosci od koloru swiatla
std::min( 1.0, linealpha ) ) ) );
auto const linewidth = clamp( 0.5 * linealpha + Node->fLineThickness * Node->m_radius / 1000.0, 1.0, 32.0 );
if( linewidth > 1.0 ) {
::glLineWidth( static_cast<float>(linewidth) );
}
GfxRenderer.Bind( 0 );
// render
m_geometry.draw( Node->Piece->geometry );
// post-render cleanup
if( linewidth > 1.0 ) {
::glLineWidth( 1.0f );
}
return true;
}
case GL_TRIANGLES: {
if( ( Node->Piece->geometry == NULL )
|| ( ( Node->iFlags & 0x20 ) == 0 ) ) {
return false;
}
// setup
//m7todo: set diffuse color
shader.set_material(Node->Specular.x * m_speculartranslucentscalefactor, glm::vec3(0.0f));
Bind( Node->TextureID );
// render
m_geometry.draw( Node->Piece->geometry );
shader.set_material(0.0f, glm::vec3(0.0f));
return true;
}
default: { break; }
}
// in theory we shouldn't ever get here but, eh
return false;
}
bool
opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
if( false == Dynamic->renderme ) { return false; }
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - Global::pCameraPosition;
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() );
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
Global::daylight.intensity = Dynamic->fShade;
}
m_renderspecular = true;
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
shader.set_ambient(glm::make_vec3(&cablight.x));
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
shader.set_ambient(glm::vec3(m_baseambient));
}
}
}
if( Dynamic->mdModel )
Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
// post-render cleanup
m_renderspecular = false;
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
Global::daylight.intensity = 1.0f;
}
::glPopMatrix();
if( Dynamic->btnOn )
Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
return true;
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
auto alpha =
( Material != nullptr ?
Material->textures_alpha :
0x30300030 );
if( 0 == ( alpha & Model->iFlags & 0x2F2F002F ) ) {
// nothing to render
return false;
}
Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// setup
Model->Root->ReplacableSet(
( Material != nullptr ?
Material->replacable_skins :
nullptr ),
alpha );
Model->Root->pRoot = Model;
// render
Render_Alpha( Model->Root );
// post-render cleanup
return true;
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotated( Angle.y, 0.0, 1.0, 0.0 );
if( Angle.x != 0.0 )
::glRotated( Angle.x, 1.0, 0.0, 0.0 );
if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 );
auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
::glPopMatrix();
return result;
}
void
opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
// renderowanie przezroczystych przez DL
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) ) {
glm::mat4 mm = m;
if (Submodel->iFlags & 0xC000)
{
if (Submodel->fMatrix)
mm *= glm::make_mat4(Submodel->fMatrix->e);
if (Submodel->b_Anim)
Submodel->RaAnimation(mm, Submodel->b_Anim);
shader.set_mv(mm);
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) // rysuj gdy element przezroczysty
{
// textures...
if( Submodel->TextureID < 0 ) { // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
}
else {
// również 0
Bind( Submodel->TextureID );
}
shader.set_material(Submodel->f4Specular.x * m_speculartranslucentscalefactor,
Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f));
// main draw call
m_geometry.draw(Submodel->m_geometry);
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
if( Global::fLuminance < Submodel->fLight ) {
// NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh
// TODO: separate instance data from reusable geometry
auto const &modelview = mm;
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency is ~0.5 at full 'brightness'
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
if( glarelevel > 0.0f ) {
gl_program::unbind();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(basic_vertex), static_cast<char *>(nullptr)); // pozycje
// setup
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
Bind( m_glaretexture );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], glarelevel );
::glDisable( GL_LIGHTING );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glm::mat4 x = glm::mat4(1.0f);
x = glm::translate(x, glm::vec3(lightcenter.x, lightcenter.y, lightcenter.z)); // początek układu zostaje bez zmian
x = glm::rotate(x, atan2(lightcenter.x, lightcenter.y), glm::vec3(0.0f, 1.0f, 0.0f)); // jedynie obracamy w pionie o kąt
glLoadMatrixf(glm::value_ptr(x));
// main draw call
m_geometry.draw( m_billboardgeometry );
/*
// NOTE: we could do simply...
vec3 vertexPosition_worldspace =
particleCenter_wordspace
+ CameraRight_worldspace * squareVertices.x * BillboardSize.x
+ CameraUp_worldspace * squareVertices.y * BillboardSize.y;
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
::glPopAttrib();
glDisableClientState(GL_VERTEX_ARRAY);
gl_program::bind_last();
}
}
}
}
if( Submodel->Child != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )
Render_Alpha( Submodel->Child, mm );
if( Submodel->iFlags & 0xC000 )
shader.set_mv(m);
}
if( Submodel->b_aAnim < at_SecondsJump )
Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu
if( Submodel->Next != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 )
Render_Alpha( Submodel->Next, m );
};
void
opengl_renderer::Update ( double const Deltatime ) {
m_updateaccumulator += Deltatime;
if( m_updateaccumulator < 1.0 ) {
// too early for any work
return;
}
m_updateaccumulator = 0.0;
// adjust draw ranges etc, based on recent performance
auto const framerate = 1000.0f / (m_drawtime / 20.0f);
// NOTE: until we have quadtree in place we have to rely on the legacy rendering
// once this is resolved we should be able to simply adjust draw range
int targetsegments;
float targetfactor;
if( framerate > 90.0 ) { targetsegments = 400; targetfactor = 3.0f; }
else if( framerate > 60.0 ) { targetsegments = 225; targetfactor = 1.5f; }
else if( framerate > 30.0 ) { targetsegments = 90; targetfactor = Global::ScreenHeight / 768.0f; }
else { targetsegments = 9; targetfactor = Global::ScreenHeight / 768.0f * 0.75f; }
/*
if( targetsegments > Global::iSegmentsRendered ) {
Global::iSegmentsRendered = std::min( targetsegments, Global::iSegmentsRendered + 5 );
}
else if( targetsegments < Global::iSegmentsRendered ) {
Global::iSegmentsRendered = std::max( targetsegments, Global::iSegmentsRendered - 5 );
}
*/
if( targetfactor > Global::fDistanceFactor ) {
Global::fDistanceFactor = std::min( targetfactor, Global::fDistanceFactor + 0.05f );
}
else if( targetfactor < Global::fDistanceFactor ) {
Global::fDistanceFactor = std::max( targetfactor, Global::fDistanceFactor - 0.05f );
}
if( ( framerate < 15.0 ) && ( Global::iSlowMotion < 7 ) ) {
Global::iSlowMotion = ( Global::iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu
if( Global::iSlowMotionMask & 1 )
if( Global::iMultisampling ) // a multisampling jest włączony
::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS
}
else if( ( framerate > 20.0 ) && Global::iSlowMotion ) { // FPS się zwiększył, można włączyć bajery
Global::iSlowMotion = ( Global::iSlowMotion >> 1 ); // zgaszenie bitu
if( Global::iSlowMotion == 0 ) // jeśli jest pełna prędkość
if( Global::iMultisampling ) // a multisampling jest włączony
::glEnable( GL_MULTISAMPLE );
}
// TODO: add garbage collection and other less frequent works here
m_geometry.update();
if( true == DebugModeFlag ) {
m_debuginfo = m_textures.info();
}
else {
m_debuginfo.clear();
}
};
// debug performance string
std::string const &
opengl_renderer::Info() const {
return m_debuginfo;
}
void
opengl_renderer::Update_Lights( light_array const &Lights ) {
size_t const count = std::min( (size_t)Global::DynamicLightCount, Lights.data.size() );
if( count == 0 ) { return; }
size_t renderlight = 0;
for( auto const &scenelight : Lights.data ) {
if( renderlight == Global::DynamicLightCount ) {
// we ran out of lights to assign
break;
}
if( scenelight.intensity == 0.0f ) {
// all lights past this one are bound to be off
break;
}
if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
// we don't care about lights past arbitrary limit of 1 km.
// but there could still be weaker lights which are closer, so keep looking
continue;
}
// if the light passed tests so far, it's good enough
Math3D::vector3 pos = scenelight.position - Global::pCameraPosition;
auto const luminance = Global::fLuminance; // TODO: adjust this based on location, e.g. for tunnels
glm::vec3 position(pos.x, pos.y, pos.z);
glm::vec3 direction(scenelight.direction.x, scenelight.direction.y, scenelight.direction.z);
glm::vec3 color(scenelight.color.x,
scenelight.color.y,
scenelight.color.z);
shader.set_light((GLuint)renderlight + 1, gl_program_light::SPOT, position, direction, 0.906f, 0.866f, color, 0.007f, 0.0002f);
++renderlight;
}
shader.set_ambient(Global::daylight.ambient);
shader.set_light(0, gl_program_light::DIR, glm::vec3(0.0f), Global::daylight.direction,
0.0f, 0.0f, Global::daylight.color, 0.0f, 0.0f);
shader.set_light_count((GLuint)renderlight + 1);
}
void
opengl_renderer::Disable_Lights() {
shader.set_light_count(0);
}
bool
opengl_renderer::Init_caps() {
std::string oglversion = ( (char *)glGetString( GL_VERSION ) );
WriteLog(
"Gfx Renderer: " + std::string( (char *)glGetString( GL_RENDERER ) )
+ " Vendor: " + std::string( (char *)glGetString( GL_VENDOR ) )
+ " OpenGL Version: " + oglversion );
if( !GLEW_VERSION_3_2 ) {
ErrorLog( "Requires openGL >= 3.2" );
return false;
}
WriteLog( "Supported extensions:" + std::string((char *)glGetString( GL_EXTENSIONS )) );
if( Global::iMultisampling )
WriteLog( "Using multisampling x" + std::to_string( 1 << Global::iMultisampling ) );
{ // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
GLint i;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &i );
if( i < Global::iMaxTextureSize )
Global::iMaxTextureSize = i;
WriteLog( "Texture sizes capped at " + std::to_string( Global::iMaxTextureSize ) + " pixels" );
}
return true;
}
//---------------------------------------------------------------------------