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maszyna/renderer.cpp

1676 lines
64 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "renderer.h"
#include "globals.h"
#include "timer.h"
#include "world.h"
#include "data.h"
#include "dynobj.h"
#include "animmodel.h"
#include "traction.h"
#include "uilayer.h"
#include "logs.h"
#include "usefull.h"
opengl_renderer GfxRenderer;
extern TWorld World;
// returns true if specified object is within camera frustum, false otherwise
bool
opengl_camera::visible( bounding_area const &Area ) const {
return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.0f );
}
bool
opengl_camera::visible( TDynamicObject const *Dynamic ) const {
// sphere test is faster than AABB, so we'll use it here
glm::vec3 diagonal(
static_cast<float>( Dynamic->MoverParameters->Dim.L ),
static_cast<float>( Dynamic->MoverParameters->Dim.H ),
static_cast<float>( Dynamic->MoverParameters->Dim.W ) );
float const radius = glm::length( diagonal ) * 0.5f;
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
}
bool
opengl_renderer::Init( GLFWwindow *Window ) {
if( false == Init_caps() ) {
return false;
}
m_window = Window;
glClearDepth( 1.0f );
glClearColor( 51.0f / 255.0f, 102.0f / 255.0f, 85.0f / 255.0f, 1.0f ); // initial background Color
glPolygonMode( GL_FRONT, GL_FILL );
glFrontFace( GL_CCW ); // Counter clock-wise polygons face out
glEnable( GL_CULL_FACE ); // Cull back-facing triangles
glShadeModel( GL_SMOOTH ); // Enable Smooth Shading
glEnable( GL_DEPTH_TEST );
glAlphaFunc( GL_GREATER, 0.04f );
glEnable( GL_ALPHA_TEST );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
glEnable( GL_TEXTURE_2D ); // Enable Texture Mapping
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glLineWidth( 1.0f );
glPointSize( 3.0f );
glEnable( GL_POINT_SMOOTH );
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
// setup lighting
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
Global::DayLight.id = opengl_renderer::sunlight;
// directional light
// TODO, TBD: test omni-directional variant
Global::DayLight.position[ 3 ] = 1.0f;
::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0f );
// 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;
// create dynamic light pool
for( int idx = 0; idx < Global::DynamicLightCount; ++idx ) {
opengl_light light;
light.id = GL_LIGHT1 + idx;
light.position[ 3 ] = 1.0f;
::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 );
m_lights.emplace_back( light );
}
// preload some common textures
WriteLog( "Loading common gfx data..." );
m_glaretextureid = GetTextureId( "fx\\lightglare", szTexturePath );
m_suntextureid = GetTextureId( "fx\\sun", szTexturePath );
m_moontextureid = GetTextureId( "fx\\moon", szTexturePath );
WriteLog( "...gfx data pre-loading done" );
// prepare debug mode objects
m_quadric = gluNewQuadric();
gluQuadricNormals( m_quadric, GLU_FLAT );
return true;
}
bool
opengl_renderer::Render() {
auto timestart = std::chrono::steady_clock::now();
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
::glDepthFunc( GL_LEQUAL );
::glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
::gluPerspective(
Global::FieldOfView / Global::ZoomFactor,
std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
0.1f * Global::ZoomFactor,
m_drawrange * Global::fDistanceFactor );
::glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
::glLoadIdentity();
if( World.InitPerformed() ) {
glm::dmat4 worldcamera;
World.Camera.SetMatrix( worldcamera );
m_camera.update_frustum( OpenGLMatrices.data( GL_PROJECTION ), worldcamera );
// frustum tests are performed in 'world space' but after we set up frustum
// we no longer need camera translation, only rotation
::glMultMatrixd( glm::value_ptr( glm::dmat4( glm::dmat3( worldcamera ))));
Render( &World.Environment );
Render( &World.Ground );
World.Render_Cab();
// accumulate last 20 frames worth of render time (cap at 1000 fps to prevent calculations going awry)
m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
}
UILayer.render();
glfwSwapBuffers( m_window );
return true; // for now always succeed
}
bool
opengl_renderer::Render( world_environment *Environment ) {
if( Global::bWireFrame ) {
// bez nieba w trybie rysowania linii
return false;
}
Bind( 0 );
::glDisable( GL_LIGHTING );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
::glPushMatrix();
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
::glFogfv( GL_FOG_COLOR, Global::FogColor );
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / Global::fFogEnd ) );
::glEnable( GL_FOG );
}
else { ::glDisable( GL_FOG ); }
Environment->m_skydome.Render();
Environment->m_stars.render();
float const duskfactor = 1.0f - clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
float3 suncolor = interpolate(
float3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
float3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
duskfactor );
if( DebugModeFlag == true ) {
// mark sun position for easier debugging
Environment->m_sun.render();
Environment->m_moon.render();
}
// render actual sun and moon
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
::glDisable( GL_LIGHTING );
::glDisable( GL_ALPHA_TEST );
::glEnable( GL_BLEND );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
// sun
{
Bind( m_suntextureid );
::glColor4f( suncolor.x, suncolor.y, suncolor.z, 1.0f );
auto const sunvector = Environment->m_sun.getDirection();
auto const sunposition = modelview * glm::vec4( sunvector.x, sunvector.y, sunvector.z, 1.0f );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( sunposition.x, sunposition.y, sunposition.z ); // początek układu zostaje bez zmian
float const size = 0.045f;
::glBegin( GL_TRIANGLE_STRIP );
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
// moon
{
Bind( m_moontextureid );
float3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f );
::glColor4f( mooncolor.x, mooncolor.y, mooncolor.z, static_cast<GLfloat>( 1.0 - Global::fLuminance * 0.5 ) );
auto const moonvector = Environment->m_moon.getDirection();
auto const moonposition = modelview * glm::vec4( moonvector.x, moonvector.y, moonvector.z, 1.0f );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( moonposition.x, moonposition.y, moonposition.z );
float const size = 0.02f; // TODO: expose distance/scale factor from the moon object
// choose the moon appearance variant, based on current moon phase
// NOTE: implementation specific, 8 variants are laid out in 3x3 arrangement
// from new moon onwards, top left to right bottom (last spot is left for future use, if any)
auto const moonphase = Environment->m_moon.getPhase();
float moonu, moonv;
if( moonphase < 1.84566f ) { moonv = 1.0f - 0.0f; moonu = 0.0f; }
else if( moonphase < 5.53699f ) { moonv = 1.0f - 0.0f; moonu = 0.333f; }
else if( moonphase < 9.22831f ) { moonv = 1.0f - 0.0f; moonu = 0.667f; }
else if( moonphase < 12.91963f ) { moonv = 1.0f - 0.333f; moonu = 0.0f; }
else if( moonphase < 16.61096f ) { moonv = 1.0f - 0.333f; moonu = 0.333f; }
else if( moonphase < 20.30228f ) { moonv = 1.0f - 0.333f; moonu = 0.667f; }
else if( moonphase < 23.99361f ) { moonv = 1.0f - 0.667f; moonu = 0.0f; }
else if( moonphase < 27.68493f ) { moonv = 1.0f - 0.667f; moonu = 0.333f; }
else { moonv = 1.0f - 0.0f; moonu = 0.0f; }
::glBegin( GL_TRIANGLE_STRIP );
::glTexCoord2f( moonu, moonv ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( moonu, moonv - 0.333f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( moonu + 0.333f, moonv ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( moonu + 0.333f, moonv - 0.333f ); ::glVertex3f( size, -size, 0.0f );
::glEnd();
::glPopMatrix();
}
::glPopAttrib();
// clouds
Environment->m_clouds.Render(
interpolate( Environment->m_skydome.GetAverageColor(), suncolor, duskfactor * 0.25f )
* ( 1.0f - Global::Overcast * 0.5f ) // overcast darkens the clouds
* 2.5f ); // arbitrary adjustment factor
Global::DayLight.apply_angle();
Global::DayLight.apply_intensity();
::glPopMatrix();
::glDepthMask( GL_TRUE );
::glEnable( GL_DEPTH_TEST );
::glEnable( GL_LIGHTING );
return true;
}
// geometry methods
// creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
opengl_renderer::Create_Bank() {
return m_geometry.create_bank();
}
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
opengl_renderer::Insert( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type ) {
return m_geometry.create_chunk( Vertices, Geometry, Type );
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
opengl_renderer::Replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset ) {
return m_geometry.replace( Vertices, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
opengl_renderer::Append( vertex_array &Vertices, geometry_handle const &Geometry ) {
return m_geometry.append( Vertices, Geometry );
}
// provides direct access to vertex data of specfied chunk
vertex_array const &
opengl_renderer::Vertices( geometry_handle const &Geometry ) const {
return m_geometry.vertices( Geometry );
}
// texture methods
texture_handle
opengl_renderer::GetTextureId( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
return m_textures.create( Filename, Dir, Filter, Loadnow );
}
void
opengl_renderer::Bind( texture_handle const Texture ) {
// temporary until we separate the renderer
m_textures.bind( Texture );
}
opengl_texture &
opengl_renderer::Texture( texture_handle const Texture ) {
return m_textures.texture( Texture );
}
bool
opengl_renderer::Render( TGround *Ground ) {
::glEnable( GL_LIGHTING );
::glDisable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.50f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
::glColor3f( 1.0f, 1.0f, 1.0f );
++TGroundRect::iFrameNumber; // zwięszenie licznika ramek (do usuwniania nadanimacji)
Update_Lights( Ground->m_lights );
/*
glm::vec3 const cameraposition( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
int const camerax = static_cast<int>( std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2 );
int const cameraz = static_cast<int>( std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2 );
int const segmentcount = 2 * static_cast<int>(std::ceil( m_drawrange * Global::fDistanceFactor / 1000.0f ));
int const originx = std::max( 0, camerax - segmentcount / 2 );
int const originz = std::max( 0, cameraz - segmentcount / 2 );
for( int column = originx; column <= originx + segmentcount; ++column ) {
for( int row = originz; row <= originz + segmentcount; ++row ) {
auto *rectangle = &Ground->Rects[ column ][ row ];
if( m_camera.visible( rectangle->m_area ) ) {
Render( rectangle );
}
}
}
*/
Ground->CameraDirection.x = std::sin( Global::pCameraRotation ); // wektor kierunkowy
Ground->CameraDirection.z = std::cos( Global::pCameraRotation );
TGroundNode *node;
// rednerowanie globalnych (nie za często?)
for( node = Ground->srGlobal.nRenderHidden; node; node = node->nNext3 ) {
node->RenderHidden();
}
// renderowanie czołgowe dla obiektów aktywnych a niewidocznych
int n = 2 * iNumSubRects; //(2*==2km) promień wyświetlanej mapy w sektorach
int c = Ground->GetColFromX( Global::pCameraPosition.x );
int r = Ground->GetRowFromZ( Global::pCameraPosition.z );
TSubRect *tmp;
int i, j, k;
for( j = r - n; j <= r + n; j++ ) {
for( i = c - n; i <= c + n; i++ ) {
if( ( tmp = Ground->FastGetSubRect( i, j ) ) != nullptr ) {
// oznaczanie aktywnych sektorów
tmp->LoadNodes();
for( node = tmp->nRenderHidden; node; node = node->nNext3 ) {
node->RenderHidden();
}
// jeszcze dźwięki pojazdów by się przydały, również niewidocznych
tmp->RenderSounds();
}
}
}
// renderowanie progresywne - zależne od FPS oraz kierunku patrzenia
// pre-calculate camera view span
double const fieldofviewcosine =
std::cos(
std::max(
// vertical...
Global::FieldOfView / Global::ZoomFactor,
// ...or horizontal, whichever is bigger
Global::FieldOfView / Global::ZoomFactor
* std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ) ) );
Ground->iRendered = 0; // ilość renderowanych sektorów
Math3D::vector3 direction;
for( k = 0; k < Global::iSegmentsRendered; ++k ) // sektory w kolejności odległości
{ // przerobione na użycie SectorOrder
i = SectorOrder[ k ].x; // na starcie oba >=0
j = SectorOrder[ k ].y;
do {
// pierwszy przebieg: j<=0, i>=0; drugi: j>=0, i<=0; trzeci: j<=0, i<=0 czwarty: j>=0, i>=0;
if( j <= 0 )
i = -i;
j = -j; // i oraz j musi być zmienione wcześniej, żeby continue działało
direction = Math3D::vector3( i, 0, j ); // wektor od kamery do danego sektora
if( Math3D::LengthSquared3( direction ) > 5 ) // te blisko są zawsze wyświetlane
{
direction = Math3D::SafeNormalize( direction ); // normalizacja
if( Ground->CameraDirection.x * direction.x + Ground->CameraDirection.z * direction.z < 0.5 )
continue; // pomijanie sektorów poza kątem patrzenia
}
// kwadrat kilometrowy nie zawsze, bo szkoda FPS
Render( &Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ] );
if( ( tmp = Ground->FastGetSubRect( i + c, j + r ) ) != nullptr ) {
if( tmp->iNodeCount ) {
// o ile są jakieś obiekty, bo po co puste sektory przelatywać
Ground->pRendered[ Ground->iRendered++ ] = tmp; // tworzenie listy sektorów do renderowania
}
}
} while( ( i < 0 ) || ( j < 0 ) ); // są 4 przypadki, oprócz i=j=0
}
// dodać renderowanie terenu z E3D - jedno VBO jest używane dla całego modelu, chyba że jest ich więcej
if( Global::bUseVBO ) {
if( Global::pTerrainCompact ) {
Global::pTerrainCompact->TerrainRenderVBO( TGroundRect::iFrameNumber );
}
}
// renderowanie nieprzezroczystych
for( i = 0; i < Ground->iRendered; ++i ) {
Render( Ground->pRendered[ i ] );
}
// regular render takes care of all solid geometry present in the scene, thus we can launch alpha parts render here
return Render_Alpha( Ground );
}
// TODO: unify ground render code, until then old version is in place
#define EU07_USE_OLD_RENDERCODE
bool
opengl_renderer::Render( TGroundRect *Groundcell ) {
::glPushMatrix();
auto const &cellorigin = Groundcell->m_area.center;
// TODO: unify all math objects
auto const originoffset = Math3D::vector3( cellorigin.x, cellorigin.y, cellorigin.z ) - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
bool result{ false }; // will be true if we do any rendering
// TODO: unify render paths
if( Global::bUseVBO ) {
if ( Groundcell->iLastDisplay != Groundcell->iFrameNumber)
{ // tylko jezeli dany kwadrat nie był jeszcze renderowany
Groundcell->LoadNodes(); // ewentualne tworzenie siatek
if ( Groundcell->nRenderRect && Groundcell->StartVBO())
{
for (TGroundNode *node = Groundcell->nRenderRect; node; node = node->nNext3) // następny tej grupy
#ifdef EU07_USE_OLD_RENDERCODE
node->RaRenderVBO(); // nieprzezroczyste trójkąty kwadratu kilometrowego
#else
Render( node ); // nieprzezroczyste trójkąty kwadratu kilometrowego
#endif
Groundcell->EndVBO();
Groundcell->iLastDisplay = Groundcell->iFrameNumber;
result = true;
}
if ( Groundcell->nTerrain)
Groundcell->nTerrain->smTerrain->iVisible = Groundcell->iFrameNumber; // ma się wyświetlić w tej ramce
}
::glPopMatrix();
}
else {
#ifdef EU07_USE_OLD_RENDERCODE
if (Groundcell->iLastDisplay != Groundcell->iFrameNumber)
{ // tylko jezeli dany kwadrat nie był jeszcze renderowany
// for (TGroundNode* node=pRender;node;node=node->pNext3)
// node->Render(); //nieprzezroczyste trójkąty kwadratu kilometrowego
if ( Groundcell->nRender)
{ //łączenie trójkątów w jedną listę - trochę wioska
if (!Groundcell->nRender->DisplayListID || ( Groundcell->nRender->iVersion != Global::iReCompile))
{ // jeżeli nie skompilowany, kompilujemy wszystkie trójkąty w jeden
Groundcell->nRender->fSquareRadius = 5000.0 * 5000.0; // aby agregat nigdy nie znikał
Groundcell->nRender->DisplayListID = glGenLists(1);
glNewList( Groundcell->nRender->DisplayListID, GL_COMPILE);
Groundcell->nRender->iVersion = Global::iReCompile; // aktualna wersja siatek
auto const origin = Math3D::vector3( Groundcell->m_area.center.x, Groundcell->m_area.center.y, Groundcell->m_area.center.z );
for (TGroundNode *node = Groundcell->nRender; node; node = node->nNext3) // następny tej grupy
node->Compile(origin, true);
glEndList();
}
Render( Groundcell->nRender ); // nieprzezroczyste trójkąty kwadratu kilometrowego
}
// submodels geometry is world-centric, so at least for the time being we need to pop the stack early
::glPopMatrix();
if( Groundcell->nRootMesh ) {
Render( Groundcell->nRootMesh );
}
Groundcell->iLastDisplay = Groundcell->iFrameNumber; // drugi raz nie potrzeba
result = true;
}
else {
::glPopMatrix();
}
#else
if( iLastDisplay != iFrameNumber ) { // tylko jezeli dany kwadrat nie był jeszcze renderowany
LoadNodes(); // ewentualne tworzenie siatek
if( nRenderRect ) {
for( TGroundNode *node = nRenderRect; node; node = node->nNext3 ) // następny tej grupy
Render( node ); // nieprzezroczyste trójkąty kwadratu kilometrowego
}
if( nRootMesh )
Render( nRootMesh );
iLastDisplay = iFrameNumber;
}
#endif
}
return result;
}
#undef EU07_USE_OLD_RENDERCODE
bool
opengl_renderer::Render( TSubRect *Groundsubcell ) {
Groundsubcell->RaAnimate(); // przeliczenia animacji torów w sektorze
TGroundNode *node;
// nieprzezroczyste obiekty terenu
if( Global::bUseVBO ) {
// vbo render path
if( Groundsubcell->StartVBO() ) {
for( node = Groundsubcell->nRenderRect; node; node = node->nNext3 ) {
if( node->iVboPtr >= 0 ) {
Render( node );
}
}
Groundsubcell->EndVBO();
}
}
else {
// display list render path
for( node = Groundsubcell->nRenderRect; node; node = node->nNext3 ) {
Render( node ); // nieprzezroczyste obiekty terenu
}
}
// nieprzezroczyste obiekty (oprócz pojazdów)
for( node = Groundsubcell->nRender; node; node = node->nNext3 )
Render( node );
// nieprzezroczyste z mieszanych modeli
for( node = Groundsubcell->nRenderMixed; node; node = node->nNext3 )
Render( node );
// nieprzezroczyste fragmenty pojazdów na torach
for( int j = 0; j < Groundsubcell->iTracks; ++j )
Groundsubcell->tTracks[ j ]->RenderDyn();
#ifdef EU07_SCENERY_EDITOR
// memcells
if( DebugModeFlag ) {
for( auto const memcell : m_memcells ) {
memcell->RenderDL();
}
}
#endif
return true;
}
bool
opengl_renderer::Render( TGroundNode *Node ) {
Node->SetLastUsage( Timer::GetSimulationTime() );
switch (Node->iType)
{ // obiekty renderowane niezależnie od odległości
case TP_SUBMODEL:
::glPushMatrix();
auto const originoffset = Node->pCenter - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
TSubModel::fSquareDist = 0;
Render( Node->smTerrain );
::glPopMatrix();
return true;
}
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
return false;
}
switch (Node->iType)
{
case TP_TRACK: {
if( Global::bUseVBO && ( Node->iNumVerts <= 0 ) ) {
return false;
}
// setup
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// TODO: unify the render code after generic buffers are in place
if( Global::bUseVBO ) {
// vbo render path
Node->pTrack->RaRenderVBO( Node->iVboPtr );
}
else {
// display list render path
Node->pTrack->Render();
}
// post-render cleanup
::glPopMatrix();
return true;
}
case TP_MODEL: {
Node->Model->Render( Node->pCenter - Global::pCameraPosition );
return true;
}
case TP_MEMCELL: {
GfxRenderer.Render( Node->MemCell );
return true;
}
}
// TODO: sprawdzic czy jest potrzebny warunek fLineThickness < 0
if( ( Node->iFlags & 0x10 )
|| ( Node->fLineThickness < 0 ) ) {
// TODO: unify the render code after generic buffers are in place
if( false == Global::bUseVBO ) {
// additional setup for display lists
if( ( Node->DisplayListID == 0 )
|| ( Node->iVersion != Global::iReCompile ) ) { // Ra: wymuszenie rekompilacji
Node->Compile(Node->m_rootposition);
if( Global::bManageNodes )
ResourceManager::Register( Node );
};
}
if( ( Node->iType == GL_LINES )
|| ( Node->iType == GL_LINE_STRIP )
|| ( Node->iType == GL_LINE_LOOP ) ) {
// wszelkie linie są rysowane na samym końcu
if( Node->iNumPts ) {
// setup
// w zaleznosci od koloru swiatla
::glColor4ub(
static_cast<GLubyte>( std::floor( Node->Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ] ) ),
static_cast<GLubyte>( std::floor( Node->Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ] ) ),
static_cast<GLubyte>( std::floor( Node->Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ] ) ),
static_cast<GLubyte>( std::min( 255.0, 255000 * Node->fLineThickness / ( distancesquared + 1.0 ) ) ) );
GfxRenderer.Bind( 0 );
// render
// TODO: unify the render code after generic buffers are in place
if( Global::bUseVBO ) {
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glDrawArrays( Node->iType, Node->iVboPtr, Node->iNumPts );
::glPopMatrix();
}
else {
::glCallList( Node->DisplayListID );
}
// post-render cleanup
return true;
}
else {
return false;
}
}
else {
// GL_TRIANGLE etc
if( ( Global::bUseVBO ?
Node->iVboPtr < 0 :
Node->DisplayListID == 0 ) ) {
return false;
}
// setup
::glColor3ub(
static_cast<GLubyte>( Node->Diffuse[ 0 ] ),
static_cast<GLubyte>( Node->Diffuse[ 1 ] ),
static_cast<GLubyte>( Node->Diffuse[ 2 ] ) );
Bind( Node->TextureID );
// render
// TODO: unify the render code after generic buffers are in place
if( Global::bUseVBO ) {
// vbo render path
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glDrawArrays( Node->iType, Node->iVboPtr, Node->iNumVerts );
::glPopMatrix();
}
else {
// display list render path
::glCallList( Node->DisplayListID );
}
// post-render cleanup
return true;
}
}
// in theory we shouldn't ever get here but, eh
return false;
}
bool
opengl_renderer::Render( TDynamicObject *Dynamic ) {
Dynamic->renderme = m_camera.visible( Dynamic );
if( false == Dynamic->renderme ) {
return false;
}
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - Global::pCameraPosition;
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() );
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
Global::DayLight.apply_intensity( Dynamic->fShade );
}
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
}
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
}
}
}
Render( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
// post-render cleanup
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
Global::DayLight.apply_intensity();
}
::glPopMatrix();
// TODO: check if this reset is needed. In theory each object should render all parts based on its own instance data anyway?
if( Dynamic->btnOn )
Dynamic->TurnOff(); // przywrócenie domyślnych pozycji submodeli
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
auto alpha =
( Material != nullptr ?
Material->textures_alpha :
0x30300030 );
alpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste
if( 0 == ( alpha & Model->iFlags & 0x1F1F001F ) ) {
// czy w ogóle jest co robić w tym cyklu?
return false;
}
Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// setup
Model->Root->ReplacableSet(
( Material != nullptr ?
Material->replacable_skins :
nullptr ),
alpha );
Model->Root->pRoot = Model;
// render
Render( Model->Root );
// post-render cleanup
return true;
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotated( Angle.y, 0.0, 1.0, 0.0 );
if( Angle.x != 0.0 )
::glRotated( Angle.x, 1.0, 0.0, 0.0 );
if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 );
auto const result = Render( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
::glPopMatrix();
return result;
}
void
opengl_renderer::Render( TSubModel *Submodel ) {
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) ) {
if( Submodel->iFlags & 0xC000 ) {
::glPushMatrix();
if( Submodel->fMatrix )
::glMultMatrixf( Submodel->fMatrix->readArray() );
if( Submodel->b_Anim )
Submodel->RaAnimation( Submodel->b_Anim );
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) // rysuj gdy element nieprzezroczysty
{
// material configuration:
// textures...
if( Submodel->TextureID < 0 )
{ // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
}
else {
// również 0
Bind( Submodel->TextureID );
}
::glColor3fv( Submodel->f4Diffuse ); // McZapkie-240702: zamiast ub
// ...luminance
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
if( Global::fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
glm::vec4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( noemission ) );
}
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) // kąt większy niż maksymalny stożek swiatła
{
float lightlevel = 1.0f;
// view angle attenuation
float const anglefactor = ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor = static_cast<float>( std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) );
if( lightlevel > 0.0f ) {
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
Bind( 0 );
::glPointSize( std::max( 2.0f, 4.0f * distancefactor * anglefactor ) );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], lightlevel * anglefactor );
::glDisable( GL_LIGHTING );
::glEnable( GL_BLEND );
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
::glPopAttrib();
}
}
}
else if( Submodel->eType == TP_STARS ) {
if( Global::fLuminance < Submodel->fLight ) {
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
Bind( 0 );
::glDisable( GL_LIGHTING );
// main draw call
// TODO: add support for colour data draw mode
m_geometry.draw( Submodel->m_geometry );
/*
if( Global::bUseVBO ) {
// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm
// TODO: implement easier way to go about it
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glEnableClientState( GL_COLOR_ARRAY );
::glColorPointer( 3, GL_FLOAT, sizeof( CVertNormTex ), static_cast<char *>( nullptr ) + 12 ); // kolory
::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
::glDisableClientState( GL_COLOR_ARRAY );
::glEnableClientState( GL_NORMAL_ARRAY );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
}
else {
::glCallList( Submodel->uiDisplayList );
}
*/
// post-draw reset
::glPopAttrib();
}
}
if( Submodel->Child != NULL )
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( TMemCell *Memcell ) {
::glPushAttrib( GL_ENABLE_BIT );
// ::glDisable( GL_LIGHTING );
::glDisable( GL_TEXTURE_2D );
// ::glEnable( GL_BLEND );
::glPushMatrix();
auto const position = Memcell->Position();
::glTranslated( position.x, position.y + 0.5, position.z );
::glColor3f( 0.36f, 0.75f, 0.35f );
::gluSphere( m_quadric, 0.35, 4, 2 );
::glPopMatrix();
::glPopAttrib();
}
bool
opengl_renderer::Render_Alpha( TGround *Ground ) {
// legacy version of the code:
::glEnable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.04f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
::glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
TGroundNode *node;
TSubRect *tmp;
// Ra: renderowanie progresywne - zależne od FPS oraz kierunku patrzenia
for( int i = Ground->iRendered - 1; i >= 0; --i ) // od najdalszych
{ // przezroczyste trójkąty w oddzielnym cyklu przed modelami
tmp = Ground->pRendered[ i ];
if( Global::bUseVBO ) {
// vbo render path
if( tmp->StartVBO() ) {
for( node = tmp->nRenderRectAlpha; node; node = node->nNext3 ) {
if( node->iVboPtr >= 0 ) {
Render_Alpha( node );
}
}
tmp->EndVBO();
}
}
else {
// display list render path
for( node = tmp->nRenderRectAlpha; node; node = node->nNext3 ) {
Render_Alpha( node );
}
}
}
for( int i = Ground->iRendered - 1; i >= 0; --i ) // od najdalszych
{ // renderowanie przezroczystych modeli oraz pojazdów
Render_Alpha( Ground->pRendered[ i ] );
}
::glDisable( GL_LIGHTING ); // linie nie powinny świecić
for( int i = Ground->iRendered - 1; i >= 0; --i ) // od najdalszych
{ // druty na końcu, żeby się nie robiły białe plamy na tle lasu
tmp = Ground->pRendered[ i ];
if( Global::bUseVBO ) {
// vbo render path
if( tmp->StartVBO() ) {
for( node = tmp->nRenderWires; node; node = node->nNext3 ) {
Render_Alpha( node );
}
tmp->EndVBO();
}
}
else {
// display list render path
for( node = tmp->nRenderWires; node; node = node->nNext3 ) {
Render_Alpha( node ); // druty
}
}
}
return true;
}
bool
opengl_renderer::Render_Alpha( TSubRect *Groundsubcell ) {
TGroundNode *node;
for( node = Groundsubcell->nRenderMixed; node; node = node->nNext3 )
Render_Alpha( node ); // przezroczyste z mieszanych modeli
for( node = Groundsubcell->nRenderAlpha; node; node = node->nNext3 )
Render_Alpha( node ); // przezroczyste modele
for( int j = 0; j < Groundsubcell->iTracks; ++j )
Groundsubcell->tTracks[ j ]->RenderDynAlpha(); // przezroczyste fragmenty pojazdów na torach
return true;
}
// NOTE: legacy render system switch
#define _PROBLEND
bool
opengl_renderer::Render_Alpha( TGroundNode *Node ) {
// SPOSOB NA POZBYCIE SIE RAMKI DOOKOLA TEXTURY ALPHA DLA OBIEKTOW ZAGNIEZDZONYCH W SCN JAKO
// NODE
// W GROUND.H dajemy do klasy TGroundNode zmienna bool PROBLEND to samo robimy w klasie TGround
// nastepnie podczas wczytywania textury dla TRIANGLES w TGround::AddGroundNode
// sprawdzamy czy w nazwie jest @ i wg tego
// ustawiamy PROBLEND na true dla wlasnie wczytywanego trojkata (kazdy trojkat jest osobnym
// nodem)
// nastepnie podczas renderowania w bool TGroundNode::RenderAlpha()
// na poczatku ustawiamy standardowe GL_GREATER = 0.04
// pozniej sprawdzamy czy jest wlaczony PROBLEND dla aktualnie renderowanego noda TRIANGLE,
// wlasciwie dla kazdego node'a
// i jezeli tak to odpowiedni GL_GREATER w przeciwnym wypadku standardowy 0.04
Node->SetLastUsage( Timer::GetSimulationTime() );
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
return false;
}
switch (Node->iType)
{
case TP_TRACTION: {
// TODO: unify the render code after generic buffers are in place
if( Node->bVisible ) {
// rysuj jesli sa druty i nie zerwana
if( ( Node->hvTraction->Wires == 0 )
|| ( true == TestFlag( Node->hvTraction->DamageFlag, 128 ) ) ) {
return false;
}
// setup
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
Bind( NULL );
if( !Global::bSmoothTraction ) {
// na liniach kiepsko wygląda - robi gradient
::glDisable( GL_LINE_SMOOTH );
}
float const linealpha = static_cast<float>(
std::min(
1.2,
5000 * Node->hvTraction->WireThickness / ( distancesquared + 1.0 ) ) ); // zbyt grube nie są dobre
::glLineWidth( linealpha );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
auto const color { Node->hvTraction->wire_color() };
::glColor4f( color.r, color.g, color.b, linealpha );
// render
m_geometry.draw( Node->hvTraction->m_geometry );
// post-render cleanup
::glLineWidth( 1.0 );
if( !Global::bSmoothTraction ) {
::glEnable( GL_LINE_SMOOTH );
}
::glPopMatrix();
return true;
}
else {
return false;
}
}
case TP_MODEL: {
Node->Model->RenderAlpha( Node->pCenter - Global::pCameraPosition );
return true;
}
}
// TODO: sprawdzic czy jest potrzebny warunek fLineThickness < 0
if( ( Node->iNumVerts && ( Node->iFlags & 0x20 ) )
|| ( Node->iNumPts && ( Node->fLineThickness > 0 ) ) ) {
#ifdef _PROBLEND
if( ( Node->PROBLEND ) ) // sprawdza, czy w nazwie nie ma @ //Q: 13122011 - Szociu: 27012012
{
::glDisable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.50f ); // im mniejsza wartość, tym większa ramka, domyślnie 0.1f
};
#endif
// TODO: unify the render code after generic buffers are in place
if( false == Global::bUseVBO ) {
// additional setup for display lists
if( ( Node->DisplayListID == 0 )
|| ( Node->iVersion != Global::iReCompile ) ) { // Ra: wymuszenie rekompilacji
Node->Compile(Node->m_rootposition);
if( Global::bManageNodes )
ResourceManager::Register( Node );
};
}
bool result( false );
if( ( Node->iType == GL_LINES )
|| ( Node->iType == GL_LINE_STRIP )
|| ( Node->iType == GL_LINE_LOOP ) ) {
// wszelkie linie są rysowane na samym końcu
if( Node->iNumPts ) {
// setup
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
// w zaleznosci od koloru swiatla
::glColor4ub(
static_cast<GLubyte>( std::floor( Node->Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ] ) ),
static_cast<GLubyte>( std::floor( Node->Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ] ) ),
static_cast<GLubyte>( std::floor( Node->Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ] ) ),
static_cast<GLubyte>( std::min( 255.0, 255000 * Node->fLineThickness / ( distancesquared + 1.0 ) ) ) );
GfxRenderer.Bind( 0 );
// render
// TODO: unify the render code after generic buffers are in place
if( Global::bUseVBO ) {
::glDrawArrays( Node->iType, Node->iVboPtr, Node->iNumPts );
}
else {
::glCallList( Node->DisplayListID );
}
// post-render cleanup
::glPopMatrix();
result = true;
}
}
else {
// GL_TRIANGLE etc
// setup
::glPushMatrix();
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glColor3ub(
static_cast<GLubyte>( Node->Diffuse[ 0 ] ),
static_cast<GLubyte>( Node->Diffuse[ 1 ] ),
static_cast<GLubyte>( Node->Diffuse[ 2 ] ) );
Bind( Node->TextureID );
// render
// TODO: unify the render code after generic buffers are in place
if( Global::bUseVBO ) {
// vbo render path
if( Node->iVboPtr >= 0 ) {
::glDrawArrays( Node->iType, Node->iVboPtr, Node->iNumVerts );
result = true;
}
}
else {
// display list render path
::glCallList( Node->DisplayListID );
result = true;
}
// post-render cleanup
::glPopMatrix();
}
#ifdef _PROBLEND
if( ( Node->PROBLEND ) ) // sprawdza, czy w nazwie nie ma @ //Q: 13122011 - Szociu: 27012012
{
::glEnable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.04f );
}
#endif
return result;
}
// in theory we shouldn't ever get here but, eh
return false;
}
bool
opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
if( false == Dynamic->renderme ) {
return false;
}
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - Global::pCameraPosition;
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( Dynamic->mMatrix.getArray() );
if( Dynamic->fShade > 0.0f ) {
// change light level based on light level of the occupied track
Global::DayLight.apply_intensity( Dynamic->fShade );
}
// render
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
}
}
}
Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
// post-render cleanup
if( Dynamic->fShade > 0.0f ) {
// restore regular light level
Global::DayLight.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, double const Squaredistance ) {
auto alpha =
( Material != nullptr ?
Material->textures_alpha :
0x30300030 );
if( 0 == ( alpha & Model->iFlags & 0x2F2F002F ) ) {
// nothing to render
return false;
}
Model->Root->fSquareDist = Squaredistance; // zmienna globalna!
// setup
Model->Root->ReplacableSet(
( Material != nullptr ?
Material->replacable_skins :
nullptr ),
alpha );
Model->Root->pRoot = Model;
// render
Render_Alpha( Model->Root );
// post-render cleanup
return true;
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
if( Angle.y != 0.0 )
::glRotated( Angle.y, 0.0, 1.0, 0.0 );
if( Angle.x != 0.0 )
::glRotated( Angle.x, 1.0, 0.0, 0.0 );
if( Angle.z != 0.0 )
::glRotated( Angle.z, 0.0, 0.0, 1.0 );
auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
::glPopMatrix();
return result;
}
void
opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// renderowanie przezroczystych przez DL
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / Global::fDistanceFactor ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) ) {
if( Submodel->iFlags & 0xC000 ) {
::glPushMatrix();
if( Submodel->fMatrix )
::glMultMatrixf( Submodel->fMatrix->readArray() );
if( Submodel->b_aAnim )
Submodel->RaAnimation( Submodel->b_aAnim );
}
if( Submodel->eType < TP_ROTATOR ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) // rysuj gdy element przezroczysty
{
// textures...
if( Submodel->TextureID < 0 ) { // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
}
else {
// również 0
Bind( Submodel->TextureID );
}
::glColor3fv( Submodel->f4Diffuse ); // McZapkie-240702: zamiast ub
// ...luminance
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, Submodel->f4Diffuse );
}
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
if( Global::fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
glm::vec4 const noemission( 0.0f, 0.0f, 0.0f, 1.0f );
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( noemission ) );
}
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
if( Global::fLuminance < Submodel->fLight ) {
// NOTE: we're forced here to redo view angle calculations etc, because this data isn't instanced but stored along with the single mesh
// TODO: separate instance data from reusable geometry
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
auto const lightcenter = modelview * glm::vec4( 0.0f, 0.0f, -0.05f, 1.0f ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.0f, 0.0f, -1.0f, 1.0f ) - lightcenter ), glm::normalize( -lightcenter ) );
float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency is ~0.5 at full 'brightness'
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
if( glarelevel > 0.0f ) {
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
Bind( m_glaretextureid );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], glarelevel );
::glDisable( GL_LIGHTING );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
::glPushMatrix();
::glLoadIdentity(); // macierz jedynkowa
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
// TODO: turn the drawing instructions into a compiled call / array
::glBegin( GL_TRIANGLE_STRIP );
float const size = 2.5f;
::glTexCoord2f( 1.0f, 1.0f ); ::glVertex3f( -size, size, 0.0f );
::glTexCoord2f( 0.0f, 1.0f ); ::glVertex3f( size, size, 0.0f );
::glTexCoord2f( 1.0f, 0.0f ); ::glVertex3f( -size, -size, 0.0f );
::glTexCoord2f( 0.0f, 0.0f ); ::glVertex3f( size, -size, 0.0f );
/*
// 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
*/
::glEnd();
::glPopMatrix();
::glPopAttrib();
}
}
}
}
if( Submodel->Child != NULL ) {
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 != NULL )
if( Submodel->iAlpha & Submodel->iFlags & 0x2F000000 )
Render_Alpha( Submodel->Next );
};
void
opengl_renderer::Update ( double const Deltatime ) {
m_updateaccumulator += Deltatime;
if( m_updateaccumulator < 1.0 ) {
// too early for any work
return;
}
m_updateaccumulator = 0.0;
// adjust draw ranges etc, based on recent performance
auto const framerate = 1000.0f / (m_drawtime / 20.0f);
// NOTE: until we have quadtree in place we have to rely on the legacy rendering
// once this is resolved we should be able to simply adjust draw range
int targetsegments;
float targetfactor;
if( framerate > 90.0 ) { targetsegments = 400; targetfactor = 3.0f; }
else if( framerate > 60.0 ) { targetsegments = 225; targetfactor = 1.5f; }
else if( framerate > 30.0 ) { targetsegments = 90; targetfactor = Global::ScreenHeight / 768.0f; }
else { targetsegments = 9; targetfactor = Global::ScreenHeight / 768.0f * 0.75f; }
if( targetsegments > Global::iSegmentsRendered ) {
Global::iSegmentsRendered = std::min( targetsegments, Global::iSegmentsRendered + 5 );
}
else if( targetsegments < Global::iSegmentsRendered ) {
Global::iSegmentsRendered = std::max( targetsegments, Global::iSegmentsRendered - 5 );
}
if( targetfactor > Global::fDistanceFactor ) {
Global::fDistanceFactor = std::min( targetfactor, Global::fDistanceFactor + 0.05f );
}
else if( targetfactor < Global::fDistanceFactor ) {
Global::fDistanceFactor = std::max( targetfactor, Global::fDistanceFactor - 0.05f );
}
if( ( framerate < 15.0 ) && ( Global::iSlowMotion < 7 ) ) {
Global::iSlowMotion = ( Global::iSlowMotion << 1 ) + 1; // zapalenie kolejnego bitu
if( Global::iSlowMotionMask & 1 )
if( Global::iMultisampling ) // a multisampling jest włączony
::glDisable( GL_MULTISAMPLE ); // wyłączenie multisamplingu powinno poprawić FPS
}
else if( ( framerate > 20.0 ) && Global::iSlowMotion ) { // FPS się zwiększył, można włączyć bajery
Global::iSlowMotion = ( Global::iSlowMotion >> 1 ); // zgaszenie bitu
if( Global::iSlowMotion == 0 ) // jeśli jest pełna prędkość
if( Global::iMultisampling ) // a multisampling jest włączony
::glEnable( GL_MULTISAMPLE );
}
// TODO: add garbage collection and other less frequent works here
if( DebugModeFlag )
m_debuginfo = m_textures.info();
};
// debug performance string
std::string const &
opengl_renderer::Info() const {
return m_debuginfo;
}
void
opengl_renderer::Update_Lights( light_array const &Lights ) {
size_t const count = std::min( 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 == 0.0f ) {
// all lights past this one are bound to be off
break;
}
if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
// we don't care about lights past arbitrary limit of 1 km.
// but there could still be weaker lights which are closer, so keep looking
continue;
}
// if the light passed tests so far, it's good enough
renderlight->set_position( scenelight.position - Global::pCameraPosition );
renderlight->direction = scenelight.direction;
auto luminance = Global::fLuminance; // TODO: adjust this based on location, e.g. for tunnels
auto const environment = scenelight.owner->fShade;
if( environment > 0.0f ) {
luminance *= environment;
}
renderlight->diffuse[ 0 ] = static_cast<GLfloat>( std::max( 0.0, scenelight.color.x - luminance ) );
renderlight->diffuse[ 1 ] = static_cast<GLfloat>( std::max( 0.0, scenelight.color.y - luminance ) );
renderlight->diffuse[ 2 ] = static_cast<GLfloat>( std::max( 0.0, scenelight.color.z - luminance ) );
renderlight->ambient[ 0 ] = static_cast<GLfloat>( std::max( 0.0, scenelight.color.x * scenelight.intensity - luminance) );
renderlight->ambient[ 1 ] = static_cast<GLfloat>( std::max( 0.0, scenelight.color.y * scenelight.intensity - luminance ) );
renderlight->ambient[ 2 ] = static_cast<GLfloat>( std::max( 0.0, scenelight.color.z * scenelight.intensity - luminance ) );
/*
// NOTE: we have no simple way to determine whether the lights are falling on objects located in darker environment
// until this issue is resolved we're disabling reduction of light strenght based on the global luminance
renderlight->diffuse[ 0 ] = std::max( 0.0f, scenelight.color.x );
renderlight->diffuse[ 1 ] = std::max( 0.0f, scenelight.color.y );
renderlight->diffuse[ 2 ] = std::max( 0.0f, scenelight.color.z );
renderlight->ambient[ 0 ] = std::max( 0.0f, scenelight.color.x * scenelight.intensity );
renderlight->ambient[ 1 ] = std::max( 0.0f, scenelight.color.y * scenelight.intensity );
renderlight->ambient[ 2 ] = std::max( 0.0f, scenelight.color.z * scenelight.intensity );
*/
::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 );
if( !GLEW_VERSION_1_5 ) {
ErrorLog( "Requires openGL >= 1.5" );
return false;
}
WriteLog( "Supported extensions:" + std::string((char *)glGetString( GL_EXTENSIONS )) );
WriteLog( std::string("Render path: ") + ( Global::bUseVBO ? "VBO" : "Display lists" ) );
if( Global::iMultisampling )
WriteLog( "Using multisampling x" + std::to_string( 1 << Global::iMultisampling ) );
{ // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
GLint i;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &i );
if( i < Global::iMaxTextureSize )
Global::iMaxTextureSize = i;
WriteLog( "Texture sizes capped at " + std::to_string( Global::iMaxTextureSize ) + " pixels" );
}
return true;
}
//---------------------------------------------------------------------------