mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-09 20:32:43 +01:00
1251c4c2a7
Objects now inherit from GTAObject.
534 lines
19 KiB
C++
534 lines
19 KiB
C++
#include <renderwure/render/GTARenderer.hpp>
|
|
#include <renderwure/engine/GTAEngine.hpp>
|
|
|
|
#include <deque>
|
|
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
const char *vertexShaderSource = "#version 130\n"
|
|
"in vec3 position;"
|
|
"in vec3 normal;"
|
|
"in vec2 texCoords;"
|
|
"in vec4 colour;"
|
|
"out vec3 Normal;"
|
|
"out vec2 TexCoords;"
|
|
"out vec4 Colour;"
|
|
"out vec4 EyeSpace;"
|
|
"uniform mat4 model;"
|
|
"uniform mat4 view;"
|
|
"uniform mat4 proj;"
|
|
"void main()"
|
|
"{"
|
|
" Normal = normal;"
|
|
" TexCoords = texCoords;"
|
|
" Colour = colour;"
|
|
" vec4 eyeSpace = view * model * vec4(position, 1.0);"
|
|
" EyeSpace = proj * eyeSpace;"
|
|
" gl_Position = proj * eyeSpace;"
|
|
"}";
|
|
const char *fragmentShaderSource = "#version 130\n"
|
|
"in vec3 Normal;"
|
|
"in vec2 TexCoords;"
|
|
"in vec4 Colour;"
|
|
"in vec4 EyeSpace;"
|
|
"uniform sampler2D texture;"
|
|
"uniform vec4 BaseColour;"
|
|
"uniform vec4 AmbientColour;"
|
|
"uniform vec4 DynamicColour;"
|
|
"uniform vec3 SunDirection;"
|
|
"uniform float FogStart;"
|
|
"uniform float FogEnd;"
|
|
"uniform float MaterialDiffuse;"
|
|
"uniform float MaterialAmbient;"
|
|
"void main()"
|
|
"{"
|
|
" vec4 c = texture2D(texture, TexCoords);"
|
|
" if(c.a < 0.5) discard;"
|
|
" float fogCoord = abs(EyeSpace.z / EyeSpace.w);"
|
|
" float fogfac = clamp( (FogEnd-fogCoord)/(FogEnd-FogStart), 0.0, 1.0 );"
|
|
" float l = clamp(dot(Normal, SunDirection), 0.0, 1);"
|
|
" gl_FragColor = mix(AmbientColour, BaseColour * (vec4(0.5) + Colour * 0.5) * (vec4(0.5) + DynamicColour * 0.5) * c, fogfac);"
|
|
// " gl_FragColor = vec4((Normal*0.5)+0.5, 1.0);"
|
|
// " gl_FragColor = c * vec4((Normal*0.5)+0.5, 1.0);"
|
|
"}";
|
|
|
|
const char *skydomeVertexShaderSource = "#version 130\n"
|
|
"in vec3 position;"
|
|
"uniform mat4 view;"
|
|
"uniform mat4 proj;"
|
|
"out vec3 Position;"
|
|
"uniform float Far;"
|
|
"void main() {"
|
|
" Position = position;"
|
|
" vec4 viewsp = proj * mat4(mat3(view)) * vec4(position, 1.0);"
|
|
" viewsp.z = viewsp.w - 0.000001;"
|
|
" gl_Position = viewsp;"
|
|
"}";
|
|
const char *skydomeFragmentShaderSource = "#version 130\n"
|
|
"in vec3 Position;"
|
|
"uniform vec4 TopColor;"
|
|
"uniform vec4 BottomColor;"
|
|
"void main() {"
|
|
" gl_FragColor = mix(BottomColor, TopColor, clamp(Position.z, 0, 1));"
|
|
"}";
|
|
const size_t skydomeSegments = 8, skydomeRows = 10;
|
|
|
|
|
|
float planedata[] = {
|
|
// Vertices
|
|
1.0f, 1.0f, 0.f,
|
|
-0.0f, 1.0f, 0.f,
|
|
1.0f,-0.0f, 0.f,
|
|
-0.0f,-0.0f, 0.f,
|
|
// UV coords
|
|
1.f, 1.f,
|
|
0.f, 1.f,
|
|
1.f, 0.f,
|
|
0.f, 0.f,
|
|
// Normals
|
|
0.f, 0.f, 1.f,
|
|
0.f, 0.f, 1.f,
|
|
0.f, 0.f, 1.f,
|
|
0.f, 0.f, 1.f,
|
|
// Colours
|
|
1.f, 1.f, 1.f,
|
|
1.f, 1.f, 1.f,
|
|
1.f, 1.f, 1.f,
|
|
1.f, 1.f, 1.f
|
|
};
|
|
|
|
GLuint compileShader(GLenum type, const char *source)
|
|
{
|
|
GLuint shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, &source, NULL);
|
|
glCompileShader(shader);
|
|
|
|
GLint status;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
if (status != GL_TRUE) {
|
|
GLint len;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
|
|
GLchar *buffer = new GLchar[len];
|
|
glGetShaderInfoLog(shader, len, NULL, buffer);
|
|
|
|
std::cerr << "ERROR compiling shader: " << buffer << std::endl;
|
|
delete[] buffer;
|
|
exit(1);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
GTARenderer::GTARenderer(GTAEngine* engine)
|
|
: engine(engine)
|
|
{
|
|
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
|
|
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
|
|
worldProgram = glCreateProgram();
|
|
glAttachShader(worldProgram, vertexShader);
|
|
glAttachShader(worldProgram, fragmentShader);
|
|
glLinkProgram(worldProgram);
|
|
glUseProgram(worldProgram);
|
|
|
|
posAttrib = glGetAttribLocation(worldProgram, "position");
|
|
texAttrib = glGetAttribLocation(worldProgram, "texCoords");
|
|
normalAttrib = glGetAttribLocation(worldProgram, "normal");
|
|
colourAttrib = glGetAttribLocation(worldProgram, "colour");
|
|
|
|
uniModel = glGetUniformLocation(worldProgram, "model");
|
|
uniView = glGetUniformLocation(worldProgram, "view");
|
|
uniProj = glGetUniformLocation(worldProgram, "proj");
|
|
uniCol = glGetUniformLocation(worldProgram, "BaseColour");
|
|
uniAmbientCol = glGetUniformLocation(worldProgram, "AmbientColour");
|
|
uniSunDirection = glGetUniformLocation(worldProgram, "SunDirection");
|
|
uniDynamicCol = glGetUniformLocation(worldProgram, "DynamicColour");
|
|
uniMatDiffuse = glGetUniformLocation(worldProgram, "MaterialDiffuse");
|
|
uniMatAmbient = glGetUniformLocation(worldProgram, "MaterialAmbient");
|
|
uniFogStart = glGetUniformLocation(worldProgram, "FogStart");
|
|
uniFogEnd = glGetUniformLocation(worldProgram, "FogEnd");
|
|
|
|
vertexShader = compileShader(GL_VERTEX_SHADER, skydomeVertexShaderSource);
|
|
fragmentShader = compileShader(GL_FRAGMENT_SHADER, skydomeFragmentShaderSource);
|
|
skyProgram = glCreateProgram();
|
|
glAttachShader(skyProgram, vertexShader);
|
|
glAttachShader(skyProgram, fragmentShader);
|
|
glLinkProgram(skyProgram);
|
|
glUseProgram(skyProgram);
|
|
skyUniView = glGetUniformLocation(skyProgram, "view");
|
|
skyUniProj = glGetUniformLocation(skyProgram, "proj");
|
|
skyUniTop = glGetUniformLocation(skyProgram, "TopColor");
|
|
skyUniBottom = glGetUniformLocation(skyProgram, "BottomColor");
|
|
|
|
glGenVertexArrays( 1, &vao );
|
|
|
|
// prepare our special internal plane.
|
|
glGenBuffers(1, &planeVBO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(planedata), planedata, GL_STATIC_DRAW);
|
|
|
|
// And our skydome while we're at it.
|
|
glGenBuffers(1, &skydomeVBO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, skydomeVBO);
|
|
size_t segments = skydomeSegments, rows = skydomeRows;
|
|
float radius = 1.f;
|
|
const float pi = 3.14159265;
|
|
const float pio2 = (pi / 2.f);
|
|
glm::vec3 skydomeBuff[rows * segments * 2];
|
|
for( size_t s = 0, i = 0; s < segments; ++s) {
|
|
for( size_t r = 0; r < rows; ++r) {
|
|
skydomeBuff[i++] = glm::vec3(
|
|
radius * cos( (s+1.f)/segments * pio2) * sin( 2.0f * (float)r/rows * pi),
|
|
radius * cos( (s+1.f)/segments * pio2) * cos( 2.0f * (float)r/rows * pi),
|
|
radius * sin( (s+1.f)/segments * pio2)
|
|
);
|
|
skydomeBuff[i++] = glm::vec3(
|
|
radius * cos( (s+0.f)/segments * pio2) * sin( 2.0f * (float)r/rows * pi),
|
|
radius * cos( (s+0.f)/segments * pio2) * cos( 2.0f * (float)r/rows * pi),
|
|
radius * sin( (s+0.f)/segments * pio2)
|
|
);
|
|
}
|
|
}
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(skydomeBuff), skydomeBuff, GL_STATIC_DRAW);
|
|
}
|
|
|
|
float mix(uint8_t a, uint8_t b, float num)
|
|
{
|
|
return a+(b-a)*num;
|
|
}
|
|
|
|
void GTARenderer::renderWorld()
|
|
{
|
|
glBindVertexArray( vao );
|
|
|
|
float gameTime = fmod(engine->gameTime, 24.f);
|
|
int hour = floor(gameTime);
|
|
int hournext = (hour + 1) % 24;
|
|
|
|
// std::cout << leclock << " " << hour << std::endl;
|
|
auto weather = engine->gameData.weatherLoader.weather[hour];
|
|
auto weathernext = engine->gameData.weatherLoader.weather[hournext];
|
|
|
|
float interpolate = gameTime - hour;
|
|
glm::vec3 skyTop{
|
|
mix(weather.skyTopColor.r, weathernext.skyTopColor.r, interpolate) / 255.0,
|
|
mix(weather.skyTopColor.g, weathernext.skyTopColor.g, interpolate) / 255.0,
|
|
mix(weather.skyTopColor.b, weathernext.skyTopColor.b, interpolate) / 255.0,
|
|
};
|
|
glm::vec3 skyBottom{
|
|
mix(weather.skyBottomColor.r, weathernext.skyBottomColor.r, interpolate) / 255.0,
|
|
mix(weather.skyBottomColor.g, weathernext.skyBottomColor.g, interpolate) / 255.0,
|
|
mix(weather.skyBottomColor.b, weathernext.skyBottomColor.b, interpolate) / 255.0,
|
|
};
|
|
|
|
glm::vec3 ambient{
|
|
mix(weather.ambientColor.r, weathernext.ambientColor.r, interpolate) / 255.0,
|
|
mix(weather.ambientColor.g, weathernext.ambientColor.g, interpolate) / 255.0,
|
|
mix(weather.ambientColor.b, weathernext.ambientColor.b, interpolate) / 255.0,
|
|
};
|
|
glm::vec3 dynamic{
|
|
mix(weather.directLightColor.r, weathernext.directLightColor.r, interpolate) / 255.0,
|
|
mix(weather.directLightColor.g, weathernext.directLightColor.g, interpolate) / 255.0,
|
|
mix(weather.directLightColor.b, weathernext.directLightColor.b, interpolate) / 255.0,
|
|
};
|
|
float theta = (gameTime - 12.f)/24.0 * 2 * 3.14159265;
|
|
glm::vec3 sunDirection{
|
|
sin(theta),
|
|
0.0,
|
|
cos(theta),
|
|
};
|
|
sunDirection = glm::normalize(sunDirection);
|
|
float weatherFar = weather.farClipping; //mix(weather.farClipping, weathernext.farClipping, interpolate);
|
|
camera.frustum.far = weatherFar;
|
|
/*
|
|
std::cout << "CLOCK IS " << leclock << std::endl;
|
|
std::cout << "AMBIENT " << ambient.x << ", " << ambient.y << ", " << ambient.z << std::endl;
|
|
std::cout << "SUN DIR " << sunDirection.x << ", " << sunDirection.y << ", " << sunDirection.z << std::endl;
|
|
*/
|
|
|
|
glUseProgram(worldProgram);
|
|
|
|
glUniform1f(uniFogStart, weather.fogStart);
|
|
glUniform1f(uniFogEnd, camera.frustum.far);
|
|
|
|
glUniform4f(uniAmbientCol, ambient.x, ambient.y, ambient.z, 1.f);
|
|
glUniform4f(uniDynamicCol, dynamic.x, dynamic.y, dynamic.z, 1.f);
|
|
glUniform3f(uniSunDirection, sunDirection.x, sunDirection.y, sunDirection.z);
|
|
glUniform1f(uniMatDiffuse, 0.9f);
|
|
glUniform1f(uniMatAmbient, 0.1f);
|
|
|
|
glClearColor(skyBottom.r, skyBottom.g, skyBottom.b, 1.f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glm::mat4 proj = camera.frustum.projection();
|
|
glm::mat4 view = camera.frustum.view;
|
|
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
|
|
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
|
|
|
camera.frustum.update(camera.frustum.projection() * view);
|
|
|
|
rendered = culled = 0;
|
|
|
|
auto& textureLoader = engine->gameData.textureLoader;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
|
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*3*4));
|
|
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*3*4 + sizeof(float)*2*4));
|
|
glVertexAttribPointer(colourAttrib, 3, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*3*4 + sizeof(float)*2*4 + sizeof(float)*3*4));
|
|
glEnableVertexAttribArray(posAttrib);
|
|
glEnableVertexAttribArray(texAttrib);
|
|
glEnableVertexAttribArray(normalAttrib);
|
|
glEnableVertexAttribArray(colourAttrib);
|
|
textureLoader.bindTexture("water_old");
|
|
|
|
for( size_t w = 0; w < engine->gameData.waterRects.size(); ++w) {
|
|
GTATypes::WaterRect& r = engine->gameData.waterRects[w];
|
|
glm::vec3 scale( r.xRight - r.xLeft, r.yTop - r.yBottom, 1.f );
|
|
glm::vec3 pos( r.xLeft, r.yBottom, r.height );
|
|
|
|
glm::mat4 matrixModel;
|
|
matrixModel = glm::translate(matrixModel, pos);
|
|
matrixModel = glm::scale(matrixModel, scale);
|
|
|
|
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
|
|
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
for(size_t i = 0; i < engine->pedestrians.size(); ++i) {
|
|
GTACharacter& charac = engine->pedestrians[i];
|
|
|
|
glm::mat4 matrixModel;
|
|
matrixModel = glm::translate(matrixModel, charac.position);
|
|
matrixModel = matrixModel * glm::mat4_cast(charac.rotation);
|
|
|
|
if(!charac.model) continue;
|
|
|
|
renderModel(charac.model, matrixModel);
|
|
}
|
|
|
|
for(size_t i = 0; i < engine->objectInstances.size(); ++i) {
|
|
GTAInstance& inst = engine->objectInstances[i];
|
|
LoaderIPLInstance &obj = inst.instance;
|
|
|
|
if(((inst.object->flags & LoaderIDE::OBJS_t::NIGHTONLY) | (inst.object->flags & LoaderIDE::OBJS_t::DAYONLY)) != 0) {
|
|
continue;
|
|
}
|
|
|
|
if(!inst.model)
|
|
{
|
|
std::cout << "model " << obj.model << " not loaded (" << engine->gameData.models.size() << " models loaded)" << std::endl;
|
|
}
|
|
|
|
glm::mat4 matrixModel;
|
|
matrixModel = glm::translate(matrixModel, inst.position);
|
|
matrixModel = glm::scale(matrixModel, inst.scale);
|
|
matrixModel = matrixModel * glm::mat4_cast(inst.rotation);
|
|
|
|
float mindist = 100000.f;
|
|
for (size_t g = 0; g < inst.model->geometries.size(); g++)
|
|
{
|
|
RW::BSGeometryBounds& bounds = inst.model->geometries[g].geometryBounds;
|
|
mindist = std::min(mindist, glm::length((glm::vec3(matrixModel[3])+bounds.center) - camera.worldPos) - bounds.radius);
|
|
}
|
|
if( mindist > (inst.object->drawDistance[0] * (inst.object->LOD ? 1.f : 2.f))
|
|
|| (inst.object->LOD && mindist < 250.f) ) {
|
|
culled++;
|
|
continue;
|
|
}
|
|
|
|
renderModel(inst.model, matrixModel);
|
|
}
|
|
|
|
for(size_t v = 0; v < engine->vehicleInstances.size(); ++v) {
|
|
GTAVehicle& inst = engine->vehicleInstances[v];
|
|
|
|
if(!inst.model)
|
|
{
|
|
std::cout << "model " << inst.vehicle->modelName << " not loaded (" << engine->gameData.models.size() << " models loaded)" << std::endl;
|
|
}
|
|
|
|
glm::mat4 matrixModel;
|
|
matrixModel = glm::translate(matrixModel, inst.position);
|
|
|
|
glm::mat4 matrixVehicle = matrixModel;
|
|
|
|
renderModel(inst.model, matrixModel, &inst);
|
|
|
|
// Draw wheels n' stuff
|
|
for( size_t w = 0; w < inst.vehicle->wheelPositions.size(); ++w) {
|
|
auto woi = engine->objectTypes.find(inst.vehicle->wheelModelID);
|
|
if(woi != engine->objectTypes.end()) {
|
|
Model* wheelModel = engine->gameData.models["wheels"];
|
|
if( wheelModel) {
|
|
auto wwpos = matrixVehicle * glm::vec4(inst.vehicle->wheelPositions[w], 1.f);
|
|
renderNamedFrame(wheelModel, glm::vec3(wwpos), glm::quat(), glm::vec3(1.f, inst.vehicle->wheelScale, inst.vehicle->wheelScale), woi->second->modelName);
|
|
}
|
|
else {
|
|
std::cout << "Wheel model " << woi->second->modelName << " not loaded" << std::endl;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
glUseProgram(skyProgram);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, skydomeVBO);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
glEnableVertexAttribArray(0);
|
|
glUniformMatrix4fv(skyUniView, 1, GL_FALSE, glm::value_ptr(view));
|
|
glUniformMatrix4fv(skyUniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
|
glUniform4f(skyUniTop, skyTop.r, skyTop.g, skyTop.b, 1.f);
|
|
glUniform4f(skyUniBottom, skyBottom.r, skyBottom.g, skyBottom.b, 1.f);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, skydomeSegments * skydomeRows * 2 + 1);
|
|
|
|
glUseProgram(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glBindVertexArray( 0 );
|
|
}
|
|
|
|
void GTARenderer::renderNamedFrame(Model* model, const glm::vec3& pos, const glm::quat& rot, const glm::vec3& scale, const std::string& name)
|
|
{
|
|
for (size_t f = 0; f < model->frames.size(); f++)
|
|
{
|
|
if( model->frameNames.size() > f) {
|
|
std::string& fname = model->frameNames[f];
|
|
bool LOD = (fname.find("_l1") != fname.npos || fname.find("_l0") != fname.npos);
|
|
if( LOD || fname != name ) {
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
|
|
size_t g = f;
|
|
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
|
|
if(! camera.frustum.intersects(bounds.center + pos, bounds.radius)) {
|
|
culled++;
|
|
continue;
|
|
}
|
|
else {
|
|
rendered++;
|
|
}
|
|
|
|
glm::mat4 matrixModel;
|
|
matrixModel = glm::translate(matrixModel, pos);
|
|
matrixModel = glm::scale(matrixModel, scale);
|
|
matrixModel = matrixModel * glm::mat4_cast(rot);
|
|
|
|
renderGeometry(model, g, matrixModel);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GTARenderer::renderGeometry(Model* model, size_t g, const glm::mat4& modelMatrix, GTAObject* object)
|
|
{
|
|
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
|
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
|
|
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
|
|
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0,
|
|
(void *) ((model->geometries[g].vertices.size() * sizeof(float) * 3) + (model->geometries[g].texcoords.size() * sizeof(float) * 2))
|
|
);
|
|
glVertexAttribPointer(colourAttrib, 4, GL_FLOAT, GL_FALSE, 0,
|
|
(void *) ((model->geometries[g].vertices.size() * sizeof(float) * 3)
|
|
+ (model->geometries[g].texcoords.size() * sizeof(float) * 2)
|
|
+ (model->geometries[g].normals.size() * sizeof(float) * 3))
|
|
);
|
|
glEnableVertexAttribArray(posAttrib);
|
|
glEnableVertexAttribArray(texAttrib);
|
|
glEnableVertexAttribArray(normalAttrib);
|
|
glEnableVertexAttribArray(colourAttrib);
|
|
|
|
for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
|
|
{
|
|
if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
|
|
Model::Material& mat = model->geometries[g].materials[model->geometries[g].subgeom[sg].material];
|
|
|
|
if(mat.textures.size() > 0) {
|
|
engine->gameData.textureLoader.bindTexture(mat.textures[0].name);
|
|
}
|
|
|
|
if( (model->geometries[g].flags & RW::BSGeometry::ModuleMaterialColor) == RW::BSGeometry::ModuleMaterialColor) {
|
|
auto colmasked = mat.colour;
|
|
size_t R = colmasked % 256; colmasked /= 256;
|
|
size_t G = colmasked % 256; colmasked /= 256;
|
|
size_t B = colmasked % 256; colmasked /= 256;
|
|
if( object && object->type() == GTAObject::Vehicle ) {
|
|
auto vehicle = static_cast<GTAVehicle*>(object);
|
|
if( R == 60 && G == 255 && B == 0 ) {
|
|
glUniform4f(uniCol, vehicle->colourPrimary.r, vehicle->colourPrimary.g, vehicle->colourPrimary.b, 1.f);
|
|
}
|
|
else if( R == 255 && G == 0 && B == 175 ) {
|
|
glUniform4f(uniCol, vehicle->colourSecondary.r, vehicle->colourSecondary.g, vehicle->colourSecondary.b, 1.f);
|
|
}
|
|
else {
|
|
glUniform4f(uniCol, R/255.f, G/255.f, B/255.f, 1.f);
|
|
}
|
|
}
|
|
else {
|
|
glUniform4f(uniCol, R/255.f, G/255.f, B/255.f, 1.f);
|
|
}
|
|
}
|
|
|
|
glUniform1f(uniMatDiffuse, mat.diffuseIntensity);
|
|
glUniform1f(uniMatAmbient, mat.ambientIntensity);
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
|
|
|
|
glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
|
|
}
|
|
}
|
|
|
|
void GTARenderer::renderModel(Model* model, const glm::mat4& modelMatrix, GTAObject* object)
|
|
{
|
|
for (size_t a = 0; a < model->atomics.size(); a++)
|
|
{
|
|
size_t g = model->atomics[a].geometry;
|
|
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
|
|
if(! camera.frustum.intersects(bounds.center + glm::vec3(modelMatrix[3]), bounds.radius)) {
|
|
culled++;
|
|
continue;
|
|
}
|
|
else {
|
|
rendered++;
|
|
}
|
|
|
|
glm::mat4 atomicMatrix = modelMatrix;
|
|
|
|
std::deque<size_t> frames;
|
|
int32_t fi = model->atomics[a].frame;
|
|
if( object && object->type() == GTAObject::Vehicle ) {
|
|
if(model->frameNames.size() > fi) {
|
|
std::string& name = model->frameNames[fi];
|
|
if( name.substr(name.size()-3) == "dam" || name.find("lo") != name.npos || name.find("dummy") != name.npos ) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
while( fi != -1 ) {
|
|
frames.push_back(fi);
|
|
fi = model->frames[fi].index;
|
|
}
|
|
for( auto it = frames.rbegin(); it != frames.rend(); ++it ) {
|
|
glm::mat4 frameMatrix = glm::mat4(model->frames[*it].rotation);
|
|
frameMatrix[3] = glm::vec4(model->frames[*it].position, 1.f);
|
|
atomicMatrix = atomicMatrix * frameMatrix;
|
|
}
|
|
|
|
if( (model->geometries[g].flags & RW::BSGeometry::ModuleMaterialColor) != RW::BSGeometry::ModuleMaterialColor) {
|
|
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
|
|
}
|
|
|
|
renderGeometry(model, g, atomicMatrix, object);
|
|
}
|
|
}
|