Files
maszyna/renderer.cpp
milek7 a13fc4e500 imgui
2018-07-10 23:21:50 +02:00

2369 lines
82 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 "color.h"
#include "Globals.h"
#include "Timer.h"
#include "Train.h"
#include "simulation.h"
#include "uilayer.h"
#include "Logs.h"
#include "utilities.h"
opengl_renderer GfxRenderer;
extern TWorld World;
int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer
int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture
void
opengl_light::apply_intensity( float const Factor ) {
factor = Factor;
}
void
opengl_light::apply_angle() {
}
void
opengl_camera::update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview )
{
m_frustum.calculate( Projection, Modelview );
// cache inverse tranformation matrix
// NOTE: transformation is done only to camera-centric space
m_inversetransformation = glm::inverse( Projection * glm::mat4{ glm::mat3{ Modelview } } );
// calculate frustum corners
m_frustumpoints = ndcfrustumshapepoints;
transform_to_world(
std::begin( m_frustumpoints ),
std::end( m_frustumpoints ) );
}
// returns true if specified object is within camera frustum, false otherwise
bool
opengl_camera::visible( scene::bounding_area const &Area ) const
{
return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.f );
}
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 );
}
// debug helper, draws shape of frustum in world space
void
opengl_camera::draw( glm::vec3 const &Offset ) const
{
// m7t port to core gl
/*
::glBegin( GL_LINES );
for( auto const pointindex : frustumshapepoinstorder ) {
::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) );
}
::glEnd();
*/
}
bool
opengl_renderer::Init( GLFWwindow *Window ) {
if( false == Init_caps() ) { return false; }
m_window = Window;
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glClearDepth( 1.0f );
glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color
glFrontFace( GL_CCW );
glEnable( GL_CULL_FACE );
glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
if( true == Global.ScaleSpecularValues ) {
m_specularopaquescalefactor = 0.25f;
m_speculartranslucentscalefactor = 1.5f;
}
// rgb value for 5780 kelvin
Global.DayLight.diffuse[ 0 ] = 255.0f / 255.0f;
Global.DayLight.diffuse[ 1 ] = 242.0f / 255.0f;
Global.DayLight.diffuse[ 2 ] = 231.0f / 255.0f;
Global.DayLight.is_directional = true;
m_sunlight.id = opengl_renderer::sunlight;
// create dynamic light pool
for( int idx = 0; idx < Global.DynamicLightCount; ++idx ) {
opengl_light light;
light.id = GL_LIGHT1 + idx;
light.is_directional = false;
m_lights.emplace_back( light );
}
// preload some common textures
WriteLog( "Loading common gfx data..." );
m_glaretexture = Fetch_Texture( "fx/lightglare" );
m_suntexture = Fetch_Texture( "fx/sun" );
m_moontexture = Fetch_Texture( "fx/moon" );
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(
gfx::vertex_array{
{ { -size, size, 0.f }, glm::vec3(), { 1.f, 1.f } },
{ { size, size, 0.f }, glm::vec3(), { 0.f, 1.f } },
{ { -size, -size, 0.f }, glm::vec3(), { 1.f, 0.f } },
{ { size, -size, 0.f }, glm::vec3(), { 0.f, 0.f } } },
geometrybank, GL_TRIANGLE_STRIP );
m_vertex_shader = std::make_unique<gl::shader>("simple.vert");
scene_ubo = std::make_unique<gl::ubo>(sizeof(gl::scene_ubs), 0);
model_ubo = std::make_unique<gl::ubo>(sizeof(gl::model_ubs), 1);
light_ubo = std::make_unique<gl::ubo>(sizeof(gl::light_ubs), 2);
memset(&light_ubs, 0, sizeof(light_ubs));
// m7t: tbd: plug into material system?
{
gl::shader vert("traction.vert");
gl::shader frag("traction.frag");
gl::program *prog = new gl::program_mvp({vert, frag});
prog->init();
m_line_shader = std::unique_ptr<gl::program>(prog);
}
{
gl::shader vert("freespot.vert");
gl::shader frag("freespot.frag");
gl::program *prog = new gl::program_mvp({vert, frag});
prog->init();
m_freespot_shader = std::unique_ptr<gl::program>(prog);
}
m_invalid_material = Fetch_Material("invalid");
return true;
}
bool
opengl_renderer::Render() {
Timer::subsystem.gfx_total.stop();
Timer::subsystem.gfx_total.start(); // note: gfx_total is actually frame total, clean this up
Timer::subsystem.gfx_color.start();
GLuint gl_time_ready = 0;
if (GLEW_ARB_timer_query)
{
if (m_gltimequery)
{
glGetQueryObjectuiv(m_gltimequery, GL_QUERY_RESULT_AVAILABLE, &gl_time_ready);
if (gl_time_ready)
glGetQueryObjectui64v(m_gltimequery, GL_QUERY_RESULT, &m_gllasttime);
}
else
{
glGenQueries(1, &m_gltimequery);
gl_time_ready = 1;
}
}
if (gl_time_ready)
glBeginQuery(GL_TIME_ELAPSED, m_gltimequery);
// fetch simulation data
if( World.InitPerformed() ) {
m_sunlight = Global.DayLight;
// quantize sun angle to reduce shadow crawl
auto const quantizationstep { 0.004f };
m_sunlight.direction = glm::normalize( quantizationstep * glm::roundEven( m_sunlight.direction * ( 1.f / quantizationstep ) ) );
}
// generate new frame
m_renderpass.draw_mode = rendermode::none; // force setup anew
m_debugstats = debug_stats();
Render_pass( rendermode::color );
Timer::subsystem.gfx_color.stop();
if (gl_time_ready)
glEndQuery(GL_TIME_ELAPSED);
m_drawcount = m_cellqueue.size();
m_debugtimestext.clear();
m_debugtimestext
+= "cpu: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " ms (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"
+= "cpu swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n"
+= "uilayer: " + to_string(Timer::subsystem.gfx_gui.average(), 2) + "ms\n"
+= "mainloop total: " + to_string(Timer::subsystem.mainloop_total.average(), 2) + "ms\n";
if (m_gllasttime)
m_debugtimestext += "gpu: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + "ms";
m_debugstatstext =
"drawcalls: " + to_string( m_debugstats.drawcalls )
+ "; dyn: " + to_string( m_debugstats.dynamics ) + " mod: " + to_string( m_debugstats.models ) + " sub: " + to_string( m_debugstats.submodels )
+ "; trk: " + to_string( m_debugstats.paths ) + " shp: " + to_string( m_debugstats.shapes )
+ " trc: " + to_string( m_debugstats.traction ) + " lin: " + to_string( m_debugstats.lines );
++m_framestamp;
return true; // for now always succeed
}
void opengl_renderer::SwapBuffers()
{
Timer::subsystem.gfx_swap.start();
glfwSwapBuffers( m_window );
Timer::subsystem.gfx_swap.stop();
}
// runs jobs needed to generate graphics for specified render pass
void
opengl_renderer::Render_pass( rendermode const Mode ) {
setup_pass( m_renderpass, Mode );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
glDebug("color pass");
if( ( true == m_environmentcubetexturesupport )
&& ( true == World.InitPerformed() ) ) {
// potentially update environmental cube map
if( true == Render_reflections() ) {
setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack
}
}
::glViewport( 0, 0, Global.iWindowWidth, Global.iWindowHeight );
if( World.InitPerformed() ) {
auto const skydomecolour = World.Environment.m_skydome.GetAverageColor();
::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.f ); // kolor nieba
}
else {
::glClearColor( 51.0f / 255.f, 102.0f / 255.f, 85.0f / 255.f, 1.f ); // initial background Color
}
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if( World.InitPerformed() ) {
// setup
setup_matrices();
// render
setup_drawing( true );
glDebug("render environment");
scene_ubs.time = Timer::GetTime();
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
scene_ubo->update(&scene_ubs, 0, sizeof(scene_ubs));
Render( &World.Environment );
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
scene_ubo->update(&scene_ubs, 0, sizeof(scene_ubs));
// opaque parts...
setup_drawing( false );
if( false == FreeFlyModeFlag ) {
glDebug("render cab opaque");
setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix );
// cache shadow colour in case we need to account for cab light
auto const shadowcolor { m_shadowcolor };
auto const *vehicle{ World.Train->Dynamic() };
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
}
Render_cab( vehicle, false );
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( shadowcolor );
}
}
glDebug("render opaque region");
setup_shadow_map( m_shadowtexture, m_shadowtexturematrix );
Render( simulation::Region );
// ...translucent parts
glDebug("render translucent region");
setup_drawing( true );
Render_Alpha( simulation::Region );
if( false == FreeFlyModeFlag ) {
glDebug("render translucent cab");
// cab render is performed without shadows, due to low resolution and number of models without windows :|
setup_shadow_map( m_cabshadowtexture, m_cabshadowtexturematrix );
// cache shadow colour in case we need to account for cab light
auto const shadowcolor{ m_shadowcolor };
auto const *vehicle{ World.Train->Dynamic() };
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
}
Render_cab( vehicle, true );
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( shadowcolor );
}
}
/*
if( m_environmentcubetexturesupport ) {
// restore default texture matrix for reflections cube map
select_unit( m_helpertextureunit );
::glMatrixMode( GL_TEXTURE );
::glPopMatrix();
select_unit( m_diffusetextureunit );
::glMatrixMode( GL_MODELVIEW );
}
*/
glDebug("color pass done");
}
glDebug("render ui");
UILayer.render();
glDebug("ui render done");
break;
}
case rendermode::shadows: {
break;
}
case rendermode::cabshadows: {
break;
}
case rendermode::reflections: {
break;
}
case rendermode::pickcontrols: {
break;
}
case rendermode::pickscenery: {
break;
}
default: {
break;
}
}
}
// creates dynamic environment cubemap
bool
opengl_renderer::Render_reflections() {
return true;
}
void
opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear, float const Zfar, bool const Ignoredebug ) {
Config.draw_mode = Mode;
if( false == World.InitPerformed() ) { return; }
// setup draw range
switch( Mode ) {
case rendermode::color: { Config.draw_range = Global.BaseDrawRange; break; }
case rendermode::shadows: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; }
case rendermode::cabshadows: { Config.draw_range = ( Global.pWorld->train()->Dynamic()->MoverParameters->ActiveCab != 0 ? 10.f : 20.f ); break; }
case rendermode::reflections: { Config.draw_range = Global.BaseDrawRange; break; }
case rendermode::pickcontrols: { Config.draw_range = 50.f; break; }
case rendermode::pickscenery: { Config.draw_range = Global.BaseDrawRange * 0.5f; break; }
default: { Config.draw_range = 0.f; break; }
}
// setup camera
auto &camera = Config.camera;
camera.projection() = glm::mat4( 1.f );
glm::dmat4 viewmatrix( 1.0 );
switch( Mode ) {
case rendermode::color: {
// modelview
if( ( false == DebugCameraFlag ) || ( true == Ignoredebug ) ) {
camera.position() = Global.pCameraPosition;
World.Camera.SetMatrix( viewmatrix );
}
else {
camera.position() = Global.DebugCameraPosition;
World.DebugCamera.SetMatrix( viewmatrix );
}
// projection
auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar;
auto const znear = (
Znear > 0.f ?
Znear * zfar :
0.1f * Global.ZoomFactor );
camera.projection() *=
glm::perspective(
glm::radians( Global.FieldOfView / Global.ZoomFactor ),
std::max( 1.f, (float)Global.iWindowWidth ) / std::max( 1.f, (float)Global.iWindowHeight ),
znear,
zfar );
/*
m_sunandviewangle =
glm::dot(
m_sunlight.direction,
glm::vec3( 0.f, 0.f, -1.f ) * glm::mat3( viewmatrix ) );
*/
break;
}
default: {
break;
}
}
camera.modelview() = viewmatrix;
camera.update_frustum();
}
void
opengl_renderer::setup_matrices() {
::glMatrixMode( GL_PROJECTION );
OpenGLMatrices.load_matrix( m_renderpass.camera.projection() );
/*
if( ( m_renderpass.draw_mode == rendermode::color )
&& ( m_environmentcubetexturesupport ) ) {
// special case, for colour render pass setup texture matrix for reflections cube map
select_unit( m_helpertextureunit );
::glMatrixMode( GL_TEXTURE );
::glPushMatrix();
::glMultMatrixf( glm::value_ptr( glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.camera.modelview() } } ) ) );
select_unit( m_diffusetextureunit );
}
*/
// trim modelview matrix just to rotation, since rendering is done in camera-centric world space
::glMatrixMode( GL_MODELVIEW );
OpenGLMatrices.load_matrix( glm::mat4( glm::mat3( m_renderpass.camera.modelview() ) ) );
}
void
opengl_renderer::setup_drawing( bool const Alpha ) {
if( true == Alpha )
::glEnable( GL_BLEND );
else
::glDisable( GL_BLEND );
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
if( Global.iMultisampling ) {
::glEnable( GL_MULTISAMPLE );
}
// setup fog
if( Global.fFogEnd > 0 ) {
// m7t setup fog ubo
}
break;
}
case rendermode::shadows:
case rendermode::cabshadows:
case rendermode::pickcontrols:
case rendermode::pickscenery:
default: {
break;
}
}
}
// configures shadow texture unit for specified shadow map and conersion matrix
void
opengl_renderer::setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation ) {
}
void
opengl_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) {
}
void
opengl_renderer::setup_environment_light( TEnvironmentType const Environment ) {
switch( Environment ) {
case e_flat: {
m_sunlight.apply_intensity();
// m_environment = Environment;
break;
}
case e_canyon: {
m_sunlight.apply_intensity( 0.4f );
// m_environment = Environment;
break;
}
case e_tunnel: {
m_sunlight.apply_intensity( 0.2f );
// m_environment = Environment;
break;
}
default: {
break;
}
}
}
bool
opengl_renderer::Render( world_environment *Environment ) {
// calculate shadow tone, based on positions of celestial bodies
m_shadowcolor = interpolate(
glm::vec4{ colors::shadow },
glm::vec4{ colors::white },
clamp( -Environment->m_sun.getAngle(), 0.f, 6.f ) / 6.f );
if( ( Environment->m_sun.getAngle() < -18.f )
&& ( Environment->m_moon.getAngle() > 0.f ) ) {
// turn on moon shadows after nautical twilight, if the moon is actually up
m_shadowcolor = colors::shadow;
}
// soften shadows depending on sky overcast factor
m_shadowcolor = glm::min(
colors::white,
m_shadowcolor + ( ( colors::white - colors::shadow ) * Global.Overcast ) );
if( Global.bWireFrame ) {
// bez nieba w trybie rysowania linii
return false;
}
Bind_Material( null_handle );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
::glPushMatrix();
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
// skydome
Environment->m_skydome.Render();
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
gfx::opengl_vbogeometrybank::reset();
//m7t: restore celestial bodies
// clouds
if( Environment->m_clouds.mdCloud ) {
// setup
//m7t set cloud color
// render
Render( Environment->m_clouds.mdCloud, nullptr, 100.0 );
Render_Alpha( Environment->m_clouds.mdCloud, nullptr, 100.0 );
// post-render cleanup
}
m_sunlight.apply_angle();
m_sunlight.apply_intensity();
::glPopMatrix();
::glDepthMask( GL_TRUE );
::glEnable( GL_DEPTH_TEST );
return true;
}
// geometry methods
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::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
gfx::geometry_handle
opengl_renderer::Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) {
gfx::calculate_tangent(Vertices, 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( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset ) {
gfx::calculate_tangent(Vertices, Type);
return m_geometry.replace( Vertices, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
opengl_renderer::Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type ) {
gfx::calculate_tangent(Vertices, Type);
return m_geometry.append( Vertices, Geometry );
}
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
opengl_renderer::Vertices( gfx::geometry_handle const &Geometry ) const {
return m_geometry.vertices( Geometry );
}
// material methods
material_handle
opengl_renderer::Fetch_Material( std::string const &Filename, bool const Loadnow ) {
return m_materials.create( Filename, Loadnow );
}
std::shared_ptr<gl::program>
opengl_renderer::Fetch_Shader(const std::string &name)
{
auto it = m_shaders.find(name);
if (it == m_shaders.end())
{
gl::shader fragment("mat_" + name + ".frag");
gl::program *program = new gl::program_mvp({ fragment, *m_vertex_shader.get() });
program->init();
m_shaders.insert({name, std::shared_ptr<gl::program>(program)});
}
return m_shaders[name];
}
void
opengl_renderer::Bind_Material( material_handle const Material ) {
if (Material != null_handle)
{
auto &material = m_materials.material( Material );
material.shader->bind();
size_t unit = 0;
for (auto &tex : material.textures)
{
if (tex == null_handle)
break;
m_textures.bind(unit, tex);
unit++;
}
}
else if (Material != m_invalid_material)
Bind_Material(m_invalid_material);
}
opengl_material const &
opengl_renderer::Material( material_handle const Material ) const {
return m_materials.material( Material );
}
texture_handle
opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow ) {
return m_textures.create( Filename, Loadnow );
}
void
opengl_renderer::Bind_Texture( texture_handle const Texture ) {
m_textures.bind( 0, Texture );
}
opengl_texture const &
opengl_renderer::Texture( texture_handle const Texture ) const {
return m_textures.texture( Texture );
}
void
opengl_renderer::Render( scene::basic_region *Region ) {
m_sectionqueue.clear();
m_cellqueue.clear();
// build a list of region sections to render
glm::vec3 const cameraposition { m_renderpass.camera.position() };
auto const camerax = static_cast<int>( std::floor( cameraposition.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2 ) );
auto const cameraz = static_cast<int>( std::floor( cameraposition.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2 ) );
int const segmentcount = 2 * static_cast<int>( std::ceil( m_renderpass.draw_range * Global.fDistanceFactor / scene::EU07_SECTIONSIZE ) );
int const originx = camerax - segmentcount / 2;
int const originz = cameraz - segmentcount / 2;
for( int row = originz; row <= originz + segmentcount; ++row ) {
if( row < 0 ) { continue; }
if( row >= scene::EU07_REGIONSIDESECTIONCOUNT ) { break; }
for( int column = originx; column <= originx + segmentcount; ++column ) {
if( column < 0 ) { continue; }
if( column >= scene::EU07_REGIONSIDESECTIONCOUNT ) { break; }
auto *section { Region->m_sections[ row * scene::EU07_REGIONSIDESECTIONCOUNT + column ] };
if( ( section != nullptr )
&& ( m_renderpass.camera.visible( section->m_area ) ) ) {
m_sectionqueue.emplace_back( section );
}
}
}
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
Update_Lights( simulation::Lights );
Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) );
// draw queue is filled while rendering sections
Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) );
break;
}
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
// no need to render anything ourside of the cab in control picking mode
break;
}
}
}
void
opengl_renderer::Render( section_sequence::iterator First, section_sequence::iterator Last ) {
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
break;
}
case rendermode::shadows: {
break; }
case rendermode::pickscenery: {
break;
}
default: {
break; }
}
while( First != Last ) {
auto *section = *First;
section->create_geometry();
// render shapes held by the section
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections:
case rendermode::shadows:
case rendermode::pickscenery: {
if( false == section->m_shapes.empty() ) {
// since all shapes of the section share center point we can optimize out a few calls here
::glPushMatrix();
auto const originoffset { section->m_area.center - m_renderpass.camera.position() };
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
for( auto const &shape : section->m_shapes ) { Render( shape, true ); }
// post-render cleanup
::glPopMatrix();
}
break;
}
case rendermode::pickcontrols:
default: {
break;
}
}
// add the section's cells to the cell queue
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::shadows:
case rendermode::pickscenery: {
for( auto &cell : section->m_cells ) {
if( ( true == cell.m_active )
&& ( m_renderpass.camera.visible( cell.m_area ) ) ) {
// store visible cells with content as well as their current distance, for sorting later
m_cellqueue.emplace_back(
glm::length2( m_renderpass.camera.position() - cell.m_area.center ),
&cell );
}
}
break;
}
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
}
}
// proceed to next section
++First;
}
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
// restore standard face cull mode
::glEnable( GL_CULL_FACE );
break; }
default: {
break; }
}
}
void
opengl_renderer::Render( cell_sequence::iterator First, cell_sequence::iterator Last ) {
// cache initial iterator for the second sweep
auto first { First };
// first pass draws elements which we know are located in section banks, to reduce vbo switching
while( First != Last ) {
auto *cell = First->second;
// przeliczenia animacji torów w sektorze
cell->RaAnimate( m_framestamp );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
// since all shapes of the section share center point we can optimize out a few calls here
::glPushMatrix();
auto const originoffset { cell->m_area.center - m_renderpass.camera.position() };
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
// opaque non-instanced shapes
for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); }
// tracks
// TODO: update after path node refactoring
Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) );
// post-render cleanup
::glPopMatrix();
break;
}
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
}
}
++First;
}
// second pass draws elements with their own vbos
while( first != Last ) {
auto const *cell = first->second;
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::shadows: {
// opaque parts of instanced models
for( auto *instance : cell->m_instancesopaque ) { Render( instance ); }
// opaque parts of vehicles
for( auto *path : cell->m_paths ) {
for( auto *dynamic : path->Dynamics ) {
Render( dynamic );
}
}
break;
}
case rendermode::pickscenery:
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
}
}
++first;
}
}
void
opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange ) {
auto const &data { Shape.data() };
if( false == Ignorerange ) {
double distancesquared;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCameraPosition ) / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
default: {
distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
if( ( distancesquared < data.rangesquared_min )
|| ( distancesquared >= data.rangesquared_max ) ) {
return;
}
}
// setup
Bind_Material( data.material );
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections:
// pick modes are painted with custom colours, and shadow pass doesn't use any
case rendermode::shadows:
case rendermode::pickscenery:
case rendermode::pickcontrols:
default: {
break;
}
}
// render
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
m_geometry.draw( data.geometry );
// debug data
++m_debugstats.shapes;
++m_debugstats.drawcalls;
}
void
opengl_renderer::Render( TAnimModel *Instance ) {
if( false == Instance->m_visible ) {
return;
}
double distancesquared;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
}
default: {
distancesquared = Math3D::SquareMagnitude( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
if( ( distancesquared < Instance->m_rangesquaredmin )
|| ( distancesquared >= Instance->m_rangesquaredmax ) ) {
return;
}
switch( m_renderpass.draw_mode ) {
case rendermode::pickscenery: {
break;
}
default: {
break;
}
}
Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji
Instance->RaPrepare();
if( Instance->pModel ) {
// renderowanie rekurencyjne submodeli
Render(
Instance->pModel,
Instance->Material(),
distancesquared,
Instance->location() - m_renderpass.camera.position(),
Instance->vAngle );
}
}
bool
opengl_renderer::Render( TDynamicObject *Dynamic ) {
glDebug("Render TDynamicObject");
Dynamic->renderme = m_renderpass.camera.visible( Dynamic );
if( false == Dynamic->renderme ) {
return false;
}
// debug data
++m_debugstats.dynamics;
// setup
TSubModel::iInstance = ( size_t )Dynamic; //żeby nie robić cudzych animacji
glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
// lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom
float squaredistance;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows:
default: {
squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
m_sunlight.apply_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
//m7t set cabin ambient
}
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
//m7t set ambient
}
}
}
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
m_sunlight.apply_intensity();
}
break;
}
case rendermode::shadows:
case rendermode::pickcontrols:
case rendermode::pickscenery:
default: {
break;
}
}
::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;
}
// rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana
bool
opengl_renderer::Render_cab( TDynamicObject const *Dynamic, bool const Alpha ) {
if( Dynamic == nullptr ) {
TSubModel::iInstance = 0;
return false;
}
TSubModel::iInstance = reinterpret_cast<std::size_t>( Dynamic );
if( ( true == FreeFlyModeFlag )
|| ( false == Dynamic->bDisplayCab )
|| ( Dynamic->mdKabina == Dynamic->mdModel ) ) {
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
return false;
}
if( Dynamic->mdKabina ) { // bo mogła zniknąć przy przechodzeniu do innego pojazdu
// setup shared by all render paths
::glPushMatrix();
auto const originoffset = Dynamic->GetPosition() - m_renderpass.camera.position();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.readArray() );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
// render path specific setup:
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
m_sunlight.apply_intensity( Dynamic->fShade );
}
if( Dynamic->InteriorLightLevel > 0.f ) {
// crude way to light the cabin, until we have something more complete in place
}
// render
if( true == Alpha ) {
// translucent parts
Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 );
}
else {
// opaque parts
Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 );
}
// post-render restore
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
m_sunlight.apply_intensity();
}
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
//m7t set ambient
}
break;
}
case rendermode::cabshadows:
case rendermode::pickcontrols:
default: {
break;
}
}
// post-render restore
::glPopMatrix();
}
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, float 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 );
// debug data
++m_debugstats.models;
// post-render cleanup
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance, 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, Squaredistance );
::glPopMatrix();
return result;
}
void
opengl_renderer::Render( TSubModel *Submodel ) {
glDebug("Render TSubModel");
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= Submodel->fSquareMinDist )
&& ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) {
// debug data
++m_debugstats.submodels;
++m_debugstats.drawcalls;
if( Submodel->iFlags & 0xC000 ) {
::glPushMatrix();
if( Submodel->fMatrix )
::glMultMatrixf( Submodel->fMatrix->readArray() );
if( Submodel->b_Anim )
Submodel->RaAnimation( Submodel->b_Anim );
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) {
// rysuj gdy element nieprzezroczysty
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glEnable( GL_NORMALIZE ); break; }
case TSubModel::rescale: {
::glEnable( GL_RESCALE_NORMAL ); break; }
default: {
break; }
}
#else
#endif
// material configuration:
// textures...
if( Submodel->m_material < 0 ) { // zmienialne skóry
Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] );
}
else {
// również 0
Bind_Material( Submodel->m_material );
}
//m7t set material
// ...colors...
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
// specular strength in legacy models is set uniformly to 150, 150, 150 so we scale it down for opaque elements
}
model_ubs.emission = 0;
// ...luminance
if( Global.fLuminance < Submodel->fLight ) {
model_ubs.emission = Submodel->f4Emision.a;
}
// main draw call
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
m_geometry.draw( Submodel->m_geometry );
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glDisable( GL_NORMALIZE ); break; }
case TSubModel::rescale: {
::glDisable( GL_RESCALE_NORMAL ); break; }
default: {
break; }
}
#else
#endif
break;
}
case rendermode::shadows:
case rendermode::cabshadows:
case rendermode::pickscenery:
case rendermode::pickcontrols:
default: {
break;
}
}
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
switch( m_renderpass.draw_mode ) {
// spotlights are only rendered in colour mode(s)
case rendermode::color:
case rendermode::reflections: {
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
auto const lightcenter =
modelview
* interpolate(
glm::vec4( 0.f, 0.f, -0.05f, 1.f ),
glm::vec4( 0.f, 0.f, -0.25f, 1.f ),
static_cast<float>( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) );
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
// kąt większy niż maksymalny stożek swiatła
float lightlevel = 1.f; // TODO, TBD: parameter to control light strength
// view angle attenuation
float const anglefactor = clamp(
( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ),
0.f, 1.f );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor = std::max( 0.5f, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / Submodel->fSquareMaxDist );
if( lightlevel > 0.f ) {
// material configuration:
::glEnable( GL_BLEND );
::glPushMatrix();
::glLoadIdentity();
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
/*
setup_shadow_color( colors::white );
*/
glPointSize( std::max( 3.f, 5.f * distancefactor * anglefactor ) * 2.0f );
// main draw call
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse), 0.0f);
model_ubs.param[1] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
model_ubs.emission = lightlevel * anglefactor;
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
model_ubs.emission = 0.0f;
m_freespot_shader->bind();
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
// re-enable shadows
/*
setup_shadow_color( m_shadowcolor );
*/
::glPopMatrix();
}
}
break;
}
default: {
break;
}
}
}
else if( Submodel->eType == TP_STARS ) {
switch( m_renderpass.draw_mode ) {
// colour points are only rendered in colour mode(s)
case rendermode::color:
case rendermode::reflections: {
if( Global.fLuminance < Submodel->fLight ) {
Bind_Material( null_handle );
// main draw call
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
//m_geometry.draw( Submodel->m_geometry, gfx::color_streams );
}
break;
}
default: {
break;
}
}
}
if( Submodel->Child != nullptr )
if( Submodel->iAlpha & Submodel->iFlags & 0x001F0000 )
Render( Submodel->Child );
if( Submodel->iFlags & 0xC000 )
::glPopMatrix();
}
/*
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 ); // dalsze rekurencyjnie
}
void
opengl_renderer::Render( TTrack *Track ) {
if( ( Track->m_material1 == 0 )
&& ( Track->m_material2 == 0 ) ) {
return;
}
if( false == Track->m_visible ) {
return;
}
++m_debugstats.paths;
++m_debugstats.drawcalls;
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
setup_environment_light( Track->eEnvironment );
if( Track->m_material1 != 0 ) {
Bind_Material( Track->m_material1 );
m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) );
}
if( Track->m_material2 != 0 ) {
Bind_Material( Track->m_material2 );
m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) );
}
setup_environment_light();
break;
}
case rendermode::shadows: {
// shadow pass includes trackbeds but not tracks themselves due to low resolution of the map
// TODO: implement
break;
}
case rendermode::pickscenery: {
break;
}
case rendermode::pickcontrols:
default: {
break;
}
}
}
// experimental, does track rendering in two passes, to take advantage of reduced texture switching
void
opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last ) {
// setup
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
// NOTE: roads-based platforms tend to miss parts of shadows if rendered with either back or front culling
break;
}
default: {
break;
}
}
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
// first pass, material 1
for( auto first { First }; first != Last; ++first ) {
auto const track { *first };
if( track->m_material1 == 0 ) {
continue;
}
if( false == track->m_visible ) {
continue;
}
++m_debugstats.paths;
++m_debugstats.drawcalls;
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
if( track->eEnvironment != e_flat ) {
setup_environment_light( track->eEnvironment );
}
Bind_Material( track->m_material1 );
m_geometry.draw( std::begin( track->Geometry1 ), std::end( track->Geometry1 ) );
if( track->eEnvironment != e_flat ) {
// restore default lighting
setup_environment_light();
}
break;
}
case rendermode::shadows: {
break;
}
case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach
case rendermode::pickcontrols:
default: {
break;
}
}
}
// second pass, material 2
for( auto first { First }; first != Last; ++first ) {
auto const track { *first };
if( track->m_material2 == 0 ) {
continue;
}
if( false == track->m_visible ) {
continue;
}
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
if( track->eEnvironment != e_flat ) {
setup_environment_light( track->eEnvironment );
}
Bind_Material( track->m_material2 );
m_geometry.draw( std::begin( track->Geometry2 ), std::end( track->Geometry2 ) );
if( track->eEnvironment != e_flat ) {
// restore default lighting
setup_environment_light();
}
break;
}
case rendermode::shadows: {
break;
}
case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach
case rendermode::pickcontrols:
default: {
break;
}
}
}
// post-render reset
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
::glEnable( GL_CULL_FACE );
break;
}
default: {
break;
}
}
}
void
opengl_renderer::Render( TMemCell *Memcell ) {
::glPushMatrix();
auto const position = Memcell->location() - m_renderpass.camera.position();
::glTranslated( position.x, position.y + 0.5, position.z );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
break;
}
case rendermode::shadows:
case rendermode::pickscenery: {
break;
}
case rendermode::reflections:
case rendermode::pickcontrols: {
break;
}
default: {
break;
}
}
::glPopMatrix();
}
void
opengl_renderer::Render_Alpha( scene::basic_region *Region ) {
// sort the nodes based on their distance to viewer
std::sort(
std::begin( m_cellqueue ),
std::end( m_cellqueue ),
[]( distancecell_pair const &Left, distancecell_pair const &Right ) {
return ( Left.first ) < ( Right.first ); } );
Render_Alpha( std::rbegin( m_cellqueue ), std::rend( m_cellqueue ) );
}
void
opengl_renderer::Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last ) {
// NOTE: this method is launched only during color pass therefore we don't bother with mode test here
// first pass draws elements which we know are located in section banks, to reduce vbo switching
{
auto first { First };
while( first != Last ) {
auto const *cell = first->second;
if( false == cell->m_shapestranslucent.empty() ) {
// since all shapes of the cell share center point we can optimize out a few calls here
::glPushMatrix();
auto const originoffset{ cell->m_area.center - m_renderpass.camera.position() };
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// render
// NOTE: we can reuse the method used to draw opaque geometry
for( auto const &shape : cell->m_shapestranslucent ) { Render( shape, false ); }
// post-render cleanup
::glPopMatrix();
}
++first;
}
}
// second pass draws elements with their own vbos
{
auto first { First };
while( first != Last ) {
auto const *cell = first->second;
// translucent parts of instanced models
for( auto *instance : cell->m_instancetranslucent ) { Render_Alpha( instance ); }
// translucent parts of vehicles
for( auto *path : cell->m_paths ) {
for( auto *dynamic : path->Dynamics ) {
Render_Alpha( dynamic );
}
}
++first;
}
}
// third pass draws the wires;
// wires use section vbos, but for the time being we want to draw them at the very end
{
auto first{ First };
while( first != Last ) {
auto const *cell = first->second;
if( ( false == cell->m_traction.empty()
|| ( false == cell->m_lines.empty() ) ) ) {
// since all shapes of the cell share center point we can optimize out a few calls here
::glPushMatrix();
auto const originoffset { cell->m_area.center - m_renderpass.camera.position() };
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
Bind_Material( null_handle );
// render
for( auto *traction : cell->m_traction ) { Render_Alpha( traction ); }
for( auto &lines : cell->m_lines ) { Render_Alpha( lines ); }
// post-render cleanup
::glPopMatrix();
}
++first;
}
}
}
void
opengl_renderer::Render_Alpha( TAnimModel *Instance ) {
if( false == Instance->m_visible ) {
return;
}
double distancesquared;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows:
default: {
distancesquared = glm::length2( ( Instance->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
if( ( distancesquared < Instance->m_rangesquaredmin )
|| ( distancesquared >= Instance->m_rangesquaredmax ) ) {
return;
}
Instance->RaPrepare();
if( Instance->pModel ) {
// renderowanie rekurencyjne submodeli
Render_Alpha(
Instance->pModel,
Instance->Material(),
distancesquared,
Instance->location() - m_renderpass.camera.position(),
Instance->vAngle );
}
}
void
opengl_renderer::Render_Alpha( TTraction *Traction ) {
glDebug("Render_Alpha TTraction");
double distancesquared;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows:
default: {
distancesquared = glm::length2( ( Traction->location() - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
if( ( distancesquared < Traction->m_rangesquaredmin )
|| ( distancesquared >= Traction->m_rangesquaredmax ) ) {
return;
}
if( false == Traction->m_visible ) {
return;
}
// rysuj jesli sa druty i nie zerwana
if( ( Traction->Wires == 0 )
|| ( true == TestFlag( Traction->DamageFlag, 128 ) ) ) {
return;
}
// setup
auto const distance { static_cast<float>( std::sqrt( distancesquared ) ) };
auto const linealpha {
20.f * Traction->WireThickness
/ std::max(
0.5f * Traction->radius() + 1.f,
distance - ( 0.5f * Traction->radius() ) ) };
if (m_widelines_supported)
glLineWidth(clamp(
0.5f * linealpha + Traction->WireThickness * Traction->radius() / 1000.f,
1.f, 1.5f ) );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
// render
model_ubs.param[0] = glm::vec4(Traction->wire_color(), linealpha);
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
m_line_shader->bind();
m_geometry.draw(Traction->m_geometry);
// debug data
++m_debugstats.traction;
++m_debugstats.drawcalls;
}
void
opengl_renderer::Render_Alpha( scene::lines_node const &Lines ) {
glDebug("Render_Alpha scene::lines_node");
auto const &data { Lines.data() };
double distancesquared;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows:
default: {
distancesquared = glm::length2( ( data.area.center - m_renderpass.camera.position() ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
if( ( distancesquared < data.rangesquared_min )
|| ( distancesquared >= data.rangesquared_max ) ) {
return;
}
// setup
auto const distance { static_cast<float>( std::sqrt( distancesquared ) ) };
auto const linealpha = (
data.line_width > 0.f ?
10.f * data.line_width
/ std::max(
0.5f * data.area.radius + 1.f,
distance - ( 0.5f * data.area.radius ) ) :
1.f ); // negative width means the lines are always opague
if (m_widelines_supported)
glLineWidth(clamp(
0.5f * linealpha + data.line_width * data.area.radius / 1000.f,
1.f, 8.f ) );
model_ubs.param[0] = glm::vec4(glm::vec3(data.lighting.diffuse * m_sunlight.ambient), linealpha);
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
m_line_shader->bind();
m_geometry.draw( data.geometry);
++m_debugstats.lines;
++m_debugstats.drawcalls;
}
bool
opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
if( false == Dynamic->renderme ) { return false; }
// setup
TSubModel::iInstance = ( size_t )Dynamic; //żeby nie robić cudzych animacji
glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
// lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom
float squaredistance;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows:
default: {
squaredistance = glm::length2( glm::vec3{ originoffset } / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
}
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
m_sunlight.apply_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
// m7t
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
}
}
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
m_sunlight.apply_intensity();
}
::glPopMatrix();
if( Dynamic->btnOn )
Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
return true;
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float 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, float const Squaredistance, 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, Squaredistance ); // position is effectively camera offset
::glPopMatrix();
return result;
}
void
opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// renderowanie przezroczystych przez DL
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= Submodel->fSquareMinDist )
&& ( TSubModel::fSquareDist < Submodel->fSquareMaxDist ) ) {
// debug data
++m_debugstats.submodels;
++m_debugstats.drawcalls;
if( Submodel->iFlags & 0xC000 ) {
::glPushMatrix();
if( Submodel->fMatrix )
::glMultMatrixf( Submodel->fMatrix->readArray() );
if( Submodel->b_aAnim )
Submodel->RaAnimation( Submodel->b_aAnim );
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) {
// rysuj gdy element przezroczysty
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glEnable( GL_NORMALIZE ); break; }
case TSubModel::rescale: {
::glEnable( GL_RESCALE_NORMAL ); break; }
default: {
break; }
}
#else
#endif
// material configuration:
// textures...
if( Submodel->m_material < 0 ) { // zmienialne skóry
Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] );
}
else {
Bind_Material( Submodel->m_material );
}
// ...colors...
// m7t set material
// ...luminance
if( Global.fLuminance < Submodel->fLight ) {
}
// main draw call
model_ubs.set_modelview(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
m_geometry.draw( Submodel->m_geometry );
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glDisable( GL_NORMALIZE ); break; }
case TSubModel::rescale: {
::glDisable( GL_RESCALE_NORMAL ); break; }
default: {
break; }
}
#else
#endif
break;
}
case rendermode::cabshadows: {
break;
}
default: {
break;
}
}
}
}
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 = OpenGLMatrices.data( GL_MODELVIEW );
auto const lightcenter =
modelview
* interpolate(
glm::vec4( 0.f, 0.f, -0.05f, 1.f ),
glm::vec4( 0.f, 0.f, -0.10f, 1.f ),
static_cast<float>( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) );
float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness'
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
// only bother if the viewer is inside the visibility cone
if( Global.Overcast > 1.0 ) {
// increase the glare in rainy/foggy conditions
glarelevel += std::max( 0.f, 0.5f * ( Global.Overcast - 1.f ) );
}
// scale it down based on view angle
glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
// reduce the glare in bright daylight
glarelevel = clamp( glarelevel - static_cast<float>(Global.fLuminance), 0.f, 1.f );
/*
if( glarelevel > 0.0f ) {
Bind_Texture( m_glaretexture );
::glDepthMask( GL_FALSE );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( std::atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
// disable shadows so they don't obstruct self-lit items
auto const unitstate = m_unitstate;
switch_units( unitstate.diffuse, false, false );
// main draw call
model_ubs.set(OpenGLMatrices.data(GL_MODELVIEW));
model_ubo->update(&model_ubs, 0, sizeof(model_ubs));
m_geometry.draw( m_billboardgeometry );
::glPopMatrix();
}
*/
}
}
}
if( Submodel->Child != nullptr ) {
if( Submodel->eType == TP_TEXT ) { // tekst renderujemy w specjalny sposób, zamiast submodeli z łańcucha Child
int i, j = (int)Submodel->pasText->size();
TSubModel *p;
if( !Submodel->smLetter ) { // jeśli nie ma tablicy, to ją stworzyć; miejsce nieodpowiednie, ale tymczasowo może być
Submodel->smLetter = new TSubModel *[ 256 ]; // tablica wskaźników submodeli dla wyświetlania tekstu
memset( Submodel->smLetter, 0, 256 * sizeof( TSubModel * ) ); // wypełnianie zerami
p = Submodel->Child;
while( p ) {
Submodel->smLetter[ p->pName[ 0 ] ] = p;
p = p->Next; // kolejny znak
}
}
for( i = 1; i <= j; ++i ) {
p = Submodel->smLetter[ ( *( Submodel->pasText) )[ i ] ]; // znak do wyświetlenia
if( p ) { // na razie tylko jako przezroczyste
Render_Alpha( p );
if( p->fMatrix )
::glMultMatrixf( p->fMatrix->readArray() ); // przesuwanie widoku
}
}
}
else if( Submodel->iAlpha & Submodel->iFlags & 0x002F0000 )
Render_Alpha( Submodel->Child );
}
if( Submodel->iFlags & 0xC000 )
::glPopMatrix();
}
/*
if( Submodel->b_aAnim < at_SecondsJump )
Submodel->b_aAnim = at_None; // wyłączenie animacji dla kolejnego użycia submodelu
*/
if( Submodel->Next != nullptr )
if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 )
Render_Alpha( Submodel->Next );
};
// utility methods
TSubModel const *
opengl_renderer::Update_Pick_Control() {
return nullptr;
}
scene::basic_node const *
opengl_renderer::Update_Pick_Node() {
return nullptr;
}
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;
m_framerate = 1000.f / ( Timer::subsystem.gfx_total.average() );
// adjust draw ranges etc, based on recent performance
auto const framerate = 1000.f / Timer::subsystem.gfx_color.average();
float targetfactor;
if( framerate > 90.0 ) { targetfactor = 3.0f; }
else if( framerate > 60.0 ) { targetfactor = 1.5f; }
else if( framerate > 30.0 ) { targetfactor = 1.25; }
else { targetfactor = std::max( Global.iWindowHeight / 768.f, 1.f ); }
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 );
}
if( ( true == Global.ResourceSweep )
&& ( true == World.InitPerformed() ) ) {
// garbage collection
m_geometry.update();
m_textures.update();
}
if( true == DebugModeFlag ) {
m_debugtimestext += m_textures.info();
}
if( ( true == Global.ControlPicking )
&& ( false == FreeFlyModeFlag ) ) {
Update_Pick_Control();
}
else {
m_pickcontrolitem = nullptr;
}
// temporary conditions for testing. eventually will be coupled with editor mode
if( ( true == Global.ControlPicking )
&& ( true == DebugModeFlag )
&& ( true == FreeFlyModeFlag ) ) {
Update_Pick_Node();
}
else {
m_picksceneryitem = nullptr;
}
// dump last opengl error, if any
auto const glerror = ::glGetError();
if( glerror != GL_NO_ERROR ) {
std::string glerrorstring( ( char * )::gluErrorString( glerror ) );
win1250_to_ascii( glerrorstring );
Global.LastGLError = std::to_string( glerror ) + " (" + glerrorstring + ")";
}
}
// debug performance string
std::string const &
opengl_renderer::info_times() const {
return m_debugtimestext;
}
std::string const &
opengl_renderer::info_stats() const {
return m_debugstatstext;
}
void
opengl_renderer::Update_Lights( light_array &Lights ) {
glDebug("Update_Lights");
// arrange the light array from closest to farthest from current position of the camera
auto const camera = m_renderpass.camera.position();
std::sort(
std::begin( Lights.data ),
std::end( Lights.data ),
[&camera]( light_array::light_record const &Left, light_array::light_record const &Right ) {
// move lights which are off at the end...
if( Left.intensity == 0.f ) { return false; }
if( Right.intensity == 0.f ) { return true; }
// ...otherwise prefer closer and/or brigher light sources
return ( glm::length2( camera - Left.position ) * ( 1.f - Left.intensity ) ) < ( glm::length2( camera - Right.position ) * ( 1.f - Right.intensity ) ); } );
size_t const count = std::min( m_lights.size(), Lights.data.size() );
if( count == 0 ) { return; }
auto renderlight = m_lights.begin();
size_t light_i = 1;
glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
for( auto const &scenelight : Lights.data ) {
if( renderlight == m_lights.end() ) {
// we ran out of lights to assign
break;
}
if( scenelight.intensity == 0.f ) {
// all lights past this one are bound to be off
break;
}
auto const lightoffset = glm::vec3{ scenelight.position - camera };
if( glm::length( lightoffset ) > 1000.f ) {
// 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
renderlight->position = lightoffset;
renderlight->direction = scenelight.direction;
auto luminance = static_cast<float>( Global.fLuminance );
// adjust luminance level based on vehicle's location, e.g. tunnels
auto const environment = scenelight.owner->fShade;
if( environment > 0.f ) {
luminance *= environment;
}
renderlight->diffuse =
glm::vec4{
glm::max( glm::vec3{ colors::none }, scenelight.color - glm::vec3{ luminance } ),
renderlight->diffuse[ 3 ] };
renderlight->ambient =
glm::vec4{
glm::max( glm::vec3{ colors::none }, scenelight.color * glm::vec3{ scenelight.intensity } - glm::vec3{ luminance } ),
renderlight->ambient[ 3 ] };
renderlight->apply_intensity();
renderlight->apply_angle();
gl::light_element_ubs *l = &light_ubs.lights[light_i];
l->pos = mv * glm::vec4(renderlight->position, 1.0f);
l->dir = mv * glm::vec4(renderlight->direction, 0.0f);
l->type = gl::light_element_ubs::SPOT;
l->in_cutoff = 0.906f;
l->out_cutoff = 0.866f;
l->color = renderlight->diffuse * renderlight->factor;
l->linear = 0.007f;
l->quadratic = 0.0002f;
light_i++;
++renderlight;
}
light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;
light_ubs.lights[0].type = gl::light_element_ubs::DIR;
light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f);
light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor;
light_ubs.lights_count = light_i;
light_ubo->update(&light_ubs, 0, sizeof(light_ubs));
}
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_3 ) {
ErrorLog( "Requires openGL >= 3.3" );
return false;
}
GLint extCount = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &extCount);
WriteLog("Supported extensions: ");
for (int i = 0; i < extCount; i++)
{
const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i);
WriteLog(ext);
}
if( GLEW_EXT_framebuffer_object ) {
m_framebuffersupport = true;
WriteLog( "Framebuffer objects enabled" );
}
else {
WriteLog( "Framebuffer objects not supported, resorting to back buffer rendering where possible" );
}
// ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
{
GLint texturesize;
::glGetIntegerv( GL_MAX_TEXTURE_SIZE, &texturesize );
Global.iMaxTextureSize = std::min( Global.iMaxTextureSize, texturesize );
WriteLog( "Texture sizes capped at " + std::to_string( Global.iMaxTextureSize ) + " pixels" );
m_shadowbuffersize = Global.shadowtune.map_size;
m_shadowbuffersize = std::min( m_shadowbuffersize, texturesize );
WriteLog( "Shadows map size capped at " + std::to_string( m_shadowbuffersize ) + " pixels" );
}
Global.DynamicLightCount = std::min(Global.DynamicLightCount, 8);
if( Global.iMultisampling ) {
WriteLog( "Using multisampling x" + std::to_string( 1 << Global.iMultisampling ) );
}
glGetError();
glLineWidth(2.0f);
if (!glGetError())
m_widelines_supported = true;
else
WriteLog("warning: wide lines not supported");
return true;
}
glm::vec3
opengl_renderer::pick_color( std::size_t const Index ) {
/*
// pick colours are set with step of 4 for some slightly easier visual debugging. not strictly needed but, eh
int const colourstep = 4;
int const componentcapacity = 256 / colourstep;
auto const redgreen = std::div( Index, componentcapacity * componentcapacity );
auto const greenblue = std::div( redgreen.rem, componentcapacity );
auto const blue = Index % componentcapacity;
return
glm::vec3 {
redgreen.quot * colourstep / 255.0f,
greenblue.quot * colourstep / 255.0f,
greenblue.rem * colourstep / 255.0f };
*/
// alternatively
return
glm::vec3{
( ( Index & 0xff0000 ) >> 16 ) / 255.0f,
( ( Index & 0x00ff00 ) >> 8 ) / 255.0f,
( Index & 0x0000ff ) / 255.0f };
}
std::size_t
opengl_renderer::pick_index( glm::ivec3 const &Color ) {
/*
return (
std::floor( Color.b / 4 )
+ std::floor( Color.g / 4 ) * 64
+ std::floor( Color.r / 4 ) * 64 * 64 );
*/
// alternatively
return
Color.b
+ ( Color.g * 256 )
+ ( Color.r * 256 * 256 );
}
//---------------------------------------------------------------------------