コード例 #1
0
ファイル: NewRendererR.cs プロジェクト: kmsimproject/OpenBVE
        // render scene
        internal void RenderScene(double TimeElapsed)
        {
            ReleaseResources();
            // initialize
            ResetOpenGlState();

            if (OptionWireFrame)
            {
                if (Program.CurrentRoute.CurrentFog.Start < Program.CurrentRoute.CurrentFog.End)
                {
                    const float fogDistance = 600.0f;
                    float       n           = (fogDistance - Program.CurrentRoute.CurrentFog.Start) / (Program.CurrentRoute.CurrentFog.End - Program.CurrentRoute.CurrentFog.Start);
                    float       cr          = n * inv255 * Program.CurrentRoute.CurrentFog.Color.R;
                    float       cg          = n * inv255 * Program.CurrentRoute.CurrentFog.Color.G;
                    float       cb          = n * inv255 * Program.CurrentRoute.CurrentFog.Color.B;
                    GL.ClearColor(cr, cg, cb, 1.0f);
                }
                else
                {
                    GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                }
            }

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            // set up camera
            CurrentViewMatrix        = Matrix4D.LookAt(Vector3.Zero, new Vector3(Camera.AbsoluteDirection.X, Camera.AbsoluteDirection.Y, -Camera.AbsoluteDirection.Z), new Vector3(Camera.AbsoluteUp.X, Camera.AbsoluteUp.Y, -Camera.AbsoluteUp.Z));
            TransformedLightPosition = new Vector3(Lighting.OptionLightPosition.X, Lighting.OptionLightPosition.Y, -Lighting.OptionLightPosition.Z);
            TransformedLightPosition.Transform(CurrentViewMatrix);
            if (!AvailableNewRenderer)
            {
                GL.Light(LightName.Light0, LightParameter.Position, new[] { (float)TransformedLightPosition.X, (float)TransformedLightPosition.Y, (float)TransformedLightPosition.Z, 0.0f });
            }


            Lighting.OptionLightingResultingAmount = (Lighting.OptionAmbientColor.R + Lighting.OptionAmbientColor.G + Lighting.OptionAmbientColor.B) / 480.0f;

            if (Lighting.OptionLightingResultingAmount > 1.0f)
            {
                Lighting.OptionLightingResultingAmount = 1.0f;
            }
            // fog
            double fd = Program.CurrentRoute.NextFog.TrackPosition - Program.CurrentRoute.PreviousFog.TrackPosition;

            if (fd != 0.0)
            {
                float fr  = (float)((CameraTrackFollower.TrackPosition - Program.CurrentRoute.PreviousFog.TrackPosition) / fd);
                float frc = 1.0f - fr;
                Program.CurrentRoute.CurrentFog.Start   = Program.CurrentRoute.PreviousFog.Start * frc + Program.CurrentRoute.NextFog.Start * fr;
                Program.CurrentRoute.CurrentFog.End     = Program.CurrentRoute.PreviousFog.End * frc + Program.CurrentRoute.NextFog.End * fr;
                Program.CurrentRoute.CurrentFog.Color.R = (byte)(Program.CurrentRoute.PreviousFog.Color.R * frc + Program.CurrentRoute.NextFog.Color.R * fr);
                Program.CurrentRoute.CurrentFog.Color.G = (byte)(Program.CurrentRoute.PreviousFog.Color.G * frc + Program.CurrentRoute.NextFog.Color.G * fr);
                Program.CurrentRoute.CurrentFog.Color.B = (byte)(Program.CurrentRoute.PreviousFog.Color.B * frc + Program.CurrentRoute.NextFog.Color.B * fr);
                if (!Program.CurrentRoute.CurrentFog.IsLinear)
                {
                    Program.CurrentRoute.CurrentFog.Density = (byte)(Program.CurrentRoute.PreviousFog.Density * frc + Program.CurrentRoute.NextFog.Density * fr);
                }
            }
            else
            {
                Program.CurrentRoute.CurrentFog = Program.CurrentRoute.PreviousFog;
            }

            // render background
            GL.Disable(EnableCap.DepthTest);
            Program.CurrentRoute.UpdateBackground(TimeElapsed, false);

            if (OptionEvents)
            {
                RenderEvents();
            }

            // fog
            float aa = Program.CurrentRoute.CurrentFog.Start;
            float bb = Program.CurrentRoute.CurrentFog.End;

            if (aa < bb & aa < Program.CurrentRoute.CurrentBackground.BackgroundImageDistance)
            {
                OptionFog    = true;
                Fog.Start    = aa;
                Fog.End      = bb;
                Fog.Color    = Program.CurrentRoute.CurrentFog.Color;
                Fog.Density  = Program.CurrentRoute.CurrentFog.Density;
                Fog.IsLinear = Program.CurrentRoute.CurrentFog.IsLinear;
                Fog.SetForImmediateMode();
            }
            else
            {
                OptionFog = false;
            }

            // world layer
            // opaque face
            if (AvailableNewRenderer)
            {
                //Setup the shader for rendering the scene
                DefaultShader.Activate();
                if (OptionLighting)
                {
                    DefaultShader.SetIsLight(true);
                    DefaultShader.SetLightPosition(TransformedLightPosition);
                    DefaultShader.SetLightAmbient(Lighting.OptionAmbientColor);
                    DefaultShader.SetLightDiffuse(Lighting.OptionDiffuseColor);
                    DefaultShader.SetLightSpecular(Lighting.OptionSpecularColor);
                    DefaultShader.SetLightModel(Lighting.LightModel);
                }
                if (OptionFog)
                {
                    DefaultShader.SetIsFog(true);
                    DefaultShader.SetFog(Fog);
                }
                DefaultShader.SetTexture(0);
                DefaultShader.SetCurrentProjectionMatrix(CurrentProjectionMatrix);
            }
            ResetOpenGlState();

            foreach (FaceState face in VisibleObjects.OpaqueFaces)
            {
                face.Draw();
            }

            // alpha face
            ResetOpenGlState();
            VisibleObjects.SortPolygonsInAlphaFaces();

            if (Interface.CurrentOptions.TransparencyMode == TransparencyMode.Performance)
            {
                SetBlendFunc();
                SetAlphaFunc(AlphaFunction.Greater, 0.0f);
                GL.DepthMask(false);

                foreach (FaceState face in VisibleObjects.AlphaFaces)
                {
                    face.Draw();
                }
            }
            else
            {
                UnsetBlendFunc();
                SetAlphaFunc(AlphaFunction.Equal, 1.0f);
                GL.DepthMask(true);

                foreach (FaceState face in VisibleObjects.AlphaFaces)
                {
                    if (face.Object.Prototype.Mesh.Materials[face.Face.Material].BlendMode == MeshMaterialBlendMode.Normal && face.Object.Prototype.Mesh.Materials[face.Face.Material].GlowAttenuationData == 0)
                    {
                        if (face.Object.Prototype.Mesh.Materials[face.Face.Material].Color.A == 255)
                        {
                            face.Draw();
                        }
                    }
                }

                SetBlendFunc();
                SetAlphaFunc(AlphaFunction.Less, 1.0f);
                GL.DepthMask(false);
                bool additive = false;

                foreach (FaceState face in VisibleObjects.AlphaFaces)
                {
                    if (face.Object.Prototype.Mesh.Materials[face.Face.Material].BlendMode == MeshMaterialBlendMode.Additive)
                    {
                        if (!additive)
                        {
                            UnsetAlphaFunc();
                            additive = true;
                        }

                        face.Draw();
                    }
                    else
                    {
                        if (additive)
                        {
                            SetAlphaFunc();
                            additive = false;
                        }

                        face.Draw();
                    }
                }
            }

            // render overlays
            if (AvailableNewRenderer)
            {
                DefaultShader.Deactivate();
            }
            ResetOpenGlState();
            OptionLighting = false;
            OptionFog      = false;
            UnsetAlphaFunc();
            GL.Disable(EnableCap.DepthTest);
            SetBlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);             //FIXME: Remove when text switches between two renderer types
            RenderOverlays();
            OptionLighting = true;
        }
コード例 #2
0
        // render scene
        internal void RenderScene(double TimeElapsed)
        {
            // initialize
            ResetOpenGlState();

            if (OptionWireFrame)
            {
                if (Program.CurrentRoute.CurrentFog.Start < Program.CurrentRoute.CurrentFog.End)
                {
                    const float fogDistance = 600.0f;
                    float       n           = (fogDistance - Program.CurrentRoute.CurrentFog.Start) / (Program.CurrentRoute.CurrentFog.End - Program.CurrentRoute.CurrentFog.Start);
                    float       cr          = n * inv255 * Program.CurrentRoute.CurrentFog.Color.R;
                    float       cg          = n * inv255 * Program.CurrentRoute.CurrentFog.Color.G;
                    float       cb          = n * inv255 * Program.CurrentRoute.CurrentFog.Color.B;
                    GL.ClearColor(cr, cg, cb, 1.0f);
                }
                else
                {
                    GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                }
            }

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            UpdateViewport(ViewportChangeMode.ChangeToScenery);

            // set up camera
            CurrentViewMatrix = Matrix4D.LookAt(Vector3.Zero, new Vector3(Camera.AbsoluteDirection.X, Camera.AbsoluteDirection.Y, -Camera.AbsoluteDirection.Z), new Vector3(Camera.AbsoluteUp.X, Camera.AbsoluteUp.Y, -Camera.AbsoluteUp.Z));
            if (!AvailableNewRenderer)
            {
                GL.Light(LightName.Light0, LightParameter.Position, new[] { (float)Lighting.OptionLightPosition.X, (float)Lighting.OptionLightPosition.Y, (float)-Lighting.OptionLightPosition.Z, 0.0f });
            }

            Lighting.OptionLightingResultingAmount = (Lighting.OptionAmbientColor.R + Lighting.OptionAmbientColor.G + Lighting.OptionAmbientColor.B) / 480.0f;

            if (Lighting.OptionLightingResultingAmount > 1.0f)
            {
                Lighting.OptionLightingResultingAmount = 1.0f;
            }
            // fog
            double fd = Program.CurrentRoute.NextFog.TrackPosition - Program.CurrentRoute.PreviousFog.TrackPosition;

            if (fd != 0.0)
            {
                float fr  = (float)((CameraTrackFollower.TrackPosition - Program.CurrentRoute.PreviousFog.TrackPosition) / fd);
                float frc = 1.0f - fr;
                Program.CurrentRoute.CurrentFog.Start   = Program.CurrentRoute.PreviousFog.Start * frc + Program.CurrentRoute.NextFog.Start * fr;
                Program.CurrentRoute.CurrentFog.End     = Program.CurrentRoute.PreviousFog.End * frc + Program.CurrentRoute.NextFog.End * fr;
                Program.CurrentRoute.CurrentFog.Color.R = (byte)(Program.CurrentRoute.PreviousFog.Color.R * frc + Program.CurrentRoute.NextFog.Color.R * fr);
                Program.CurrentRoute.CurrentFog.Color.G = (byte)(Program.CurrentRoute.PreviousFog.Color.G * frc + Program.CurrentRoute.NextFog.Color.G * fr);
                Program.CurrentRoute.CurrentFog.Color.B = (byte)(Program.CurrentRoute.PreviousFog.Color.B * frc + Program.CurrentRoute.NextFog.Color.B * fr);
                if (!Program.CurrentRoute.CurrentFog.IsLinear)
                {
                    Program.CurrentRoute.CurrentFog.Density = (byte)(Program.CurrentRoute.PreviousFog.Density * frc + Program.CurrentRoute.NextFog.Density * fr);
                }
            }
            else
            {
                Program.CurrentRoute.CurrentFog = Program.CurrentRoute.PreviousFog;
            }

            // render background
            GL.Disable(EnableCap.DepthTest);
            Program.CurrentRoute.UpdateBackground(TimeElapsed, Program.Renderer.CurrentInterface != InterfaceType.Normal);

            events.Render(Camera.AbsolutePosition);

            // fog
            float aa = Program.CurrentRoute.CurrentFog.Start;
            float bb = Program.CurrentRoute.CurrentFog.End;

            if (aa < bb & aa < Program.CurrentRoute.CurrentBackground.BackgroundImageDistance)
            {
                OptionFog    = true;
                Fog.Start    = aa;
                Fog.End      = bb;
                Fog.Color    = Program.CurrentRoute.CurrentFog.Color;
                Fog.Density  = Program.CurrentRoute.CurrentFog.Density;
                Fog.IsLinear = Program.CurrentRoute.CurrentFog.IsLinear;
                Fog.SetForImmediateMode();
            }
            else
            {
                OptionFog = false;
            }

            // world layer
            // opaque face
            if (AvailableNewRenderer)
            {
                //Setup the shader for rendering the scene
                DefaultShader.Activate();
                if (OptionLighting)
                {
                    DefaultShader.SetIsLight(true);
                    TransformedLightPosition = new Vector3(Lighting.OptionLightPosition.X, Lighting.OptionLightPosition.Y, -Lighting.OptionLightPosition.Z);
                    DefaultShader.SetLightPosition(TransformedLightPosition);
                    DefaultShader.SetLightAmbient(Lighting.OptionAmbientColor);
                    DefaultShader.SetLightDiffuse(Lighting.OptionDiffuseColor);
                    DefaultShader.SetLightSpecular(Lighting.OptionSpecularColor);
                    DefaultShader.SetLightModel(Lighting.LightModel);
                }
                if (OptionFog)
                {
                    DefaultShader.SetIsFog(true);
                    DefaultShader.SetFog(Fog);
                }
                DefaultShader.SetTexture(0);
                DefaultShader.SetCurrentProjectionMatrix(CurrentProjectionMatrix);
            }
            ResetOpenGlState();
            foreach (FaceState face in VisibleObjects.OpaqueFaces)
            {
                face.Draw();
            }

            // alpha face
            ResetOpenGlState();
            VisibleObjects.SortPolygonsInAlphaFaces();
            if (Interface.CurrentOptions.TransparencyMode == TransparencyMode.Performance)
            {
                SetBlendFunc();
                SetAlphaFunc(AlphaFunction.Greater, 0.0f);
                GL.DepthMask(false);

                foreach (FaceState face in VisibleObjects.AlphaFaces)
                {
                    face.Draw();
                }
            }
            else
            {
                UnsetBlendFunc();
                SetAlphaFunc(AlphaFunction.Equal, 1.0f);
                GL.DepthMask(true);

                foreach (FaceState face in VisibleObjects.AlphaFaces)
                {
                    if (face.Object.Prototype.Mesh.Materials[face.Face.Material].BlendMode == MeshMaterialBlendMode.Normal && face.Object.Prototype.Mesh.Materials[face.Face.Material].GlowAttenuationData == 0)
                    {
                        if (face.Object.Prototype.Mesh.Materials[face.Face.Material].Color.A == 255)
                        {
                            face.Draw();
                        }
                    }
                }

                SetBlendFunc();
                SetAlphaFunc(AlphaFunction.Less, 1.0f);
                GL.DepthMask(false);
                bool additive = false;

                foreach (FaceState face in VisibleObjects.AlphaFaces)
                {
                    if (face.Object.Prototype.Mesh.Materials[face.Face.Material].BlendMode == MeshMaterialBlendMode.Additive)
                    {
                        if (!additive)
                        {
                            UnsetAlphaFunc();
                            additive = true;
                        }

                        face.Draw();
                    }
                    else
                    {
                        if (additive)
                        {
                            SetAlphaFunc();
                            additive = false;
                        }
                        face.Draw();
                    }
                }
            }

            // motion blur
            ResetOpenGlState();
            SetAlphaFunc(AlphaFunction.Greater, 0.0f);
            GL.Disable(EnableCap.DepthTest);
            GL.DepthMask(false);
            OptionLighting = false;

            if (Interface.CurrentOptions.MotionBlur != MotionBlurMode.None)
            {
                DefaultShader.Deactivate();
                MotionBlur.RenderFullscreen(Interface.CurrentOptions.MotionBlur, FrameRate, Math.Abs(Camera.CurrentSpeed));
            }
            // overlay layer
            OptionFog = false;
            UpdateViewport(ViewportChangeMode.ChangeToCab);
            if (AvailableNewRenderer)
            {
                /*
                 * We must reset the shader between overlay and world layers for correct lighting results.
                 * Additionally, the viewport change updates the projection matrix
                 */
                DefaultShader.Activate();
                ResetShader(DefaultShader);
                DefaultShader.SetCurrentProjectionMatrix(CurrentProjectionMatrix);
            }
            CurrentViewMatrix = Matrix4D.LookAt(Vector3.Zero, new Vector3(Camera.AbsoluteDirection.X, Camera.AbsoluteDirection.Y, -Camera.AbsoluteDirection.Z), new Vector3(Camera.AbsoluteUp.X, Camera.AbsoluteUp.Y, -Camera.AbsoluteUp.Z));
            if (Camera.CurrentRestriction == CameraRestrictionMode.NotAvailable || Camera.CurrentRestriction == CameraRestrictionMode.Restricted3D)
            {
                ResetOpenGlState();                 // TODO: inserted
                GL.Clear(ClearBufferMask.DepthBufferBit);
                OptionLighting = true;
                Color24 prevOptionAmbientColor = Lighting.OptionAmbientColor;
                Color24 prevOptionDiffuseColor = Lighting.OptionDiffuseColor;
                Lighting.OptionAmbientColor = Color24.LightGrey;
                Lighting.OptionDiffuseColor = Color24.LightGrey;
                if (AvailableNewRenderer)
                {
                    DefaultShader.SetIsLight(true);
                    TransformedLightPosition = new Vector3(Lighting.OptionLightPosition.X, Lighting.OptionLightPosition.Y, -Lighting.OptionLightPosition.Z);
                    DefaultShader.SetLightPosition(TransformedLightPosition);
                    DefaultShader.SetLightAmbient(Lighting.OptionAmbientColor);
                    DefaultShader.SetLightDiffuse(Lighting.OptionDiffuseColor);
                    DefaultShader.SetLightSpecular(Lighting.OptionSpecularColor);
                    DefaultShader.SetLightModel(Lighting.LightModel);
                }
                else
                {
                    GL.Light(LightName.Light0, LightParameter.Ambient, new[] { inv255 * 178, inv255 * 178, inv255 * 178, 1.0f });
                    GL.Light(LightName.Light0, LightParameter.Diffuse, new[] { inv255 * 178, inv255 * 178, inv255 * 178, 1.0f });
                }


                // overlay opaque face
                foreach (FaceState face in VisibleObjects.OverlayOpaqueFaces)
                {
                    face.Draw();
                }

                // overlay alpha face
                ResetOpenGlState();
                VisibleObjects.SortPolygonsInOverlayAlphaFaces();

                if (Interface.CurrentOptions.TransparencyMode == TransparencyMode.Performance)
                {
                    SetBlendFunc();
                    SetAlphaFunc(AlphaFunction.Greater, 0.0f);
                    GL.DepthMask(false);

                    foreach (FaceState face in VisibleObjects.OverlayAlphaFaces)
                    {
                        face.Draw();
                    }
                }
                else
                {
                    UnsetBlendFunc();
                    SetAlphaFunc(AlphaFunction.Equal, 1.0f);
                    GL.DepthMask(true);

                    foreach (FaceState face in VisibleObjects.OverlayAlphaFaces)
                    {
                        if (face.Object.Prototype.Mesh.Materials[face.Face.Material].BlendMode == MeshMaterialBlendMode.Normal && face.Object.Prototype.Mesh.Materials[face.Face.Material].GlowAttenuationData == 0)
                        {
                            if (face.Object.Prototype.Mesh.Materials[face.Face.Material].Color.A == 255)
                            {
                                face.Draw();
                            }
                        }
                    }

                    SetBlendFunc();
                    SetAlphaFunc(AlphaFunction.Less, 1.0f);
                    GL.DepthMask(false);
                    bool additive = false;

                    foreach (FaceState face in VisibleObjects.OverlayAlphaFaces)
                    {
                        if (face.Object.Prototype.Mesh.Materials[face.Face.Material].BlendMode == MeshMaterialBlendMode.Additive)
                        {
                            if (!additive)
                            {
                                UnsetAlphaFunc();
                                additive = true;
                            }

                            face.Draw();
                        }
                        else
                        {
                            if (additive)
                            {
                                SetAlphaFunc();
                                additive = false;
                            }

                            face.Draw();
                        }
                    }
                }

                Lighting.OptionAmbientColor = prevOptionAmbientColor;
                Lighting.OptionDiffuseColor = prevOptionDiffuseColor;
                Lighting.Initialize();
            }
            else
            {
                /*
                 * Render 2D Cab
                 * This is actually an animated object generated on the fly and held in memory
                 */
                ResetOpenGlState();
                OptionLighting = false;
                if (AvailableNewRenderer)
                {
                    DefaultShader.SetIsLight(false);
                }

                SetBlendFunc();
                UnsetAlphaFunc();
                GL.Disable(EnableCap.DepthTest);
                GL.DepthMask(false);
                VisibleObjects.SortPolygonsInOverlayAlphaFaces();
                foreach (FaceState face in VisibleObjects.OverlayAlphaFaces)
                {
                    face.Draw();
                }
            }
            if (AvailableNewRenderer)
            {
                /*
                 * Must remember to de-activate at the end of the render sequence if in GL3 mode.
                 * The overlays currently use immediate mode and do not work correctly with the shader active
                 */
                DefaultShader.Deactivate();
            }
            // render touch
            OptionLighting = false;
            Touch.RenderScene();

            // render overlays
            ResetOpenGlState();
            UnsetAlphaFunc();
            SetBlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);             //FIXME: Remove when text switches between two renderer types
            GL.Disable(EnableCap.DepthTest);
            overlays.Render(TimeElapsed);
            OptionLighting = true;
        }