//Note: models get some ambient colour added when dark as the camera moves closer void CityOnPlanet::Render(Graphics::Renderer *r, const Camera *camera, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform, double illumination, double minIllumination) { matrix4x4d rot[4]; station->GetRotMatrix(rot[0]); // change detail level if necessary if (m_detailLevel != Pi::detail.cities) { RemoveStaticGeomsFromCollisionSpace(); AddStaticGeomsToCollisionSpace(); } rot[0] = viewTransform * rot[0]; for (int i=1; i<4; i++) { rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i)); } const Graphics::Frustum frustum = Graphics::Frustum::FromGLState(); //modelview seems to be always identity memset(&cityobj_params, 0, sizeof(LmrObjParams)); cityobj_params.time = Pi::game->GetTime(); for (std::vector<BuildingDef>::const_iterator i = m_buildings.begin(); i != m_buildings.end(); ++i) { if (!(*i).isEnabled) continue; vector3d pos = viewTransform * (*i).pos; if (!frustum.TestPoint(pos, (*i).clipRadius)) continue; const Color oldSceneAmbientColor = r->GetAmbientColor(); // fade conditions for models double fadeInEnd, fadeInLength; if (Graphics::AreShadersEnabled()) { fadeInEnd = 10.0; fadeInLength = 500.0; } else { fadeInEnd = 2000.0; fadeInLength = 6000.0; } FadeInModelIfDark(r, (*i).clipRadius, pos.Length(), fadeInEnd, fadeInLength, illumination, minIllumination); matrix4x4f _rot; for (int e=0; e<16; e++) _rot[e] = float(rot[(*i).rotation][e]); _rot[12] = float(pos.x); _rot[13] = float(pos.y); _rot[14] = float(pos.z); (*i).model->Render(_rot, &cityobj_params); // restore old ambient colour if (illumination <= minIllumination) r->SetAmbientColor(oldSceneAmbientColor); } }
// Renders space station and adjacent city if applicable // For orbital starports: renders as normal // For surface starports: // Lighting: Calculates available light for model and splits light between directly and ambiently lit // Lighting is done by manipulating global lights or setting uniforms in atmospheric models shader // Adds an ambient light at close ranges if dark by manipulating the global ambient level void SpaceStation::Render(Graphics::Renderer *r, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform) { LmrObjParams ¶ms = GetLmrObjParams(); params.label = GetLabel().c_str(); SetLmrTimeParams(); for (int i=0; i<MAX_DOCKING_PORTS; i++) { params.animStages[ANIM_DOCKING_BAY_1 + i] = m_shipDocking[i].stage; params.animValues[ANIM_DOCKING_BAY_1 + i] = m_shipDocking[i].stagePos; } Body *b = GetFrame()->m_astroBody; assert(b); if (!b->IsType(Object::PLANET)) { // orbital spaceport -- don't make city turds or change lighting based on atmosphere RenderLmrModel(r, viewCoords, viewTransform); } else { Planet *planet = static_cast<Planet*>(b); // calculate lighting // available light is calculated and split between directly (diffusely/specularly) lit and ambiently lit const std::vector<Camera::LightSource> &lightSources = camera->GetLightSources(); double ambient, intensity; CalcLighting(planet, ambient, intensity, lightSources); std::vector<Graphics::Light> origLights, newLights; for(size_t i = 0; i < lightSources.size(); i++) { Graphics::Light light(lightSources[i].GetLight()); origLights.push_back(light); Color c = light.GetDiffuse(); Color ca = light.GetAmbient(); Color cs = light.GetSpecular(); ca.r = c.r * float(ambient); ca.g = c.g * float(ambient); ca.b = c.b * float(ambient); c.r*=float(intensity); c.g*=float(intensity); c.b*=float(intensity); cs.r*=float(intensity); cs.g*=float(intensity); cs.b*=float(intensity); light.SetDiffuse(c); light.SetAmbient(ca); light.SetSpecular(cs); newLights.push_back(light); } r->SetLights(newLights.size(), &newLights[0]); double overallLighting = ambient+intensity; // turn off global ambient color const Color oldAmbient = r->GetAmbientColor(); r->SetAmbientColor(Color::BLACK); // as the camera gets close adjust scene ambient so that intensity+ambient = minIllumination double fadeInEnd, fadeInLength, minIllumination; if (Graphics::AreShadersEnabled()) { minIllumination = 0.125; fadeInEnd = 800.0; fadeInLength = 2000.0; } else { minIllumination = 0.25; fadeInEnd = 1500.0; fadeInLength = 3000.0; } /* don't render city if too far away */ if (viewCoords.Length() < 1000000.0){ r->SetAmbientColor(Color::BLACK); if (!m_adjacentCity) { m_adjacentCity = new CityOnPlanet(planet, this, m_sbody->seed); } m_adjacentCity->Render(r, camera, this, viewCoords, viewTransform, overallLighting, minIllumination); } r->SetAmbientColor(Color::BLACK); FadeInModelIfDark(r, GetCollMesh()->GetBoundingRadius(), viewCoords.Length(), fadeInEnd, fadeInLength, overallLighting, minIllumination); RenderLmrModel(r, viewCoords, viewTransform); // restore old lights r->SetLights(origLights.size(), &origLights[0]); // restore old ambient color r->SetAmbientColor(oldAmbient); } }