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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-20 15:04:54 +02:00

feat(renderer): a matte variant of a material for the parts of rails no wheel rolls on: it lights the same maps as weathered steel, with the weathering scaled per vertex by userdata, so a polished running surface fades into unused steel without a bright stripe; the cut faces of rails are drawn in it in an extra pass

This commit is contained in:
maj00r
2026-10-13 18:30:16 +02:00
parent c7f9796387
commit 7e1b2c553c
7 changed files with 133 additions and 0 deletions

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@@ -2225,6 +2225,12 @@ material_handle opengl33_renderer::Fetch_Material(std::string const &Filename, b
return m_materials.create(Filename, Loadnow);
}
material_handle opengl33_renderer::Matte_Material(material_handle const Material)
{
return m_materials.create_matte(Material);
}
std::shared_ptr<gl::program> opengl33_renderer::Fetch_Shader(const std::string &name)
{
auto it = m_shaders.find(name);
@@ -4476,6 +4482,39 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
}
flush_batch();
// cut faces of rails, in matte variants of the rail materials
if ((m_renderpass.draw_mode == rendermode::color) || (m_renderpass.draw_mode == rendermode::reflections))
{
for (auto first{First}; first != Last; ++first)
{
auto const track{*first};
if (false == track->m_visible)
{
continue;
}
for (auto const &cuts : {std::make_pair(track->m_materialcut1, &track->GeometryCut1), std::make_pair(track->m_materialcut2, &track->GeometryCut2)})
{
if ((cuts.first == null_handle) || cuts.second->empty())
{
continue;
}
if (track->eEnvironment != e_flat)
{
flush_batch();
setup_environment_light(track->eEnvironment);
Bind_Material(cuts.first);
draw(std::begin(*cuts.second), std::end(*cuts.second));
setup_environment_light();
continue;
}
begin_batch(cuts.first);
m_pathbatch.insert(std::end(m_pathbatch), std::begin(*cuts.second), std::end(*cuts.second));
}
}
flush_batch();
}
// fourth pass: per-track sleeper models (sleepermodel optional directive).
// drawn after rails/trackbeds so depth pre-pass culling is favourable, and only in passes
// where Render_Sleepers actually does work (it gates itself on draw mode / distance).