Files
maszyna/renderer.cpp

4013 lines
163 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 "Camera.h"
#include "Timer.h"
#include "simulation.h"
#include "simulationtime.h"
#include "Train.h"
#include "DynObj.h"
#include "AnimModel.h"
#include "Traction.h"
#include "application.h"
#include "Logs.h"
#include "utilities.h"
opengl_renderer GfxRenderer;
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 ) {
if( Factor == 1.0 ) {
::glLightfv( id, GL_AMBIENT, glm::value_ptr( ambient ) );
::glLightfv( id, GL_DIFFUSE, glm::value_ptr( diffuse ) );
::glLightfv( id, GL_SPECULAR, glm::value_ptr( specular ) );
}
else {
// temporary light scaling mechanics (ultimately this work will be left to the shaders
glm::vec4 scaledambient( ambient.r * Factor, ambient.g * Factor, ambient.b * Factor, ambient.a );
glm::vec4 scaleddiffuse( diffuse.r * Factor, diffuse.g * Factor, diffuse.b * Factor, diffuse.a );
glm::vec4 scaledspecular( specular.r * Factor, specular.g * Factor, specular.b * Factor, specular.a );
glLightfv( id, GL_AMBIENT, glm::value_ptr( scaledambient ) );
glLightfv( id, GL_DIFFUSE, glm::value_ptr( scaleddiffuse ) );
glLightfv( id, GL_SPECULAR, glm::value_ptr( scaledspecular ) );
}
}
void
opengl_light::apply_angle() {
::glLightfv( id, GL_POSITION, glm::value_ptr( glm::vec4{ position, ( is_directional ? 0.f : 1.f ) } ) );
if( false == is_directional ) {
::glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr( direction ) );
}
}
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 {
::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
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
m_geometry.units().texture = (
Global.BasicRenderer ?
std::vector<GLint>{ m_diffusetextureunit } :
std::vector<GLint>{ m_normaltextureunit, m_diffusetextureunit } );
m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit
ui_layer::set_unit( m_diffusetextureunit );
simulation::Environment.m_precipitation.set_unit( m_diffusetextureunit );
select_unit( m_diffusetextureunit );
::glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glAlphaFunc( GL_GREATER, 0.f );
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( opengl_renderer::sunlight );
// 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;
// ::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0f );
// create dynamic light pool
for( int idx = 0; idx < Global.DynamicLightCount; ++idx ) {
opengl_light light;
light.id = GL_LIGHT1 + idx;
light.is_directional = false;
::glEnable( light.id ); // experimental intel chipset fix
::glLightf( light.id, GL_SPOT_CUTOFF, 7.5f );
::glLightf( light.id, GL_SPOT_EXPONENT, 7.5f );
::glLightf( light.id, GL_CONSTANT_ATTENUATION, 0.0f );
::glLightf( light.id, GL_LINEAR_ATTENUATION, 0.035f );
::glDisable( light.id ); // experimental intel chipset fix
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" );
if( m_helpertextureunit >= 0 ) {
m_reflectiontexture = Fetch_Texture( "fx/reflections" );
}
WriteLog( "...gfx data pre-loading done" );
#ifdef EU07_USE_PICKING_FRAMEBUFFER
// pick buffer resources
if( true == m_framebuffersupport ) {
// try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x1024 (height of 512 would suffice but, eh)
// texture
::glGenTextures( 1, &m_picktexture );
::glBindTexture( GL_TEXTURE_2D, m_picktexture );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
// depth buffer
::glGenRenderbuffersEXT( 1, &m_pickdepthbuffer );
::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE );
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_pickframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer );
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_picktexture, 0 );
::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
// check if we got it working
GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Picking framebuffer setup complete" );
}
else{
ErrorLog( "Picking framebuffer setup failed" );
m_framebuffersupport = false;
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
}
#endif
// shadowmap resources
if( ( true == Global.RenderShadows )
&& ( true == m_framebuffersupport ) ) {
// primary shadow map
{
// texture:
::glGenTextures( 1, &m_shadowtexture );
::glBindTexture( GL_TEXTURE_2D, m_shadowtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// enable shadow comparison: true (ie not in shadow) if r<=texture...
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
::glBindTexture( GL_TEXTURE_2D, 0 );
#ifdef EU07_USE_DEBUG_SHADOWMAP
::glGenTextures( 1, &m_shadowdebugtexture );
::glBindTexture( GL_TEXTURE_2D, m_shadowdebugtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize, m_shadowbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glBindTexture( GL_TEXTURE_2D, 0 );
#endif
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_shadowframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer );
#ifdef EU07_USE_DEBUG_SHADOWMAP
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_shadowdebugtexture, 0 );
#else
::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment
::glReadBuffer( GL_NONE );
#endif
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_shadowtexture, 0 );
// check if we got it working
GLenum const status{ ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ) };
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Shadows framebuffer setup complete" );
}
else {
ErrorLog( "Shadows framebuffer setup failed" );
Global.RenderShadows = false;
}
// switch back to primary render target for now
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
}
// cab shadow map
{
// NOTE: using separate framebuffer as more efficient arrangement than swapping attachments on a single one
// TODO: for shader-based implementation use instead a quarter of the CSM
// texture:
::glGenTextures( 1, &m_cabshadowtexture );
::glBindTexture( GL_TEXTURE_2D, m_cabshadowtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// enable shadow comparison: true (ie not in shadow) if r<=texture...
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
::glBindTexture( GL_TEXTURE_2D, 0 );
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
::glGenTextures( 1, &m_cabshadowdebugtexture );
::glBindTexture( GL_TEXTURE_2D, m_cabshadowdebugtexture );
// allocate memory
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_shadowbuffersize / 2, m_shadowbuffersize / 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
// setup parameters
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glBindTexture( GL_TEXTURE_2D, 0 );
#endif
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_cabshadowframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_cabshadowframebuffer );
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_cabshadowdebugtexture, 0 );
#else
::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment
::glReadBuffer( GL_NONE );
#endif
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_cabshadowtexture, 0 );
// check if we got it working
GLenum const status{ ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT ) };
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Cab shadows framebuffer setup complete" );
}
else {
ErrorLog( "Cab shadows framebuffer setup failed" );
Global.RenderShadows = false;
}
}
// switch back to primary render target for now
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
}
// environment cube map resources
if( ( false == Global.BasicRenderer )
&& ( true == m_framebuffersupport ) ) {
// texture:
::glGenTextures( 1, &m_environmentcubetexture );
::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture );
// allocate space
for( GLuint faceindex = GL_TEXTURE_CUBE_MAP_POSITIVE_X; faceindex < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++faceindex ) {
::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
}
// setup parameters
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
// depth buffer
::glGenRenderbuffersEXT( 1, &m_environmentdepthbuffer );
::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_environmentdepthbuffer );
::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE );
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_environmentframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer );
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, m_environmentcubetexture, 0 );
::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_environmentdepthbuffer );
// check if we got it working
GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Reflections framebuffer setup complete" );
m_environmentcubetexturesupport = true;
}
else {
ErrorLog( "Reflections framebuffer setup failed" );
m_environmentcubetexturesupport = false;
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
}
// 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 );
// prepare debug mode objects
m_quadric = ::gluNewQuadric();
::gluQuadricNormals( m_quadric, GLU_FLAT );
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();
// fetch simulation data
if( simulation::is_ready ) {
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_debugtimestext.clear();
m_debugstats = debug_stats();
Render_pass( rendermode::color );
Timer::subsystem.gfx_color.stop();
// add user interface
setup_units( true, false, false );
Application.render_ui();
if( Global.bUseVBO ) {
// swapbuffers() will unbind current buffers so we prepare for it on our end
gfx::opengl_vbogeometrybank::reset();
}
Timer::subsystem.gfx_swap.start();
glfwSwapBuffers( m_window );
Timer::subsystem.gfx_swap.stop();
m_drawcount = m_cellqueue.size();
m_debugtimestext
+= "color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"
+= "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n"
+= "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec";
m_debugstatstext =
"drawcalls: " + to_string( m_debugstats.drawcalls ) + "\n"
+ " vehicles: " + to_string( m_debugstats.dynamics ) + "\n"
+ " models: " + to_string( m_debugstats.models ) + "\n"
+ " submodels: " + to_string( m_debugstats.submodels ) + "\n"
+ " paths: " + to_string( m_debugstats.paths ) + "\n"
+ " shapes: " + to_string( m_debugstats.shapes ) + "\n"
+ " traction: " + to_string( m_debugstats.traction ) + "\n"
+ " lines: " + to_string( m_debugstats.lines );
++m_framestamp;
return true; // for now always succeed
}
// runs jobs needed to generate graphics for specified render pass
void
opengl_renderer::Render_pass( rendermode const Mode ) {
#ifdef EU07_USE_DEBUG_CAMERA
// setup world camera for potential visualization
setup_pass(
m_worldcamera,
rendermode::color,
0.f,
1.0,
true );
#endif
setup_pass( m_renderpass, Mode );
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
m_colorpass = m_renderpass;
if( ( true == Global.RenderShadows )
&& ( false == Global.bWireFrame )
&& ( true == simulation::is_ready )
&& ( m_shadowcolor != colors::white ) ) {
// run shadowmaps pass before color
Timer::subsystem.gfx_shadows.start();
Render_pass( rendermode::shadows );
if( false == FreeFlyModeFlag ) {
Render_pass( rendermode::cabshadows );
}
Timer::subsystem.gfx_shadows.stop();
m_debugtimestext += "shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n";
#ifdef EU07_USE_DEBUG_SHADOWMAP
UILayer.set_texture( m_shadowdebugtexture );
#endif
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
UILayer.set_texture( m_cabshadowdebugtexture );
#endif
setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack
// setup shadowmap matrices
m_shadowtexturematrix =
glm::mat4 { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f } // bias from [-1, 1] to [0, 1]
* m_shadowpass.camera.projection()
// during colour pass coordinates are moved from camera-centric to light-centric, essentially the difference between these two origins
* glm::translate(
glm::mat4{ glm::mat3{ m_shadowpass.camera.modelview() } },
glm::vec3{ m_renderpass.camera.position() - m_shadowpass.camera.position() } );
if( false == FreeFlyModeFlag ) {
m_cabshadowtexturematrix =
glm::mat4{ 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f } // bias from [-1, 1] to [0, 1]
* m_cabshadowpass.camera.projection()
// during colour pass coordinates are moved from camera-centric to light-centric, essentially the difference between these two origins
* glm::translate(
glm::mat4{ glm::mat3{ m_cabshadowpass.camera.modelview() } },
glm::vec3{ m_renderpass.camera.position() - m_cabshadowpass.camera.position() } );
}
}
if( ( true == m_environmentcubetexturesupport )
&& ( true == simulation::is_ready ) ) {
// 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( simulation::is_ready ) {
auto const skydomecolour = simulation::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( simulation::is_ready ) {
// setup
setup_matrices();
// render
setup_drawing( true );
setup_units( true, false, false );
Render( &simulation::Environment );
// opaque parts...
setup_drawing( false );
setup_units( true, true, true );
#ifdef EU07_USE_DEBUG_CAMERA
if( DebugModeFlag ) {
// draw light frustum
::glLineWidth( 2.f );
::glColor4f( 1.f, 0.9f, 0.8f, 1.f );
::glDisable( GL_LIGHTING );
::glDisable( GL_TEXTURE_2D );
if( ( true == Global.RenderShadows ) && ( false == Global.bWireFrame ) ) {
m_shadowpass.camera.draw( m_renderpass.camera.position() - m_shadowpass.camera.position() );
}
if( DebugCameraFlag ) {
::glColor4f( 0.8f, 1.f, 0.9f, 1.f );
m_worldcamera.camera.draw( m_renderpass.camera.position() - m_worldcamera.camera.position() );
}
::glLineWidth( 1.f );
::glEnable( GL_LIGHTING );
::glEnable( GL_TEXTURE_2D );
}
#endif
// without rain/snow we can render the cab early to limit the overdraw
if( ( false == FreeFlyModeFlag )
&& ( Global.Overcast <= 1.f ) ) { // precipitation happens when overcast is in 1-2 range
switch_units( true, true, false );
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{ simulation::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 );
}
}
switch_units( true, true, true );
setup_shadow_map( m_shadowtexture, m_shadowtexturematrix );
Render( simulation::Region );
// ...translucent parts
setup_drawing( true );
Render_Alpha( simulation::Region );
// precipitation; done at the end, only before cab render
Render_precipitation();
// cab render
if( false == FreeFlyModeFlag ) {
switch_units( true, true, false );
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{ simulation::Train->Dynamic() };
if( vehicle->InteriorLightLevel > 0.f ) {
setup_shadow_color( glm::min( colors::white, shadowcolor + glm::vec4( vehicle->InteriorLight * vehicle->InteriorLightLevel, 1.f ) ) );
}
if( Global.Overcast > 1.f ) {
// with active precipitation draw the opaque cab parts here to mask rain/snow placed 'inside' the cab
setup_drawing( false );
Render_cab( vehicle, false );
setup_drawing( true );
}
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();
::glLoadIdentity();
select_unit( m_diffusetextureunit );
::glMatrixMode( GL_MODELVIEW );
}
}
break;
}
case rendermode::shadows: {
if( simulation::is_ready ) {
// setup
::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting
::glPolygonOffset( 1.f, 1.f );
// main shadowmap
::glBindFramebufferEXT( GL_FRAMEBUFFER, m_shadowframebuffer );
::glViewport( 0, 0, m_shadowbuffersize, m_shadowbuffersize );
#ifdef EU07_USE_DEBUG_SHADOWMAP
::glClearColor( 0.f / 255.f, 0.f / 255.f, 0.f / 255.f, 1.f ); // initial background Color
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
#else
::glClear( GL_DEPTH_BUFFER_BIT );
#endif
::glScissor( 1, 1, m_shadowbuffersize - 2, m_shadowbuffersize - 2 );
::glEnable( GL_SCISSOR_TEST );
setup_matrices();
// render
// opaque parts...
setup_drawing( false );
#ifdef EU07_USE_DEBUG_SHADOWMAP
setup_units( true, false, false );
#else
setup_units( false, false, false );
#endif
Render( simulation::Region );
m_shadowpass = m_renderpass;
// post-render restore
::glDisable( GL_SCISSOR_TEST );
::glDisable( GL_POLYGON_OFFSET_FILL );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target
}
break;
}
case rendermode::cabshadows: {
if( ( simulation::is_ready )
&& ( false == FreeFlyModeFlag ) ) {
// setup
::glEnable( GL_POLYGON_OFFSET_FILL ); // alleviate depth-fighting
::glPolygonOffset( 1.f, 1.f );
::glDisable( GL_CULL_FACE );
::glBindFramebufferEXT( GL_FRAMEBUFFER, m_cabshadowframebuffer );
::glViewport( 0, 0, m_shadowbuffersize / 2, m_shadowbuffersize / 2 );
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
::glClearColor( 0.f / 255.f, 0.f / 255.f, 0.f / 255.f, 1.f ); // initial background Color
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
#else
::glClear( GL_DEPTH_BUFFER_BIT );
#endif
::glScissor( 1, 1, m_shadowbuffersize / 2 - 2, m_shadowbuffersize / 2 - 2 );
::glEnable( GL_SCISSOR_TEST );
setup_matrices();
// render
// opaque parts...
setup_drawing( false );
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
setup_units( true, false, false );
#else
setup_units( false, false, false );
#endif
Render_cab( simulation::Train->Dynamic(), false );
Render_cab( simulation::Train->Dynamic(), true );
m_cabshadowpass = m_renderpass;
// post-render restore
::glDisable( GL_SCISSOR_TEST );
::glEnable( GL_CULL_FACE );
::glDisable( GL_POLYGON_OFFSET_FILL );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target
}
break;
}
case rendermode::reflections: {
// NOTE: buffer and viewport setup in this mode is handled by the wrapper method
::glClearColor( 0.f, 0.f, 0.f, 1.f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if( simulation::is_ready ) {
::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
// setup
setup_matrices();
// render
setup_drawing( true );
setup_units( true, false, false );
Render( &simulation::Environment );
// opaque parts...
setup_drawing( false );
setup_units( true, true, true );
setup_shadow_map( m_shadowtexture, m_shadowtexturematrix );
Render( simulation::Region );
/*
// reflections are limited to sky and ground only, the update rate is too low for anything else
// ...translucent parts
setup_drawing( true );
Render_Alpha( &World.Ground );
// cab render is performed without shadows, due to low resolution and number of models without windows :|
switch_units( true, false, false );
// cab render is done in translucent phase to deal with badly configured vehicles
if( World.Train != nullptr ) { Render_cab( World.Train->Dynamic() ); }
*/
::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
break;
}
case rendermode::pickcontrols: {
if( simulation::is_ready ) {
// setup
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE );
#endif
::glClearColor( 0.f, 0.f, 0.f, 1.f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
m_pickcontrolsitems.clear();
setup_matrices();
// render
// opaque parts...
setup_drawing( false );
setup_units( false, false, false );
// cab render skips translucent parts, so we can do it here
if( simulation::Train != nullptr ) { Render_cab( simulation::Train->Dynamic() ); }
// post-render cleanup
}
break;
}
case rendermode::pickscenery: {
if( simulation::is_ready ) {
// setup
m_picksceneryitems.clear();
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE );
#endif
::glClearColor( 0.f, 0.f, 0.f, 1.f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
setup_matrices();
// render
// opaque parts...
setup_drawing( false );
setup_units( false, false, false );
Render( simulation::Region );
// post-render cleanup
}
break;
}
default: {
break;
}
}
}
// creates dynamic environment cubemap
bool
opengl_renderer::Render_reflections() {
auto const &time = simulation::Time.data();
auto const timestamp = time.wDay * 24 * 60 + time.wHour * 60 + time.wMinute;
if( ( timestamp - m_environmentupdatetime < 5 )
&& ( glm::length( m_renderpass.camera.position() - m_environmentupdatelocation ) < 1000.0 ) ) {
// run update every 5+ mins of simulation time, or at least 1km from the last location
return false;
}
m_environmentupdatetime = timestamp;
m_environmentupdatelocation = m_renderpass.camera.position();
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer );
::glViewport( 0, 0, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE );
for( m_environmentcubetextureface = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
m_environmentcubetextureface < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6;
++m_environmentcubetextureface ) {
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, m_environmentcubetextureface, m_environmentcubetexture, 0 );
Render_pass( rendermode::reflections );
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
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 == simulation::is_ready ) { 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 = ( simulation::Train->Occupied()->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.pCamera.Pos;
Global.pCamera.SetMatrix( viewmatrix );
}
else {
camera.position() = Global.pDebugCamera.Pos;
Global.pDebugCamera.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;
}
case rendermode::shadows: {
// calculate lightview boundaries based on relevant area of the world camera frustum:
// ...setup chunk of frustum we're interested in...
auto const zfar = std::min( 1.f, Global.shadowtune.depth / ( Global.BaseDrawRange * Global.fDistanceFactor ) * std::max( 1.f, Global.ZoomFactor * 0.5f ) );
renderpass_config worldview;
setup_pass( worldview, rendermode::color, 0.f, zfar, true );
auto &frustumchunkshapepoints = worldview.camera.frustum_points();
// ...modelview matrix: determine the centre of frustum chunk in world space...
glm::vec3 frustumchunkmin, frustumchunkmax;
bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) );
auto const frustumchunkcentre = ( frustumchunkmin + frustumchunkmax ) * 0.5f;
// ...cap the vertical angle to keep shadows from getting too long...
auto const lightvector =
glm::normalize( glm::vec3{
m_sunlight.direction.x,
std::min( m_sunlight.direction.y, -0.2f ),
m_sunlight.direction.z } );
// ...place the light source at the calculated centre and setup world space light view matrix...
camera.position() = worldview.camera.position() + glm::dvec3{ frustumchunkcentre };
viewmatrix *= glm::lookAt(
camera.position(),
camera.position() + glm::dvec3{ lightvector },
glm::dvec3{ 0.f, 1.f, 0.f } );
// ...projection matrix: calculate boundaries of the frustum chunk in light space...
auto const lightviewmatrix =
glm::translate(
glm::mat4{ glm::mat3{ viewmatrix } },
-frustumchunkcentre );
for( auto &point : frustumchunkshapepoints ) {
point = lightviewmatrix * point;
}
bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) );
// quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes
auto const quantizationstep{ std::min( Global.shadowtune.depth, 50.f ) };
frustumchunkmin = quantizationstep * glm::floor( frustumchunkmin * ( 1.f / quantizationstep ) );
frustumchunkmax = quantizationstep * glm::ceil( frustumchunkmax * ( 1.f / quantizationstep ) );
// ...use the dimensions to set up light projection boundaries...
// NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages
camera.projection() *=
glm::ortho(
frustumchunkmin.x, frustumchunkmax.x,
frustumchunkmin.y, frustumchunkmax.y,
frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f );
/*
// fixed ortho projection from old build, for quick quality comparisons
camera.projection() *=
glm::ortho(
-Global.shadowtune.width, Global.shadowtune.width,
-Global.shadowtune.width, Global.shadowtune.width,
-Global.shadowtune.depth, Global.shadowtune.depth );
camera.position() = Global.pCameraPosition - glm::dvec3{ m_sunlight.direction };
if( camera.position().y - Global.pCameraPosition.y < 0.1 ) {
camera.position().y = Global.pCameraPosition.y + 0.1;
}
viewmatrix *= glm::lookAt(
camera.position(),
glm::dvec3{ Global.pCameraPosition },
glm::dvec3{ 0.f, 1.f, 0.f } );
*/
// ... and adjust the projection to sample complete shadow map texels:
// get coordinates for a sample texel...
auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } };
// ...convert result from clip space to texture coordinates, and calculate adjustment...
shadowmaptexel *= m_shadowbuffersize * 0.5f;
auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel;
// ...transform coordinate change back to homogenous light space...
shadowmapadjustment /= m_shadowbuffersize * 0.5f;
// ... and bake the adjustment into the projection matrix
camera.projection() =
glm::translate(
glm::mat4{ 1.f },
glm::vec3{ shadowmapadjustment, 0.f } )
* camera.projection();
break;
}
case rendermode::cabshadows: {
// fixed size cube large enough to enclose a vehicle compartment
// modelview
auto const lightvector =
glm::normalize( glm::vec3{
m_sunlight.direction.x,
std::min( m_sunlight.direction.y, -0.2f ),
m_sunlight.direction.z } );
camera.position() = Global.pCamera.Pos - glm::dvec3 { lightvector };
viewmatrix *= glm::lookAt(
camera.position(),
glm::dvec3 { Global.pCamera.Pos },
glm::dvec3 { 0.f, 1.f, 0.f } );
// projection
auto const maphalfsize { Config.draw_range * 0.5f };
camera.projection() *=
glm::ortho(
-maphalfsize, maphalfsize,
-maphalfsize, maphalfsize,
-Config.draw_range, Config.draw_range );
/*
// adjust the projection to sample complete shadow map texels
auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } };
shadowmaptexel *= ( m_shadowbuffersize / 2 ) * 0.5f;
auto shadowmapadjustment = glm::round( shadowmaptexel ) - shadowmaptexel;
shadowmapadjustment /= ( m_shadowbuffersize / 2 ) * 0.5f;
camera.projection() = glm::translate( glm::mat4{ 1.f }, glm::vec3{ shadowmapadjustment, 0.f } ) * camera.projection();
*/
break;
}
case rendermode::reflections: {
// modelview
camera.position() = (
( ( true == DebugCameraFlag ) && ( false == Ignoredebug ) ) ?
Global.pDebugCamera.Pos :
Global.pCamera.Pos );
glm::dvec3 const cubefacetargetvectors[ 6 ] = { { 1.0, 0.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 } };
glm::dvec3 const cubefaceupvectors[ 6 ] = { { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 }, { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 } };
auto const cubefaceindex = m_environmentcubetextureface - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
viewmatrix *=
glm::lookAt(
camera.position(),
camera.position() + cubefacetargetvectors[ cubefaceindex ],
cubefaceupvectors[ cubefaceindex ] );
// projection
camera.projection() *=
glm::perspective(
glm::radians( 90.f ),
1.f,
0.1f * Global.ZoomFactor,
Config.draw_range * Global.fDistanceFactor );
break;
}
case rendermode::pickcontrols:
case rendermode::pickscenery: {
// TODO: scissor test for pick modes
// modelview
camera.position() = Global.pCamera.Pos;
Global.pCamera.SetMatrix( viewmatrix );
// projection
camera.projection() *=
glm::perspective(
glm::radians( Global.FieldOfView / Global.ZoomFactor ),
std::max( 1.f, (float)Global.iWindowWidth ) / std::max( 1.f, (float)Global.iWindowHeight ),
0.1f * Global.ZoomFactor,
Config.draw_range * Global.fDistanceFactor );
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();
::glLoadIdentity();
::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 );
::glAlphaFunc( GL_GREATER, 0.f );
}
else {
::glDisable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.5f );
}
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
::glEnable( GL_LIGHTING );
::glShadeModel( GL_SMOOTH );
if( Global.iMultisampling ) {
::glEnable( GL_MULTISAMPLE );
}
// setup fog
if( Global.fFogEnd > 0 ) {
// fog setup
m_fogrange = Global.fFogEnd / std::max( 1.f, Global.Overcast * 2.f );
::glFogfv( GL_FOG_COLOR, glm::value_ptr( Global.FogColor ) );
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / m_fogrange ) );
::glEnable( GL_FOG );
}
else { ::glDisable( GL_FOG ); }
break;
}
case rendermode::shadows:
case rendermode::cabshadows:
case rendermode::pickcontrols:
case rendermode::pickscenery: {
::glColor4fv( glm::value_ptr( colors::white ) );
::glDisable( GL_LIGHTING );
::glShadeModel( GL_FLAT );
if( Global.iMultisampling ) {
::glDisable( GL_MULTISAMPLE );
}
::glDisable( GL_FOG );
break;
}
default: {
break;
}
}
}
// configures, enables and disables specified texture units
void
opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const Reflections ) {
// helper texture unit.
// darkens previous stage, preparing data for the shadow texture unit to select from
if( m_helpertextureunit >= 0 ) {
select_unit( m_helpertextureunit );
if( ( true == Reflections )
|| ( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) ) {
// we need to have texture on the helper for either the reflection and shadow generation (or both)
if( true == m_environmentcubetexturesupport ) {
// bind dynamic environment cube if it's enabled...
// NOTE: environment cube map isn't part of regular texture system, so we use direct bind call here
::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture );
::glEnable( GL_TEXTURE_CUBE_MAP );
}
else {
// ...otherwise fallback on static spherical image
m_textures.bind( textureunit::helper, m_reflectiontexture );
::glEnable( GL_TEXTURE_2D );
}
}
else {
if( true == m_environmentcubetexturesupport ) {
::glDisable( GL_TEXTURE_CUBE_MAP );
}
else {
::glDisable( GL_TEXTURE_2D );
}
}
if( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) {
::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
::glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, glm::value_ptr( m_shadowcolor ) );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); // darken the previous stage
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
}
else {
::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); // pass the previous stage colour down the chain
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
}
if( true == Reflections ) {
if( true == m_environmentcubetexturesupport ) {
::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
::glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
::glEnable( GL_TEXTURE_GEN_S );
::glEnable( GL_TEXTURE_GEN_T );
::glEnable( GL_TEXTURE_GEN_R );
}
else {
// fixed texture fall back
::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
::glEnable( GL_TEXTURE_GEN_S );
::glEnable( GL_TEXTURE_GEN_T );
}
}
else {
if( true == m_environmentcubetexturesupport ) {
::glDisable( GL_TEXTURE_GEN_S );
::glDisable( GL_TEXTURE_GEN_T );
::glDisable( GL_TEXTURE_GEN_R );
}
else {
::glDisable( GL_TEXTURE_GEN_S );
::glDisable( GL_TEXTURE_GEN_T );
}
}
}
// shadow texture unit.
// interpolates between primary colour and the previous unit, which should hold darkened variant of the primary colour
if( m_shadowtextureunit >= 0 ) {
if( ( true == Global.RenderShadows )
&& ( true == Shadows )
&& ( false == Global.bWireFrame )
&& ( m_shadowcolor != colors::white ) ) {
select_unit( m_shadowtextureunit );
// NOTE: texture and transformation matrix setup are done through separate call
::glEnable( GL_TEXTURE_2D );
// s
::glEnable( GL_TEXTURE_GEN_S );
// t
::glEnable( GL_TEXTURE_GEN_T );
// r
::glEnable( GL_TEXTURE_GEN_R );
// q
::glEnable( GL_TEXTURE_GEN_Q );
::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); // choose between lit and lit * shadow colour, based on depth test
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
}
else {
// turn off shadow map tests
select_unit( m_shadowtextureunit );
::glDisable( GL_TEXTURE_2D );
::glDisable( GL_TEXTURE_GEN_S );
::glDisable( GL_TEXTURE_GEN_T );
::glDisable( GL_TEXTURE_GEN_R );
::glDisable( GL_TEXTURE_GEN_Q );
}
}
// reflections/normals texture unit
// NOTE: comes after diffuse stage in the operation chain
if( m_normaltextureunit >= 0 ) {
select_unit( m_normaltextureunit );
if( true == Reflections ) {
::glEnable( GL_TEXTURE_2D );
::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); // blend between object colour and env.reflection
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE ); // alpha channel of the normal map controls reflection strength
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); // pass the previous stage alpha down the chain
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
}
else {
::glDisable( GL_TEXTURE_2D );
}
}
// diffuse texture unit.
// NOTE: diffuse texture mapping is never fully disabled, alpha channel information is always included
select_unit( m_diffusetextureunit );
::glEnable( GL_TEXTURE_2D );
if( true == Diffuse ) {
// default behaviour, modulate with previous stage
::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
/*
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
*/
}
else {
// solid colour with texture alpha
::glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
/*
::glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE );
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
*/
}
// update unit state
m_unitstate.diffuse = Diffuse;
m_unitstate.shadows = Shadows;
m_unitstate.reflections = Reflections;
}
// configures shadow texture unit for specified shadow map and conersion matrix
void
opengl_renderer::setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation ) {
if( ( m_shadowtextureunit == -1 )
|| ( false == Global.RenderShadows )
|| ( true == Global.bWireFrame )
|| ( m_shadowcolor == colors::white ) ) {
// shadows are off
return;
}
select_unit( m_shadowtextureunit );
// NOTE: shadowmap isn't part of regular texture system, so we use direct bind call here
::glBindTexture( GL_TEXTURE_2D, Texture );
// s
::glTexGenfv( GL_S, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 0 ) ) );
// t
::glTexGenfv( GL_T, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 1 ) ) );
// r
::glTexGenfv( GL_R, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 2 ) ) );
// q
::glTexGenfv( GL_Q, GL_EYE_PLANE, glm::value_ptr( glm::row( Transformation, 3 ) ) );
select_unit( m_diffusetextureunit );
}
// enables and disables specified texture units
void
opengl_renderer::switch_units( bool const Diffuse, bool const Shadows, bool const Reflections ) {
// helper texture unit.
if( m_helpertextureunit >= 0 ) {
select_unit( m_helpertextureunit );
if( ( true == Reflections )
|| ( ( true == Global.RenderShadows )
&& ( true == Shadows )
&& ( false == Global.bWireFrame )
&& ( m_shadowcolor != colors::white ) ) ) {
if( true == m_environmentcubetexturesupport ) {
::glEnable( GL_TEXTURE_CUBE_MAP );
}
else {
::glEnable( GL_TEXTURE_2D );
}
}
else {
if( true == m_environmentcubetexturesupport ) {
::glDisable( GL_TEXTURE_CUBE_MAP );
}
else {
::glDisable( GL_TEXTURE_2D );
}
}
}
// shadow texture unit.
if( m_shadowtextureunit >= 0 ) {
if( ( true == Global.RenderShadows ) && ( true == Shadows ) && ( false == Global.bWireFrame ) ) {
select_unit( m_shadowtextureunit );
::glEnable( GL_TEXTURE_2D );
}
else {
select_unit( m_shadowtextureunit );
::glDisable( GL_TEXTURE_2D );
}
}
// normal/reflection texture unit
if( m_normaltextureunit >= 0 ) {
if( true == Reflections ) {
select_unit( m_normaltextureunit );
::glEnable( GL_TEXTURE_2D );
}
else {
select_unit( m_normaltextureunit );
::glDisable( GL_TEXTURE_2D );
}
}
// diffuse texture unit.
// NOTE: toggle actually disables diffuse texture mapping, unlike setup counterpart
if( true == Diffuse ) {
select_unit( m_diffusetextureunit );
::glEnable( GL_TEXTURE_2D );
}
else {
select_unit( m_diffusetextureunit );
::glDisable( GL_TEXTURE_2D );
}
// update unit state
m_unitstate.diffuse = Diffuse;
m_unitstate.shadows = Shadows;
m_unitstate.reflections = Reflections;
}
void
opengl_renderer::setup_shadow_color( glm::vec4 const &Shadowcolor ) {
select_unit( m_helpertextureunit );
::glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, glm::value_ptr( Shadowcolor ) ); // in-shadow colour multiplier
select_unit( m_diffusetextureunit );
}
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_LIGHTING );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
// skydome
// drawn with 500m radius to blend in if the fog range is low
::glPushMatrix();
::glScalef( 500.f, 500.f, 500.f );
Environment->m_skydome.Render();
if( Global.bUseVBO ) {
gfx::opengl_vbogeometrybank::reset();
}
::glPopMatrix();
// stars
if( Environment->m_stars.m_stars != nullptr ) {
// setup
::glPushMatrix();
::glRotatef( Environment->m_stars.m_latitude, 1.f, 0.f, 0.f ); // ustawienie osi OY na północ
::glRotatef( -std::fmod( (float)Global.fTimeAngleDeg, 360.f ), 0.f, 1.f, 0.f ); // obrót dobowy osi OX
::glPointSize( 2.f );
// render
GfxRenderer.Render( Environment->m_stars.m_stars, nullptr, 1.0 );
// post-render cleanup
::glPointSize( 3.f );
::glPopMatrix();
}
// celestial bodies
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_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 );
auto const fogfactor { clamp<float>( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // stronger fog reduces opacity of the celestial bodies
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 );
// sun
{
Bind_Texture( m_suntexture );
::glColor4f( suncolor.x, suncolor.y, suncolor.z, clamp( 1.5f - Global.Overcast, 0.f, 1.f ) * fogfactor );
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 );
::glMultiTexCoord2f( m_diffusetextureunit, 1.f, 1.f ); ::glVertex3f( -size, size, 0.f );
::glMultiTexCoord2f( m_diffusetextureunit, 1.f, 0.f ); ::glVertex3f( -size, -size, 0.f );
::glMultiTexCoord2f( m_diffusetextureunit, 0.f, 1.f ); ::glVertex3f( size, size, 0.f );
::glMultiTexCoord2f( m_diffusetextureunit, 0.f, 0.f ); ::glVertex3f( size, -size, 0.f );
::glEnd();
::glPopMatrix();
}
// moon
{
Bind_Texture( m_moontexture );
glm::vec3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f );
::glColor4f(
mooncolor.r, mooncolor.g, mooncolor.b,
// fade the moon if it's near the sun in the sky, especially during the day
std::max<float>(
0.f,
1.0
- 0.5 * Global.fLuminance
- 0.65 * std::max( 0.f, glm::dot( Environment->m_sun.getDirection(), Environment->m_moon.getDirection() ) ) )
* fogfactor );
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 = interpolate( // TODO: expose distance/scale factor from the moon object
0.0175f,
0.015f,
clamp( Environment->m_moon.getAngle(), 0.f, 90.f ) / 90.f );
// 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 );
::glMultiTexCoord2f( m_diffusetextureunit, moonu, moonv ); ::glVertex3f( -size, size, 0.0f );
::glMultiTexCoord2f( m_diffusetextureunit, moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f );
::glMultiTexCoord2f( m_diffusetextureunit, moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f );
::glMultiTexCoord2f( m_diffusetextureunit, moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
::glPopAttrib();
m_sunlight.apply_angle();
m_sunlight.apply_intensity();
// clouds
if( Environment->m_clouds.mdCloud ) {
// setup
Disable_Lights();
::glEnable( GL_LIGHTING );
::glEnable( GL_LIGHT0 ); // other lights will be enabled during lights update
::glLightModelfv(
GL_LIGHT_MODEL_AMBIENT,
glm::value_ptr(
interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
* interpolate( 1.f, 0.35f, Global.Overcast / 2.f ) // overcast darkens the clouds
* 0.5f // arbitrary adjustment factor
) );
// render
Render( Environment->m_clouds.mdCloud, nullptr, 100.0 );
Render_Alpha( Environment->m_clouds.mdCloud, nullptr, 100.0 );
// post-render cleanup
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( colors::none ) );
::glDisable( GL_LIGHTING );
}
::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
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 ) {
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, 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( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) {
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 );
}
void
opengl_renderer::Bind_Material( material_handle const Material ) {
auto const &material = m_materials.material( Material );
if( false == Global.BasicRenderer ) {
m_textures.bind( textureunit::normals, material.texture2 );
}
m_textures.bind( textureunit::diffuse, material.texture1 );
}
opengl_material const &
opengl_renderer::Material( material_handle const Material ) const {
return m_materials.material( Material );
}
// texture methods
void
opengl_renderer::select_unit( GLint const Textureunit ) {
return m_textures.unit( Textureunit );
}
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( textureunit::diffuse, 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 ) );
if( EditorModeFlag ) {
// when editor mode is active calculate world position of the cursor
// at this stage the z-buffer is filled with only ground geometry
Update_Mouse_Position();
}
// draw queue is filled while rendering sections
Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) );
break;
}
case rendermode::shadows:
case rendermode::pickscenery: {
// these render modes don't bother with lights
Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) );
// they can also skip queue sorting, as they only deal with opaque geometry
// NOTE: there's benefit from rendering front-to-back, but is it significant enough? TODO: investigate
Render( std::begin( m_cellqueue ), std::end( m_cellqueue ) );
break;
}
case rendermode::reflections: {
// for the time being reflections render only terrain geometry
Render( std::begin( m_sectionqueue ), std::end( m_sectionqueue ) );
break;
}
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: {
// experimental, for shadows render both back and front faces, to supply back faces of the 'forest strips'
::glDisable( GL_CULL_FACE );
break; }
case rendermode::pickscenery: {
// non-interactive scenery elements get neutral colour
::glColor3fv( glm::value_ptr( colors::none ) );
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 ) );
#ifdef EU07_USE_DEBUG_CULLING
// debug
::glLineWidth( 2.f );
float const width = cell->m_area.radius;
float const height = cell->m_area.radius * 0.2f;
glDisable( GL_LIGHTING );
glDisable( GL_TEXTURE_2D );
glColor3ub( 255, 128, 128 );
glBegin( GL_LINE_LOOP );
glVertex3f( -width, height, width );
glVertex3f( -width, height, -width );
glVertex3f( width, height, -width );
glVertex3f( width, height, width );
glEnd();
glBegin( GL_LINE_LOOP );
glVertex3f( -width, 0, width );
glVertex3f( -width, 0, -width );
glVertex3f( width, 0, -width );
glVertex3f( width, 0, width );
glEnd();
glBegin( GL_LINES );
glVertex3f( -width, height, width ); glVertex3f( -width, 0, width );
glVertex3f( -width, height, -width ); glVertex3f( -width, 0, -width );
glVertex3f( width, height, -width ); glVertex3f( width, 0, -width );
glVertex3f( width, height, width ); glVertex3f( width, 0, width );
glEnd();
glColor3ub( 255, 255, 255 );
glEnable( GL_TEXTURE_2D );
glEnable( GL_LIGHTING );
glLineWidth( 1.f );
#endif
// post-render cleanup
::glPopMatrix();
break;
}
case rendermode::shadows: {
// 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
Render( std::begin( cell->m_paths ), std::end( cell->m_paths ) );
// post-render cleanup
::glPopMatrix();
break;
}
case rendermode::pickscenery: {
// same procedure like with regular render, but editor-enabled nodes receive custom colour used for picking
// 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
// non-interactive scenery elements get neutral colour
::glColor3fv( glm::value_ptr( colors::none ) );
for( auto const &shape : cell->m_shapesopaque ) { Render( shape, false ); }
// tracks
for( auto *path : cell->m_paths ) {
::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) );
Render( path );
}
// post-render cleanup
::glPopMatrix();
break;
}
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 );
}
}
// memcells
if( ( EditorModeFlag )
&& ( DebugModeFlag ) ) {
::glPushAttrib( GL_ENABLE_BIT );
::glDisable( GL_TEXTURE_2D );
::glColor3f( 0.36f, 0.75f, 0.35f );
for( auto *memorycell : cell->m_memorycells ) {
Render( memorycell );
}
::glPopAttrib();
}
break;
}
case rendermode::pickscenery: {
// opaque parts of instanced models
// same procedure like with regular render, but each node receives custom colour used for picking
for( auto *instance : cell->m_instancesopaque ) {
::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) );
Render( instance );
}
// memcells
if( ( EditorModeFlag )
&& ( DebugModeFlag ) ) {
for( auto *memorycell : cell->m_memorycells ) {
::glColor3fv( glm::value_ptr( pick_color( m_picksceneryitems.size() + 1 ) ) );
Render( memorycell );
}
}
// vehicles aren't included in scenery picking for the time being
break;
}
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
}
}
++first;
}
#ifdef EU07_USE_DEBUG_SOUNDEMITTERS
// sound emitters
if( DebugModeFlag ) {
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
::glPushAttrib( GL_ENABLE_BIT );
::glDisable( GL_TEXTURE_2D );
::glColor3f( 0.36f, 0.75f, 0.35f );
for( auto const &audiosource : audio::renderer.m_sources ) {
::glPushMatrix();
auto const position = audiosource.properties.location - m_renderpass.camera.position();
::glTranslated( position.x, position.y, position.z );
::gluSphere( m_quadric, 0.1, 4, 2 );
::glPopMatrix();
}
::glPopAttrib();
break;
}
default: {
break;
}
}
}
#endif
}
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.pCamera.Pos ) / 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: {
::glColor3fv( glm::value_ptr( data.lighting.diffuse ) );
/*
// NOTE: ambient component is set by diffuse component
// NOTE: for the time being non-instanced shapes are rendered without specular component due to wrong/arbitrary values set in legacy scenarios
// TBD, TODO: find a way to resolve this with the least amount of tears?
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( data.lighting.specular * m_sunlight.specular.a * m_specularopaquescalefactor ) );
*/
break;
}
// 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
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: {
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
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: {
// add the node to the pick list
m_picksceneryitems.emplace_back( Instance );
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 ) {
Dynamic->renderme = m_renderpass.camera.visible( Dynamic );
if( false == Dynamic->renderme ) {
return false;
}
// debug data
++m_debugstats.dynamics;
// setup
TSubModel::iInstance = reinterpret_cast<std::uintptr_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: {
squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
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
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Dynamic->InteriorLightLevel ) );
}
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( m_baseambient ) );
}
}
}
if( Dynamic->mdModel )
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
// post-render cleanup
m_renderspecular = false;
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
m_sunlight.apply_intensity();
}
break;
}
case rendermode::shadows: {
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
}
}
if( Dynamic->mdModel )
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
// post-render cleanup
break;
}
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::uintptr_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
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Dynamic->InteriorLightLevel ) );
}
// 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
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) );
}
break;
}
case rendermode::cabshadows: {
// cab shadowmap mode skips lighting setup and translucent parts
// render
if( true == Alpha ) {
// translucent parts
Render_Alpha( Dynamic->mdKabina, Dynamic->Material(), 0.0 );
}
else {
// opaque parts
Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 );
}
// since the setup is simpler, there's nothing to reset afterwards
break;
}
case rendermode::pickcontrols: {
// control picking mode skips lighting setup and translucent parts
// render
Render( Dynamic->mdKabina, Dynamic->Material(), 0.0 );
// since the setup is simpler, there's nothing to reset afterwards
break;
}
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, glm::vec3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotatef( Angle.y, 0.f, 1.f, 0.f );
if( Angle.x != 0.0 )
::glRotatef( Angle.x, 1.f, 0.f, 0.f );
if( Angle.z != 0.0 )
::glRotatef( Angle.z, 0.f, 0.f, 1.f );
auto const result = Render( Model, Material, Squaredistance );
::glPopMatrix();
return result;
}
void
opengl_renderer::Render( TSubModel *Submodel ) {
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 != TAnimType::at_None )
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
if( true == m_renderspecular ) {
::glEnable( GL_NORMALIZE );
}
#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 );
}
// ...colors...
if( Submodel->fVisible < 1.f ) {
// setup
::glAlphaFunc( GL_GREATER, 0.f );
::glEnable( GL_BLEND );
::glColor4f(
Submodel->f4Diffuse.r,
Submodel->f4Diffuse.g,
Submodel->f4Diffuse.b,
Submodel->fVisible );
}
else {
::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub
}
// ...specular...
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
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_specularopaquescalefactor ) );
::glEnable( GL_RESCALE_NORMAL );
}
// ...luminance
auto const unitstate = m_unitstate;
if( Global.fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( Submodel->f4Diffuse * Submodel->f4Emision.a ) );
// disable shadows so they don't obstruct self-lit items
/*
setup_shadow_color( colors::white );
*/
switch_units( unitstate.diffuse, false, false );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
/*
if( DebugModeFlag ) {
auto const & vertices { m_geometry.vertices( Submodel->m_geometry ) };
::glBegin( GL_LINES );
for( auto const &vertex : vertices ) {
::glVertex3fv( glm::value_ptr( vertex.position ) );
::glVertex3fv( glm::value_ptr( vertex.position + vertex.normal * 0.2f ) );
}
::glEnd();
}
*/
// post-draw reset
if( Submodel->fVisible < 1.f ) {
::glAlphaFunc( GL_GREATER, 0.5f );
::glDisable( GL_BLEND );
}
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) );
}
if( Global.fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections );
}
#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
if( true == m_renderspecular ) {
::glDisable( GL_NORMALIZE );
}
#endif
break;
}
case rendermode::shadows:
case rendermode::cabshadows:
case rendermode::pickscenery: {
// scenery picking and shadow both use enforced colour and no frills
// 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 );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
break;
}
case rendermode::pickcontrols: {
// material configuration:
// control picking applies individual colour for each submodel
m_pickcontrolsitems.emplace_back( Submodel );
::glColor3fv( glm::value_ptr( pick_color( m_pickcontrolsitems.size() ) ) );
// textures...
if( Submodel->m_material < 0 ) { // zmienialne skóry
Bind_Material( Submodel->ReplacableSkinId[ -Submodel->m_material ] );
}
else {
// również 0
Bind_Material( Submodel->m_material );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
break;
}
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 );
lightlevel *= anglefactor;
// 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 ) };
auto const pointsize { std::max( 3.f, 5.f * distancefactor * anglefactor ) };
// additionally reduce light strength for farther sources in rain or snow
if( Global.Overcast > 0.75f ) {
float const precipitationfactor{
interpolate(
interpolate( 1.f, 0.25f, clamp( Global.Overcast * 0.75f - 0.5f, 0.f, 1.f ) ),
1.f,
distancefactor ) };
lightlevel *= precipitationfactor;
}
if( lightlevel > 0.f ) {
// material configuration:
Bind_Material( null_handle );
// limit impact of dense fog on the lights
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / std::min<float>( Global.fFogEnd, m_fogrange * 2 ) ) );
::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
::glDisable( GL_LIGHTING );
::glEnable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.f );
::glPushMatrix();
::glLoadIdentity();
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
auto const unitstate = m_unitstate;
switch_units( m_unitstate.diffuse, false, false );
auto const *lightcolor {
Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override
glm::value_ptr( Submodel->f4Diffuse ) :
glm::value_ptr( Submodel->DiffuseOverride ) };
// main draw call
if( Global.Overcast > 1.f ) {
// fake fog halo
float const fogfactor {
interpolate(
2.f, 1.f,
clamp<float>( Global.fFogEnd / 2000, 0.f, 1.f ) )
* std::max( 1.f, Global.Overcast ) };
::glPointSize( pointsize * fogfactor );
::glColor4f(
lightcolor[ 0 ],
lightcolor[ 1 ],
lightcolor[ 2 ],
Submodel->fVisible * std::min( 1.f, lightlevel ) * 0.5f );
::glDepthMask( GL_FALSE );
m_geometry.draw( Submodel->m_geometry );
::glDepthMask( GL_TRUE );
}
::glPointSize( pointsize );
::glColor4f(
lightcolor[ 0 ],
lightcolor[ 1 ],
lightcolor[ 2 ],
Submodel->fVisible * std::min( 1.f, lightlevel ) );
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections );
::glPopMatrix();
::glPopAttrib();
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / m_fogrange ) );
}
}
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 ) {
// material configuration:
::glPushAttrib( GL_ENABLE_BIT );
Bind_Material( null_handle );
::glDisable( GL_LIGHTING );
// main draw call
m_geometry.draw( Submodel->m_geometry, gfx::color_streams );
// post-draw reset
::glPopAttrib();
}
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 )
&& ( ( Track->eType != tt_Switch )
|| ( Track->SwitchExtension->m_material3 == 0 ) ) ) {
return;
}
if( false == Track->m_visible ) {
return;
}
++m_debugstats.paths;
++m_debugstats.drawcalls;
switch( m_renderpass.draw_mode ) {
// single path pieces are rendererd in pick scenery mode only
case rendermode::pickscenery: {
// add the node to the pick list
m_picksceneryitems.emplace_back( Track );
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 ) );
}
if( ( Track->eType == tt_Switch )
&& ( Track->SwitchExtension->m_material3 != 0 ) ) {
Bind_Material( Track->SwitchExtension->m_material3 );
m_geometry.draw( Track->SwitchExtension->Geometry3 );
}
break;
}
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 ) {
::glColor3fv( glm::value_ptr( colors::white ) );
// 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
::glDisable( GL_CULL_FACE );
break;
}
default: {
break;
}
}
// TODO: render auto generated trackbeds together with regular trackbeds in pass 1, and all rails in pass 2
// 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: {
if( ( std::abs( track->fTexHeight1 ) < 0.35f )
|| ( track->iCategoryFlag != 2 ) ) {
// shadows are only calculated for high enough roads, typically meaning track platforms
continue;
}
Bind_Material( track->m_material1 );
m_geometry.draw( std::begin( track->Geometry1 ), std::end( track->Geometry1 ) );
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: {
if( ( std::abs( track->fTexHeight1 ) < 0.35f )
|| ( ( track->iCategoryFlag == 1 )
&& ( track->eType != tt_Normal ) ) ) {
// shadows are only calculated for high enough trackbeds
continue;
}
Bind_Material( track->m_material2 );
m_geometry.draw( std::begin( track->Geometry2 ), std::end( track->Geometry2 ) );
break;
}
case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach
case rendermode::pickcontrols:
default: {
break;
}
}
}
// third pass, material 3
for( auto first { First }; first != Last; ++first ) {
auto const track { *first };
if( track->eType != tt_Switch ) {
continue;
}
if( track->SwitchExtension->m_material3 == 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->SwitchExtension->m_material3 );
m_geometry.draw( track->SwitchExtension->Geometry3 );
if( track->eEnvironment != e_flat ) {
// restore default lighting
setup_environment_light();
}
break;
}
case rendermode::shadows: {
if( ( std::abs( track->fTexHeight1 ) < 0.35f )
|| ( ( track->iCategoryFlag == 1 )
&& ( track->eType != tt_Normal ) ) ) {
// shadows are only calculated for high enough trackbeds
continue;
}
Bind_Material( track->SwitchExtension->m_material3 );
m_geometry.draw( track->SwitchExtension->Geometry3 );
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:
case rendermode::shadows: {
::gluSphere( m_quadric, 0.35, 4, 2 );
break;
}
case rendermode::pickscenery: {
// add the node to the pick list
m_picksceneryitems.emplace_back( Memcell );
::gluSphere( m_quadric, 0.35, 4, 2 );
break;
}
case rendermode::reflections:
case rendermode::pickcontrols: {
break;
}
default: {
break;
}
}
::glPopMatrix();
}
void
opengl_renderer::Render_precipitation() {
if( Global.Overcast <= 1.f ) { return; }
switch_units( true, false, false );
// ::glColor4fv( glm::value_ptr( glm::vec4( glm::min( glm::vec3( Global.fLuminance ), glm::vec3( 1 ) ), 1 ) ) );
::glColor4fv(
glm::value_ptr(
interpolate(
0.5f * ( Global.DayLight.diffuse + Global.DayLight.ambient ),
colors::white,
0.5f * clamp<float>( Global.fLuminance, 0.f, 1.f ) ) ) );
::glPushMatrix();
// tilt the precipitation cone against the velocity vector for crude motion blur
auto const velocity { simulation::Environment.m_precipitation.m_cameramove * -1.0 };
if( glm::length2( velocity ) > 0.0 ) {
auto const forward{ glm::normalize( velocity ) };
auto left { glm::cross( forward, {0.0,1.0,0.0} ) };
auto const rotationangle {
std::min(
45.0,
( FreeFlyModeFlag ?
5 * glm::length( velocity ) :
simulation::Train->Dynamic()->GetVelocity() * 0.2 ) ) };
::glRotated( rotationangle, left.x, 0.0, left.z );
}
if( false == FreeFlyModeFlag ) {
// counter potential vehicle roll
auto const roll { 0.5 * glm::degrees( simulation::Train->Dynamic()->Roll() ) };
if( roll != 0.0 ) {
auto const forward { simulation::Train->Dynamic()->VectorFront() };
auto const vehicledirection = simulation::Train->Dynamic()->DirectionGet();
::glRotated( roll, forward.x, 0.0, forward.z );
}
}
if( Global.Weather == "rain:" ) {
// oddly enough random streaks produce more natural looking rain than ones the eye can follow
::glRotated( Random() * 360, 0.0, 1.0, 0.0 );
}
// TBD: leave lighting on to allow vehicle lights to affect it?
::glDisable( GL_LIGHTING );
// momentarily disable depth write, to allow vehicle cab drawn afterwards to mask it instead of leaving it 'inside'
::glDepthMask( GL_FALSE );
simulation::Environment.m_precipitation.render();
::glDepthMask( GL_TRUE );
::glEnable( GL_LIGHTING );
::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
{
::glDisable( GL_LIGHTING ); // linie nie powinny świecić
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 );
if( !Global.bSmoothTraction ) {
// na liniach kiepsko wygląda - robi gradient
::glDisable( GL_LINE_SMOOTH );
}
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
::glLineWidth( 1.0 );
if( !Global.bSmoothTraction ) {
::glEnable( GL_LINE_SMOOTH );
}
::glPopMatrix();
}
++first;
}
::glEnable( GL_LIGHTING );
}
}
void
opengl_renderer::Render_Alpha( TAnimModel *Instance ) {
if( false == Instance->m_visible ) {
return;
}
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( ( Instance->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
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 ) {
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( ( Traction->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
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
/*
float const linealpha = static_cast<float>(
std::min(
1.25,
5000 * Traction->WireThickness / ( distancesquared + 1.0 ) ) ); // zbyt grube nie są dobre
::glLineWidth( linealpha );
*/
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() ) ) };
::glLineWidth(
clamp(
0.5f * linealpha + Traction->WireThickness * Traction->radius() / 1000.f,
1.f, 1.75f ) );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
::glColor4fv(
glm::value_ptr(
glm::vec4{
Traction->wire_color() /* * ( DebugModeFlag ? 1.f : clamp( m_sunandviewangle, 0.25f, 1.f ) ) */,
linealpha } ) );
// render
m_geometry.draw( Traction->m_geometry );
// debug data
++m_debugstats.traction;
++m_debugstats.drawcalls;
}
void
opengl_renderer::Render_Alpha( scene::lines_node const &Lines ) {
auto const &data { Lines.data() };
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.pCamera.Pos ) / 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
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
::glLineWidth(
clamp(
0.5f * linealpha + data.line_width * data.area.radius / 1000.f,
1.f, 8.f ) );
::glColor4fv(
glm::value_ptr(
glm::vec4{
glm::vec3{ data.lighting.diffuse * m_sunlight.ambient }, // w zaleznosci od koloru swiatla
std::min( 1.f, linealpha ) } ) );
// render
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: {
squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global.pCamera.Pos } } / Global.ZoomFactor ) / Global.fDistanceFactor;
break;
}
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
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( Dynamic->InteriorLight * Dynamic->InteriorLightLevel ) );
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( 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, { 0.f, Dynamic->LoadOffset, 0.f }, {} );
// 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, glm::vec3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotatef( Angle.y, 0.f, 1.f, 0.f );
if( Angle.x != 0.0 )
::glRotatef( Angle.x, 1.f, 0.f, 0.f );
if( Angle.z != 0.0 )
::glRotatef( Angle.z, 0.f, 0.f, 1.f );
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 != TAnimType::at_None )
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
if( true == m_renderspecular ) {
::glEnable( GL_NORMALIZE );
}
#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 );
}
// ...colors...
if( Submodel->fVisible < 1.f ) {
::glColor4f(
Submodel->f4Diffuse.r,
Submodel->f4Diffuse.g,
Submodel->f4Diffuse.b,
Submodel->fVisible );
}
else {
::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub
}
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_speculartranslucentscalefactor ) );
}
// ...luminance
auto const unitstate = m_unitstate;
if( Global.fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( Submodel->f4Diffuse * Submodel->f4Emision.a ) );
// disable shadows so they don't obstruct self-lit items
/*
setup_shadow_color( colors::white );
*/
switch_units( unitstate.diffuse, false, false );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) );
}
if( Global.fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections );
}
#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
if( true == m_renderspecular ) {
::glDisable( GL_NORMALIZE );
}
#endif
break;
}
case rendermode::cabshadows: {
// scenery picking and shadow both use enforced colour and no frills
// 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 );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
break;
}
default: {
break;
}
}
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
if( ( Global.fLuminance < Submodel->fLight ) || ( Global.Overcast > 1.f ) ) {
// 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 ) );
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
// only bother if the viewer is inside the visibility cone
// luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness'
auto glarelevel { clamp(
std::max<float>(
0.6f - Global.fLuminance, // reduce the glare in bright daylight
Global.Overcast - 1.f ), // ensure some glare in rainy/foggy conditions
0.f, 1.f ) };
// view angle attenuation
float const anglefactor { clamp(
( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ),
0.f, 1.f ) };
glarelevel *= anglefactor;
if( glarelevel > 0.0f ) {
// setup
::glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT );
Bind_Texture( m_glaretexture );
::glDisable( GL_LIGHTING );
::glDisable( GL_FOG );
::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 );
auto const *lightcolor {
Submodel->DiffuseOverride.r < 0.f ? // -1 indicates no override
glm::value_ptr( Submodel->f4Diffuse ) :
glm::value_ptr( Submodel->DiffuseOverride ) };
::glColor4f(
lightcolor[ 0 ],
lightcolor[ 1 ],
lightcolor[ 2 ],
Submodel->fVisible * glarelevel );
// 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
*/
// post-render cleanup
switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections );
::glPopMatrix();
::glPopAttrib();
}
}
}
}
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
::ZeroMemory( Submodel->smLetter, 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 *
opengl_renderer::Update_Pick_Control() {
#ifdef EU07_USE_PICKING_FRAMEBUFFER
if( true == m_framebuffersupport ) {
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer );
}
#endif
Render_pass( rendermode::pickcontrols );
// determine point to examine
glm::dvec2 mousepos;
glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
#ifdef EU07_USE_PICKING_FRAMEBUFFER
glm::ivec2 pickbufferpos;
if( true == m_framebuffersupport ) {
// ::glReadBuffer( GL_COLOR_ATTACHMENT0_EXT );
pickbufferpos = glm::ivec2{
mousepos.x * EU07_PICKBUFFERSIZE / std::max( 1, Global.iWindowWidth ),
mousepos.y * EU07_PICKBUFFERSIZE / std::max( 1, Global.iWindowHeight ) };
}
else {
// ::glReadBuffer( GL_BACK );
pickbufferpos = glm::ivec2{ mousepos };
}
#else
// ::glReadBuffer( GL_BACK );
glm::ivec2 pickbufferpos{ mousepos };
#endif
unsigned char pickreadout[4];
::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout );
auto const controlindex = pick_index( glm::ivec3{ pickreadout[ 2 ], pickreadout[ 1 ], pickreadout[ 0 ] } );
TSubModel *control { nullptr };
if( ( controlindex > 0 )
&& ( controlindex <= m_pickcontrolsitems.size() ) ) {
control = m_pickcontrolsitems[ controlindex - 1 ];
}
#ifdef EU07_USE_PICKING_FRAMEBUFFER
if( true == m_framebuffersupport ) {
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
}
#endif
m_pickcontrolitem = control;
return control;
}
scene::basic_node *
opengl_renderer::Update_Pick_Node() {
#ifdef EU07_USE_PICKING_FRAMEBUFFER
if( true == m_framebuffersupport ) {
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer );
}
#endif
Render_pass( rendermode::pickscenery );
// determine point to examine
glm::dvec2 mousepos;
glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
mousepos.y = Global.iWindowHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
#ifdef EU07_USE_PICKING_FRAMEBUFFER
glm::ivec2 pickbufferpos;
if( true == m_framebuffersupport ) {
// ::glReadBuffer( GL_COLOR_ATTACHMENT0_EXT );
pickbufferpos = glm::ivec2{
mousepos.x * EU07_PICKBUFFERSIZE / Global.iWindowWidth,
mousepos.y * EU07_PICKBUFFERSIZE / Global.iWindowHeight
};
}
else {
// ::glReadBuffer( GL_BACK );
pickbufferpos = glm::ivec2{ mousepos };
}
#else
// ::glReadBuffer( GL_BACK );
glm::ivec2 pickbufferpos{ mousepos };
#endif
unsigned char pickreadout[4];
::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout );
auto const nodeindex = pick_index( glm::ivec3{ pickreadout[ 2 ], pickreadout[ 1 ], pickreadout[ 0 ] } );
scene::basic_node *node { nullptr };
if( ( nodeindex > 0 )
&& ( nodeindex <= m_picksceneryitems.size() ) ) {
node = m_picksceneryitems[ nodeindex - 1 ];
}
#ifdef EU07_USE_PICKING_FRAMEBUFFER
if( true == m_framebuffersupport ) {
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
}
#endif
m_picksceneryitem = node;
return node;
}
// converts provided screen coordinates to world coordinates of most recent color pass
glm::dvec3
opengl_renderer::Update_Mouse_Position() {
glm::dvec2 mousepos;
Application.get_cursor_pos( mousepos.x, mousepos.y );
// glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
mousepos.x = clamp<int>( mousepos.x, 0, Global.iWindowWidth - 1 );
mousepos.y = clamp<int>( Global.iWindowHeight - clamp<int>( mousepos.y, 0, Global.iWindowHeight ), 0, Global.iWindowHeight - 1 ) ;
GLfloat pointdepth;
::glReadPixels( mousepos.x, mousepos.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pointdepth );
if( pointdepth < 1.0 ) {
m_worldmousecoordinates =
glm::unProject(
glm::vec3{ mousepos, pointdepth },
glm::mat4{ glm::mat3{ m_colorpass.camera.modelview() } },
m_colorpass.camera.projection(),
glm::vec4{ 0, 0, Global.iWindowWidth, Global.iWindowHeight } );
}
return m_colorpass.camera.position() + glm::dvec3{ m_worldmousecoordinates };
}
void
opengl_renderer::Update( double const Deltatime ) {
/*
m_pickupdateaccumulator += Deltatime;
if( m_updateaccumulator > 0.5 ) {
m_pickupdateaccumulator = 0.0;
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;
}
}
*/
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 == simulation::is_ready ) ) {
// 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 ) {
// 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();
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 ] };
::glLightf( renderlight->id, GL_LINEAR_ATTENUATION, static_cast<GLfloat>( (0.25 * scenelight.count) / std::pow( scenelight.count, 2 ) * (scenelight.owner->DimHeadlights ? 1.25 : 1.0) ) );
::glEnable( renderlight->id );
renderlight->apply_intensity();
renderlight->apply_angle();
++renderlight;
}
while( renderlight != m_lights.end() ) {
// if we went through all scene lights and there's still opengl lights remaining, kill these
::glDisable( renderlight->id );
++renderlight;
}
}
void
opengl_renderer::Disable_Lights() {
for( size_t idx = 0; idx < m_lights.size() + 1; ++idx ) {
::glDisable( GL_LIGHT0 + (int)idx );
}
}
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 );
#ifdef EU07_USEIMGUIIMPLOPENGL2
if( !GLEW_VERSION_1_5 ) {
ErrorLog( "Requires openGL >= 1.5" );
#else
if( !GLEW_VERSION_3_0 ) {
ErrorLog( "Requires openGL >= 3.0" );
#endif
return false;
}
WriteLog( "Supported extensions: " + std::string((char *)glGetString( GL_EXTENSIONS )) );
WriteLog( std::string("Render path: ") + ( Global.bUseVBO ? "VBO" : "Display lists" ) );
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" );
}
// cap the number of supported lights based on hardware
{
GLint maxlights;
::glGetIntegerv( GL_MAX_LIGHTS, &maxlights );
Global.DynamicLightCount = std::min( Global.DynamicLightCount, maxlights - 1 );
WriteLog( "Dynamic light amount capped at " + std::to_string( Global.DynamicLightCount ) + " (" + std::to_string(maxlights) + " lights total supported by the gfx card)" );
}
// select renderer mode
if( true == Global.BasicRenderer ) {
WriteLog( "Basic renderer selected, shadow and reflection mapping will be disabled" );
Global.RenderShadows = false;
m_diffusetextureunit = GL_TEXTURE0;
m_helpertextureunit = -1;
m_shadowtextureunit = -1;
m_normaltextureunit = -1;
}
else {
GLint maxtextureunits;
::glGetIntegerv( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits );
if( maxtextureunits < 4 ) {
WriteLog( "Less than 4 texture units, shadow and reflection mapping will be disabled" );
Global.BasicRenderer = true;
Global.RenderShadows = false;
m_diffusetextureunit = GL_TEXTURE0;
m_helpertextureunit = -1;
m_shadowtextureunit = -1;
m_normaltextureunit = -1;
}
}
if( Global.iMultisampling ) {
WriteLog( "Using multisampling x" + std::to_string( 1 << Global.iMultisampling ) );
}
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 );
}
//---------------------------------------------------------------------------