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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-09 00:17:39 +01:00

Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)

This commit is contained in:
2026-10-24 20:10:24 +02:00
parent bd589f272d
commit 9b7d02e5fb
107 changed files with 14511 additions and 3924 deletions

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/*
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 "rendering/common/locallights.h"
#include <algorithm>
#include <array>
#include <chrono>
#include <limits>
#include "utilities/Globals.h"
#include "utilities/utilities.h"
#include "scene/scene.h"
#include "model/AnimModel.h"
#include "model/Model3d.h"
#include "vehicle/DynObj.h"
#include "vehicle/Train.h"
#include "simulation/simulation.h"
#include "rendering/geometrybank.h"
namespace
{
// a light ends where its contribution falls under this. it is above the limit of the culling of the clusters, as there are
// many more of these lights than headlights, and each of them lights only its surroundings
float const LIGHT_THRESHOLD{0.01f};
// no light of a model reaches farther than this, metres
float const LIGHT_RANGE_MAX{60.f};
// the self-illumination threshold of the lamps of scenery models (Light_On, ls_Dark) and full darkness: between them
// the lights of models and compartments fade in, as they would be lost in the daylight anyway
float const LIGHT_DUSK_LUMINANCE{0.325f};
float const LIGHT_DAY_LUMINANCE{1.0f};
glm::vec3 to_linear(glm::vec3 const &Color)
{
return glm::pow(glm::max(Color, glm::vec3{0.f}), glm::vec3{2.2f});
}
float max_component(glm::vec3 const &Color)
{
return std::max(Color.r, std::max(Color.g, Color.b));
}
// distance at which a light of the colour falls under the threshold with the square of the distance
float light_range(glm::vec3 const &Color)
{
return std::min(std::sqrt(max_component(Color) / LIGHT_THRESHOLD), LIGHT_RANGE_MAX);
}
// model space transform of the parent of the submodel, from the static transforms of the submodels above it; false if the
// submodel is not in the tree
bool find_parent_transform(TSubModel const *Submodel, TSubModel const *Target, glm::mat4 const &Parent, glm::mat4 &Result)
{
for (auto const *submodel{Submodel}; submodel != nullptr; submodel = submodel->Next)
{
if (submodel == Target)
{
Result = Parent;
return true;
}
auto transform{Parent};
if ((submodel->iFlags & 0xC000) && (submodel->fMatrix != nullptr))
{
transform *= glm::make_mat4(submodel->fMatrix->readArray());
}
if (find_parent_transform(submodel->Child, Target, transform, Result))
{
return true;
}
}
return false;
}
// bounds of the geometry of the submodel, of its children and, with Siblings, of the submodels after it, in the space of Transform
void extend_bounds(TSubModel const *Submodel, glm::mat4 const &Transform, gfx::geometrybank_manager const &Geometry, bool const Siblings, glm::vec3 &Min, glm::vec3 &Max,
bool &Lightpoints)
{
for (auto const *submodel{Submodel}; submodel != nullptr; submodel = (Siblings ? submodel->Next : nullptr))
{
auto transform{Transform};
if ((submodel->iFlags & 0xC000) && (submodel->fMatrix != nullptr))
{
transform *= glm::make_mat4(submodel->fMatrix->readArray());
}
if (submodel->eType == TP_FREESPOTLIGHT)
{
Lightpoints = true;
}
else if ((submodel->eType < TP_ROTATOR) && (submodel->m_geometry.handle != null_handle))
{
for (auto const &vertex : Geometry.vertices(submodel->m_geometry.handle))
{
auto const point{glm::vec3{transform * glm::vec4{vertex.position, 1.f}}};
Min = glm::min(Min, point);
Max = glm::max(Max, point);
}
}
extend_bounds(submodel->Child, transform, Geometry, true, Min, Max, Lightpoints);
}
}
} // namespace
void gfx::local_lights::gather(glm::dvec3 const &Camera, scene::basic_region &Region, gfx::geometrybank_manager const &Geometry, unsigned int const Framestamp)
{
auto const start{std::chrono::steady_clock::now()};
m_lights.clear();
m_cablampon = false;
m_scenerycount = m_vehiclecount = m_compartmentcount = 0;
// the editor adds, moves and removes instances in the cells. it can also do it in the frame it is turned off in
auto const rebuild{EditorModeFlag || m_editorseen};
m_editorseen = EditorModeFlag;
if (Global.gfx_lights_clustered)
{
if (Global.gfx_lights_cab)
{
gather_cab_lamp(Geometry);
}
// lamps are lost in the daylight; this also spares the work of gathering them in the middle of the day
auto const darkness{1.f - glm::smoothstep(LIGHT_DUSK_LUMINANCE, LIGHT_DAY_LUMINANCE, static_cast<float>(Global.fLuminance))};
auto const range{Global.gfx_lights_range};
if ((darkness > 0.f) && (range > 0.f) && Global.gfx_lights_scenery)
{
auto const freespotbrightness{Global.gfx_lights_freespot_intensity * darkness};
// sections of the region within the range, the same way the render picks them
auto const camerax{static_cast<int>(std::floor(Camera.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2))};
auto const cameraz{static_cast<int>(std::floor(Camera.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2))};
auto const reach{static_cast<int>(std::ceil(range / scene::EU07_SECTIONSIZE))};
for (int row = std::max(0, cameraz - reach); row <= std::min(scene::EU07_REGIONSIDESECTIONCOUNT - 1, cameraz + reach); ++row)
{
for (int column = std::max(0, camerax - reach); column <= std::min(scene::EU07_REGIONSIDESECTIONCOUNT - 1, camerax + reach); ++column)
{
auto *section{Region.m_sections[row * scene::EU07_REGIONSIDESECTIONCOUNT + column]};
if (section == nullptr)
{
continue;
}
for (auto &cell : section->m_cells)
{
if ((false == cell.m_active) || (glm::length(cell.m_area.center - Camera) > range + cell.m_area.radius))
{
continue;
}
for (auto *instance : cell_instances(cell, rebuild).instances)
{
gather_instance(instance, Camera, freespotbrightness, Framestamp);
}
}
}
}
}
if ((darkness > 0.f) && (range > 0.f) && Global.gfx_lights_vehicles)
{
auto const freespotbrightness{Global.gfx_lights_freespot_intensity * darkness};
auto const compartmentbrightness{Global.gfx_lights_compartment_intensity * darkness};
for (auto *vehicle : simulation::Vehicles.sequence())
{
if (glm::length(vehicle->GetPosition() - Camera) > range + vehicle->radius())
{
continue;
}
gather_vehicle(vehicle, Camera, Geometry, freespotbrightness, compartmentbrightness);
}
}
// the most important lights first: when the light buffer or the list of a cluster fills up, the others are left out
std::sort(std::begin(m_lights), std::end(m_lights), [&Camera](light const &Left, light const &Right) {
return glm::length2(Left.position - Camera) / std::max(max_component(Left.color), 1e-6f) < glm::length2(Right.position - Camera) / std::max(max_component(Right.color), 1e-6f);
});
}
auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count()};
m_gathertime = (m_gathertime == 0.0 ? elapsed : m_gathertime * 0.95 + elapsed * 0.05);
}
void gfx::local_lights::reset()
{
m_lights.clear();
m_cablampon = false;
m_modellights.clear();
m_cells.clear();
m_sections.clear();
m_models.clear();
m_scenerycount = m_vehiclecount = m_compartmentcount = m_placed = m_dropped = 0;
}
void gfx::local_lights::gather_instance(TAnimModel *Instance, glm::dvec3 const &Camera, float const Brightness, unsigned int const Framestamp)
{
if ((false == Instance->m_visible) || (Instance->pModel == nullptr))
{
return;
}
auto const offset{Instance->location() - Camera};
if (glm::length(offset) > Global.gfx_lights_range + Instance->radius())
{
return;
}
// the same distance the render picks the lods and the range of the instance by
auto const distancesquared{glm::length2(offset / static_cast<double>(Global.ZoomFactor)) / Global.fDistanceFactor};
if ((distancesquared < Instance->m_rangesquaredmin) || (distancesquared >= Instance->m_rangesquaredmax))
{
return;
}
Instance->RaAnimate(Framestamp);
Instance->RaPrepare();
TSubModel::fSquareDist = static_cast<float>(distancesquared);
auto const count{m_lights.size()};
auto const placement{glm::translate(glm::dmat4{1.0}, Instance->location()) * glm::dmat4{Instance->rotation_scale()}};
m_walkowner = Instance;
walk(Instance->pModel->Root, glm::mat4{1.f}, placement, Brightness);
m_walkowner = nullptr;
m_scenerycount += static_cast<std::uint32_t>(m_lights.size() - count);
}
void gfx::local_lights::gather_vehicle(TDynamicObject *Vehicle, glm::dvec3 const &Camera, gfx::geometrybank_manager const &Geometry, float const Freespotbrightness,
float const Compartmentbrightness)
{
if ((false == Global.render_cab) && (Global.pCamera.m_owner == Vehicle))
{
// the render leaves the vehicle out as well
return;
}
// light points: the models with any are gone through after the setup the render makes before it draws the vehicle
std::array<TModel3d *, 2> models{Vehicle->mdModel, Vehicle->mdLowPolyInt};
auto const haslightpoints = [this](TModel3d *Model) { return (Model != nullptr) && has_light_points(Model); };
if (std::any_of(std::begin(models), std::end(models), haslightpoints) || std::any_of(std::begin(Vehicle->mdAttachments), std::end(Vehicle->mdAttachments), haslightpoints))
{
TSubModel::iInstance = reinterpret_cast<std::uintptr_t>(Vehicle);
TSubModel::iVariantSeed = Vehicle->variant_seed();
auto const squaredistance{glm::length2(glm::vec3{Vehicle->vPosition - Camera} / Global.ZoomFactor)};
Vehicle->ABuLittleUpdate(squaredistance);
auto const placement{glm::translate(glm::dmat4{1.0}, Vehicle->vPosition) * Vehicle->mMatrix};
auto const count{m_lights.size()};
auto const walkmodel = [&](TModel3d *Model) {
if (haslightpoints(Model))
{
TSubModel::fSquareDist = squaredistance;
walk(Model->Root, glm::mat4{1.f}, placement, Freespotbrightness);
}
};
walkmodel(Vehicle->mdModel);
for (auto *attachment : Vehicle->mdAttachments)
{
walkmodel(attachment);
}
walkmodel(Vehicle->mdLowPolyInt);
m_vehiclecount += static_cast<std::uint32_t>(m_lights.size() - count);
if (Vehicle->btnOn)
{
Vehicle->TurnOff(); // the state of the shared model goes back to the default, as after the render
}
}
// lit compartments, the way TDynamicObject::Update() works out their self-illumination: cab sections come first and are lit at
// the level of their lamp, the others at the level of the compartment lights
if ((Vehicle->mdLowPolyInt != nullptr) && (Compartmentbrightness > 0.f))
{
auto const owncab{m_cablampon && (simulation::Train != nullptr) && (simulation::Train->Dynamic() == Vehicle)};
auto cabsection{true};
for (auto const &section : Vehicle->Sections)
{
auto const &name{section.compartment->pName};
cabsection &= (name.size() >= 4) && name.starts_with("cab");
auto const level{section.light_level * (cabsection ? 1.f : Vehicle->MoverParameters->CompartmentLights.intensity)};
if ((level <= 0.f) || (Global.fLuminance > section.compartment->fLight) || (section.compartment->iVisible == 0))
{
continue;
}
if (cabsection && owncab)
{
// the lamp of the occupied cab is a light of its own
continue;
}
auto const &data{this->section(Vehicle->mdLowPolyInt, section.compartment, Geometry)};
if (data.has_light_points || (data.extent == glm::vec3{0.f}))
{
continue;
}
light compartmentlight;
compartmentlight.position = Vehicle->GetWorldPosition(glm::dvec3{data.center});
compartmentlight.color = to_linear(Vehicle->InteriorLight) * (level * Compartmentbrightness);
// the light goes out of the windows a little; there are no shadows to keep it in, so it doesn't reach far
compartmentlight.range = std::clamp(glm::length(data.extent) * 1.5f, 2.f, std::min(light_range(compartmentlight.color), 15.f));
m_lights.emplace_back(compartmentlight);
++m_compartmentcount;
}
}
}
void gfx::local_lights::gather_cab_lamp(gfx::geometrybank_manager const &Geometry)
{
// the cab is drawn, Render_cab() conditions
if (FreeFlyModeFlag || (false == Global.render_cab) || (simulation::Train == nullptr))
{
return;
}
auto const *vehicle{simulation::Train->Dynamic()};
if ((vehicle == nullptr) || (false == vehicle->bDisplayCab) || (vehicle->mdKabina == nullptr) || (vehicle->mdKabina == vehicle->mdModel))
{
return;
}
if (vehicle->InteriorLightLevel <= 0.f)
{
return;
}
// as bright as the ambient light it used to add to the cab: lost in the daylight
auto const luminance{Global.fLuminance * (vehicle->fShade > 0.0f ? vehicle->fShade : 1.0f)};
auto const level{vehicle->InteriorLightLevel * std::clamp(1.25f - static_cast<float>(luminance), 0.f, 1.f)};
if (level <= 0.f)
{
return;
}
auto const &bounds{model_bounds(vehicle->mdKabina, Geometry)};
if (bounds.extent == glm::vec3{0.f})
{
return;
}
// under the ceiling, in the middle of the cab
auto const lamp{glm::vec3{bounds.center.x, std::max(bounds.center.y, bounds.center.y + bounds.extent.y - 0.25f), bounds.center.z}};
m_cablamp = light{};
m_cablamp.position = vehicle->GetWorldPosition(glm::dvec3{lamp});
m_cablampvehicle = vehicle;
m_cablamplocal = lamp;
m_cablamp.color = to_linear(vehicle->InteriorLight) * (level * Global.gfx_lights_cab_intensity);
// within the cab: without shadows (gfx.lights.shadows) the lamp would light the track below and the body of the vehicle around it
m_cablamp.range = std::clamp(glm::length(bounds.extent) * 1.25f, 2.5f, 8.f);
m_cablampon = (max_component(m_cablamp.color) > 0.f);
}
void gfx::local_lights::walk(TSubModel *Submodel, glm::mat4 const &Transform, glm::dmat4 const &Placement, float const Brightness)
{
// visibility, lod ranges, transforms and animations as in opengl46_renderer::Render_Alpha(TSubModel *)
for (auto *submodel{Submodel}; submodel != nullptr; submodel = submodel->Next)
{
if ((submodel->iVisible == 0) || (TSubModel::fSquareDist < submodel->fSquareMinDist) || (TSubModel::fSquareDist >= submodel->fSquareMaxDist))
{
continue;
}
auto transform{Transform};
if (submodel->iFlags & 0xC000)
{
if (submodel->fMatrix != nullptr)
{
transform *= glm::make_mat4(submodel->fMatrix->readArray());
}
if (submodel->b_aAnim != TAnimType::at_None)
{
submodel->RaAnimation(transform, submodel->b_aAnim);
}
}
if (submodel->eType == TP_FREESPOTLIGHT)
{
add_light_point(*submodel, transform, Placement, Brightness);
}
if (submodel->Child != nullptr)
{
walk(submodel->Child, transform, Placement, Brightness);
}
}
}
void gfx::local_lights::add_light_point(TSubModel const &Submodel, glm::mat4 const &Transform, glm::dmat4 const &Placement, float const Brightness)
{
// lit points: with self-illumination, past its threshold. the compartments of vehicles set it with their lights
if ((Submodel.f4Emision.a <= 0.f) || (Global.fLuminance >= Submodel.fLight) || (Submodel.fVisible <= 0.f))
{
return;
}
auto const diffuse{Submodel.DiffuseOverride.r < 0.f ? // -1 indicates no override
glm::vec3{Submodel.f4Diffuse} :
Submodel.DiffuseOverride};
auto const color{to_linear(diffuse) * (Brightness * Submodel.fHotspotPower * Submodel.fVisible * std::min(Submodel.f4Emision.a, 1.f))};
if (max_component(color) <= LIGHT_THRESHOLD)
{
return;
}
light lightpoint;
lightpoint.position = glm::dvec3{Placement * glm::dvec4{glm::dvec3{Transform[3]}, 1.0}};
auto const axis{glm::vec3{glm::dmat3{Placement} * glm::dvec3{-glm::vec3{Transform[2]}}}};
lightpoint.direction = (glm::length2(axis) > 0.f ? glm::normalize(axis) : glm::vec3{0.f, -1.f, 0.f});
lightpoint.color = color;
// the cone of the glare: where the point is seen from is where it shines. the glare goes from no brightness at the falloff
// angle to full at the hotspot angle, which some models have the wrong way round
lightpoint.cos_outer = std::clamp(Submodel.fCosFalloffAngle, -1.f, 0.999f);
lightpoint.cos_inner = std::clamp(std::max(Submodel.fCosHotspotAngle, lightpoint.cos_outer + 0.05f), lightpoint.cos_outer + 0.001f, 1.f);
lightpoint.range = light_range(color);
if (m_walkowner != nullptr)
{
lightpoint.owner = m_walkowner;
lightpoint.part = &Submodel;
}
m_lights.emplace_back(lightpoint);
}
bool gfx::local_lights::has_light_points(TModel3d *Model)
{
auto lookup{m_modellights.find(Model)};
if (lookup != m_modellights.end())
{
return lookup->second;
}
auto found{false};
std::vector<TSubModel const *> pending{Model->Root};
while ((false == found) && (false == pending.empty()))
{
auto const *submodel{pending.back()};
pending.pop_back();
for (; submodel != nullptr; submodel = submodel->Next)
{
if (submodel->eType == TP_FREESPOTLIGHT)
{
found = true;
break;
}
if (submodel->Child != nullptr)
{
pending.emplace_back(submodel->Child);
}
}
}
m_modellights.emplace(Model, found);
return found;
}
gfx::local_lights::cell_data const &gfx::local_lights::cell_instances(scene::basic_cell &Cell, bool const Rebuild)
{
// light points are drawn in the translucent phase, so the instances which have them are on the translucent list of the cell
auto &instances{Cell.m_instancetranslucent};
auto &data{m_cells[&Cell]};
if (Rebuild || (data.source_size != instances.size()) || (data.source_data != static_cast<void const *>(instances.data())))
{
data.instances.clear();
for (auto *instance : instances)
{
if ((instance->pModel != nullptr) && has_light_points(instance->pModel))
{
data.instances.emplace_back(instance);
}
}
data.source_size = instances.size();
data.source_data = instances.data();
}
return data;
}
gfx::local_lights::section_data const &gfx::local_lights::section(TModel3d *Model, TSubModel *Section, gfx::geometrybank_manager const &Geometry)
{
auto lookup{m_sections.find(Section)};
if (lookup != m_sections.end())
{
return lookup->second;
}
section_data data;
glm::mat4 transform{1.f};
if (find_parent_transform(Model->Root, Section, glm::mat4{1.f}, transform))
{
glm::vec3 min{std::numeric_limits<float>::max()};
glm::vec3 max{std::numeric_limits<float>::lowest()};
extend_bounds(Section, transform, Geometry, false, min, max, data.has_light_points);
if (min.x <= max.x)
{
data.center = 0.5f * (min + max);
data.extent = 0.5f * (max - min);
}
}
return m_sections.emplace(Section, data).first->second;
}
gfx::local_lights::section_data const &gfx::local_lights::model_bounds(TModel3d *Model, gfx::geometrybank_manager const &Geometry)
{
auto lookup{m_models.find(Model)};
if (lookup != m_models.end())
{
return lookup->second;
}
section_data data;
glm::vec3 min{std::numeric_limits<float>::max()};
glm::vec3 max{std::numeric_limits<float>::lowest()};
extend_bounds(Model->Root, glm::mat4{1.f}, Geometry, true, min, max, data.has_light_points);
if (min.x <= max.x)
{
data.center = 0.5f * (min + max);
data.extent = 0.5f * (max - min);
}
return m_models.emplace(Model, data).first->second;
}
std::string gfx::local_lights::info() const
{
return "local lights: " + std::to_string(m_lights.size()) + " (scenery " + std::to_string(m_scenerycount) + ", vehicles " + std::to_string(m_vehiclecount) + ", compartments " +
std::to_string(m_compartmentcount) + ")" + (m_cablampon ? " + cab lamp" : "") + ", placed " + std::to_string(m_placed) + ", over capacity " + std::to_string(m_dropped) +
", gather " + to_string(m_gathertime, 2) + " ms";
}
void gfx::local_lights::draw_debug_ui()
{
ImGui::TextUnformatted("local lights (need clustered lights)");
ImGui::Checkbox("light points of scenery models", &Global.gfx_lights_scenery);
ImGui::Checkbox("light points and compartments of vehicles", &Global.gfx_lights_vehicles);
ImGui::Checkbox("cab lamp as a light", &Global.gfx_lights_cab);
ImGui::SliderFloat("light point brightness", &Global.gfx_lights_freespot_intensity, 0.f, 50.f);
ImGui::SliderFloat("compartment brightness", &Global.gfx_lights_compartment_intensity, 0.f, 10.f);
ImGui::SliderFloat("cab lamp brightness", &Global.gfx_lights_cab_intensity, 0.f, 10.f);
ImGui::SliderFloat("cab ambient kept", &Global.gfx_lights_cab_bounce, 0.f, 1.f);
ImGui::SliderFloat("range, m", &Global.gfx_lights_range, 0.f, 1000.f);
ImGui::Text("gathered %u: scenery %u, vehicles %u, compartments %u%s", static_cast<unsigned>(m_lights.size()), m_scenerycount, m_vehiclecount, m_compartmentcount,
m_cablampon ? ", cab lamp" : "");
ImGui::Text("in the light buffer %u, over capacity %u", m_placed, m_dropped);
ImGui::Text("gather %.2f ms (cpu)", m_gathertime);
}

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/*
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/.
*/
#pragma once
#include <cstdint>
#include <string>
#include <unordered_map>
#include <vector>
namespace scene
{
class basic_region;
class basic_cell;
} // namespace scene
namespace gfx
{
class geometrybank_manager;
}
class TModel3d;
class TSubModel;
class TAnimModel;
class TDynamicObject;
// lights of the scene other than the sun and the vehicle headlights, which go to the light clusters of the renderers:
// - the light points (freespot lights) of scenery models and of vehicles, taken the way the experimental renderer takes them:
// a point which is visible, has self-illumination (emission) and is past its self-illumination threshold shines as a spot
// light along the -z axis of its submodel, with the cone of its glare. lamps of scenery models switched with Light_On / Light_Off
// and the self-illumination of vehicle compartments (TDynamicObject::Sections) work through the same state
// - the lit compartments of vehicles (low poly interior sections) without light points of their own: a point light in the middle
// - the lamp of the occupied cab: a point light under the top of the cab model, in place of the ambient light it used to add
// gathered once per frame around the camera, written to the light buffers by the renderers (Update_Lights())
namespace gfx
{
class local_lights
{
public:
struct light
{
glm::dvec3 position; // world space
glm::vec3 direction{0.f, -1.f, 0.f}; // world space, unit; axis of the cone
glm::vec3 color; // linear, the brightness included
float cos_outer{-1.f}; // cosine of the half angle of the cone; not above 0: the light is not limited to a cone
float cos_inner{-1.f}; // cosine of the half angle within which the light is at its full brightness; above cos_outer
float range{0.f}; // distance at which the light ends, metres
// light point of a scenery model: the instance and the submodel it comes from, which name the lamp from frame to frame
// (opengl46_local_shadows keeps the shadow maps of scenery lamps by them). nullptr for the other lights
void const *owner{nullptr};
void const *part{nullptr};
};
local_lights() = default;
local_lights(const local_lights &) = delete;
local_lights &operator=(const local_lights &) = delete;
// collects the lights within Global.gfx_lights_range of Camera, for the frame about to be drawn. it sets the state of the
// shared models of the instances and vehicles it goes through, as the render does before it draws each of them.
// Geometry: the geometry the models were loaded to, for the bounds of compartments and cabs; Framestamp: the number of the frame
void gather(glm::dvec3 const &Camera, scene::basic_region &Region, gfx::geometrybank_manager const &Geometry, unsigned int const Framestamp);
// forgets the lights and everything kept about the scene, which is about to be replaced (a scenery being loaded)
void reset();
// the lights of models and vehicles, the most important (closest and brightest) first
std::vector<light> const &lights() const
{
return m_lights;
}
// the lamp of the occupied cab, when it is on and the cab is drawn; nullptr otherwise
light const *cab_lamp() const
{
return m_cablampon ? &m_cablamp : nullptr;
}
// the vehicle of the cab lamp and the position of the lamp in the space of its cab model (mdKabina), when the lamp is on
TDynamicObject const *cab_lamp_vehicle() const
{
return m_cablampon ? m_cablampvehicle : nullptr;
}
glm::vec3 const &cab_lamp_local() const
{
return m_cablamplocal;
}
// counts of the last pass which wrote the lights to the light buffer: placed, and left out for the lack of room
void placed(std::uint32_t const Placed, std::uint32_t const Dropped)
{
m_placed = Placed;
m_dropped = Dropped;
}
// line for the statistics of the debug panel
std::string info() const;
// controls and counters for the debug window
void draw_debug_ui();
private:
struct section_data
{
glm::vec3 center{0.f}; // middle of the bounds, model space
glm::vec3 extent{0.f}; // half the size of the bounds
bool has_light_points{false}; // the section holds light points, which light it in place of the one made for it
};
struct cell_data
{
std::vector<TAnimModel *> instances; // instances of models with light points
// what the list was made from: when the instance list of the cell changes, the list is made anew
std::size_t source_size{0};
void const *source_data{nullptr};
};
// lights of the light points of the submodel tree, gone through the way the render goes through it. Transform: model space of
// Submodel's parent, Placement: model space to world space, Brightness: of a light point of white colour
void walk(TSubModel *Submodel, glm::mat4 const &Transform, glm::dmat4 const &Placement, float const Brightness);
void add_light_point(TSubModel const &Submodel, glm::mat4 const &Transform, glm::dmat4 const &Placement, float const Brightness);
void gather_instance(TAnimModel *Instance, glm::dvec3 const &Camera, float const Brightness, unsigned int const Framestamp);
void gather_vehicle(TDynamicObject *Vehicle, glm::dvec3 const &Camera, gfx::geometrybank_manager const &Geometry, float const Freespotbrightness, float const Compartmentbrightness);
void gather_cab_lamp(gfx::geometrybank_manager const &Geometry);
bool has_light_points(TModel3d *Model);
cell_data const &cell_instances(scene::basic_cell &Cell, bool const Rebuild);
section_data const &section(TModel3d *Model, TSubModel *Section, gfx::geometrybank_manager const &Geometry);
section_data const &model_bounds(TModel3d *Model, gfx::geometrybank_manager const &Geometry);
std::vector<light> m_lights;
light m_cablamp;
bool m_cablampon{false};
TDynamicObject const *m_cablampvehicle{nullptr};
glm::vec3 m_cablamplocal{0.f};
std::unordered_map<TModel3d const *, bool> m_modellights; // whether the model has light points
std::unordered_map<scene::basic_cell const *, cell_data> m_cells;
std::unordered_map<TSubModel const *, section_data> m_sections; // compartments, by their submodel
std::unordered_map<TModel3d const *, section_data> m_models; // bounds of cab models
TAnimModel const *m_walkowner{nullptr}; // scenery instance whose light points walk() goes through; nullptr for vehicles
bool m_editorseen{false}; // the editor was on in the last frame: the instance lists of the cells may have changed
// statistics
std::uint32_t m_scenerycount{0};
std::uint32_t m_vehiclecount{0};
std::uint32_t m_compartmentcount{0};
std::uint32_t m_placed{0};
std::uint32_t m_dropped{0};
double m_gathertime{0.0}; // milliseconds, smoothed
};
} // namespace gfx

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/*
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/.
*/
// the walk of the scene shared by the renderers (stage N6 of claude/vulkan14-renderer-plan.md, decision K11): the decisions of
// what is drawn in a pass (the sections, cells, tracks, shapes, models, instances, vehicles, the cab, the translucent parts),
// in which order, with which material, transform and level of detail. a renderer derives from it and gets the draws through
// the walk_* methods: the opengl renderer makes them at once (the same gl calls in the same order as before the walk was
// shared), the vulkan renderer records them. what the backend may draw itself (the gpu culling of the opengl renderer) is
// asked about with the walk_* methods which do nothing by default.
//
// the walk keeps the state of the draw in model_ubs (the block of the model of the shaders) and the transform on the matrix
// stack of OpenGLMatrices (a cpu stack, despite the name)
#pragma once
#include "rendering/geometrybank.h"
#include "rendering/openglcamera.h"
#include "scene/scene.h"
#include "world/Track.h"
#include "world/TrackSleepers.h"
#include "model/material.h"
#include "gl/ubo.h"
#include <unordered_map>
#include <utility>
#include <vector>
class TAnimModel;
class TDynamicObject;
class TModel3d;
class TSubModel;
class TTraction;
class TMemCell;
struct material_data;
struct lighting_data;
namespace gfx
{
class scene_walk
{
public:
virtual ~scene_walk() = default;
protected:
// types
enum class rendermode
{
none,
color,
shadows,
reflections,
pickcontrols,
pickscenery
};
struct debug_stats
{
int dynamics{0};
int models{0};
int submodels{0};
int paths{0};
int traction{0};
int shapes{0};
int lines{0};
int particles{0};
int drawcalls{0};
int instanced_drawcalls{0}; // drawcalls issued via instanced render path (one per TModel3d batch)
int instances{0}; // total instances drawn via instanced render path
int triangles{0};
debug_stats &operator+=(const debug_stats &Right)
{
dynamics += Right.dynamics;
models += Right.models;
submodels += Right.submodels;
paths += Right.paths;
traction += Right.traction;
shapes += Right.shapes;
lines += Right.lines;
particles += Right.particles;
drawcalls += Right.drawcalls;
instanced_drawcalls += Right.instanced_drawcalls;
instances += Right.instances;
return *this;
}
};
using section_sequence = std::vector<scene::basic_section *>;
using distancecell_pair = std::pair<double, scene::basic_cell *>;
using cell_sequence = std::vector<distancecell_pair>;
struct renderpass_config
{
opengl_camera pass_camera;
opengl_camera viewport_camera;
rendermode draw_mode{rendermode::none};
float draw_range{0.0f};
// depth range of the projection of a color pass; the far plane is only the end of the range which is drawn,
// as the projection matrix itself has none
float znear{0.0f};
float zfar{0.0f};
debug_stats draw_stats;
};
// an instance of a bucket of a scene cell, queued to be drawn by Render_Instanced()
struct queued_instance
{
scene::basic_cell::instance_bucket const *bucket;
std::size_t index; // of the instance and its record in the bucket
};
// the programs of the draws which aren't drawn with the programs of their materials
enum class walk_shader
{
pick, // a colour for the picking of the scenery or the controls
pick_surface, // the gradient of a touch screen for the picking of the controls
line, // the wires of the traction and the lines
billboard, // the glare of a lamp
freespot // the point of light of a lamp
};
// how far the reflection pass draws the simplified versions of things, as if they were farther away
static int constexpr EU07_REFLECTIONFIDELITYOFFSET{250};
// the walk
void Render(scene::basic_region *Region);
void Render(section_sequence::iterator First, section_sequence::iterator Last);
void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
void Render(scene::shape_node const &Shape, bool const Ignorerange);
void Render(TAnimModel *Instance);
// batched render path for many TAnimModel instances that share the same TModel3d.
// Caller guarantees every instance was instanceable when bucketed (no per-instance lights,
// no submodel animation, same replacable skins); the records of the instances tell which
// ones still are. Instances are individually frustum/distance culled by their records, the
// TAnimModel itself is read only for the first instance drawn. Each lod band drawn counts as
// one instanced_drawcall in draw_stats; the instances drawn are added to the instances counter.
// Bandcounts, when given, gets the number of instances drawn in each lod band.
void Render_Instanced(TModel3d *Model, std::vector<queued_instance> const &Instances, std::vector<std::uint32_t> *Bandcounts = nullptr);
// adds the bucketed instances of a scene cell to the frame-level buckets drawn by Render_Instanced(),
// less the ones their records show to be out of sight in the current render pass
void Queue_Instances(scene::basic_cell const *Cell);
// makes the records of the instances held by a bucket of a scene cell, with locations relative to Origin
void Update_Instance_Records(TModel3d const *Model, scene::basic_cell::instance_bucket const &Bucket, glm::dvec3 const &Origin);
// whether none of the instances of a bucket can pass the culling of the current pass, by the bounds of their records
bool Bucket_Culled(scene::basic_cell::instance_bucket const &Bucket) const;
// the sphere around the locations of the visible instances of a bucket, with a margin for the precision of the records
static scene::bounding_area Bucket_Area(scene::basic_cell::instance_bucket const &Bucket);
bool Render(TDynamicObject *Dynamic);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render(TSubModel *Submodel);
void Render(TTrack *Track);
void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
// renders the per-track sleeper instances (TTrack::m_sleeper_local_transforms) via GPU instancing.
// caller must already have the camera-relative world-space transform set on the matrix stack.
// no-op if the track has no sleepermodel, Global.SleeperDistance is 0, or the camera is beyond
// Global.SleeperDistance from the track origin.
void Render_Sleepers(TTrack *Track);
// renders the sleepers and switch timbers of the tracks in range (TTrack::m_sleepers3d), laying them first where they're out of date.
// the parts of the model are drawn in instanced batches for the whole run of tracks, the runs of beams out of sight left out
void Render_Timbers(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false);
bool Render_interior(bool const Alpha = false);
bool Render_lowpoly(TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false);
bool Render_coupler_adapter(TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false);
void Render(TMemCell *Memcell);
void Render_Alpha(scene::basic_region *Region);
void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last);
void Render_Alpha(TAnimModel *Instance);
void Render_Alpha(TTraction *Traction);
void Render_Alpha(scene::lines_node const &Lines);
bool Render_Alpha(TDynamicObject *Dynamic);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render_Alpha(TSubModel *Submodel);
void Render_Alpha_text(TSubModel *Submodel); // characters of a text display
// the colour of the picking of the item of the index, and the index of a colour read back
static glm::vec3 pick_color(std::size_t const Index);
static std::size_t pick_index(glm::ivec3 const &Color);
// the range the top view of the editor draws the tracks to, and the parts of the scenery it leaves out
static float editor_track_view_range(float const Range, bool const Apply);
static bool editor_ballast_hidden(TTrack const *Track, bool const Colour);
static bool editor_far_tracks_only(bool const Apply, scene::basic_cell const *Cell, glm::dvec3 const &Camera, double const SceneryLimit);
// material assigned to the submodel, resolving replacable skins. null_handle if no skin set is bound
static material_handle submodel_material(TSubModel const *Submodel);
// what the backend does with the draws of the walk
// binds the material for the colour passes: its program, its textures and its parameters in model_ubs (opacity, alpha_mult,
// the params of the submodel or of the lighting of a shape)
virtual void walk_material(material_handle const Material, TSubModel const *Submodel = nullptr, lighting_data const *Lighting = nullptr) = 0;
// the same for the shadow passes: the program of the shadows, with the alpha test of the diffuse texture when there is one
virtual void walk_shadow_material(material_handle const Material) = 0;
virtual opengl_material const &walk_material_data(material_handle const Material) const = 0;
virtual opengl_material const &walk_material_data(TSubModel const *Submodel) const = 0;
virtual void walk_program(walk_shader const Program) = 0;
virtual void walk_texture(std::size_t const Unit, texture_handle const Texture) = 0;
// what follows is translucent (blended, without the depth written) or opaque, culled as the pass culls
virtual void walk_blending(bool const Alpha) = 0;
// the strength of the sun and the ambient light, for things in the shade (tunnels, vehicles in them), 1: the full light
virtual void walk_sunlight(float const Factor = 1.f) = 0;
virtual void walk_environment(TEnvironmentType const Environment = e_flat) = 0;
// the ambient light of the cab: kept, added to (the lamp of the cab), put back
virtual void walk_ambient_save() = 0;
virtual void walk_ambient_add(glm::vec3 const &Addition) = 0;
virtual void walk_ambient_restore() = 0;
// the ambient light of the sun, which lights the lines
virtual glm::vec4 walk_sun_ambient() const = 0;
// a draw of the chunk with the state of the walk: model_ubs with the modelview of OpenGLMatrices, and the instances of
// m_current_instance_count / m_current_instance_base when there are any. the second draws the chunks together
virtual void walk_draw(gfx::geometry_handle const &Geometry) = 0;
virtual void walk_draw(std::vector<gfx::geometrybank_handle>::iterator First, std::vector<gfx::geometrybank_handle>::iterator Last) = 0;
// places the modelview matrices of instances in the instance buffer of the frame. returns: base instance of the first of them
virtual std::uint32_t walk_instances(glm::mat4 const *Modelviews, std::size_t const Count) = 0;
virtual void walk_cull_face(bool const Enabled) = 0;
// the glare of a lamp: drawn without the depth test, added to what is there; drawn only where the point of the light was
// seen (walk_light_query() of the last frame, when the backend has it)
virtual void walk_glare(bool const Enabled) = 0;
virtual void walk_glare_draw(TSubModel *Submodel, gfx::geometry_handle const &Geometry) = 0;
virtual void walk_light_query(TSubModel *Submodel, bool const Begin) = 0;
// what the backend may draw itself (the gpu culling of the opengl renderer); by default the walk draws everything
// the start of the walk of a region
virtual void walk_region_begin() {}
// the opaque ground of the colour pass is drawn, the editor takes the position of the cursor from the depth
virtual void walk_editor_cursor() {}
// a bucket of instances of a cell: false when the backend took the instances (the walk leaves them out); Area is the cell's
virtual bool walk_bucket(scene::basic_cell::instance_bucket_key const &Key, scene::basic_cell::instance_bucket const &Bucket, bool const Bucketrange, scene::bounding_area const &Area)
{
return true;
}
// a bucket left out of the pass as wholly out of sight
virtual void walk_bucket_culled(scene::basic_cell::instance_bucket const &Bucket) {}
// a model drawn on its own: true when the backend took it. Inrange: the cell of the instance lies within the range of the pass
virtual bool walk_queue_model(TAnimModel *Instance, bool const Inrange)
{
return false;
}
// the sleepers of a track: true when the backend took them
virtual bool walk_queue_sleepers(TTrack *Track)
{
return false;
}
// the sleepers the walk drew for a track, by their squared distances, and the lod bounds of their model
virtual void walk_sleepers_drawn(TTrack const &Track, std::vector<float> const &Lodbounds, std::vector<std::pair<float, glm::mat4>> const &Drawn) {}
// the instances of the cells are about to be drawn: whether the walk reports what it drew of each bucket (walk_instances_compare())
virtual bool walk_instances_begin()
{
return false;
}
virtual void walk_instances_compare(scene::basic_cell::instance_bucket_key const &Key, std::vector<std::uint32_t> const &Bandcounts) {}
virtual void walk_instances_end() {}
// members
renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue;
// frame-level accumulation of per-cell opaque instance buckets. Each visited
// cell's buckets are merged here keyed by (TModel3d*, skins), so that
// Render_Instanced() runs once per unique model across the whole pass instead
// of once per cell -- collapsing many tiny instanced draws into a few large
// batches. Reused every pass; the vectors are emptied (not freed) at the top of Render(scene::basic_region*).
std::unordered_map<scene::basic_cell::instance_bucket_key, std::vector<queued_instance>, scene::basic_cell::instance_bucket_key_hash> m_frame_instance_buckets;
// geometry of neighbouring tracks of a cell which share the material, gathered to be drawn together. reused by each Render(path_sequence)
std::vector<gfx::geometrybank_handle> m_pathbatch;
// instance records kept by the buckets of scene cells are good as long as they carry this number.
// it changes with each frame drawn with the scenery editor active, as the editor moves and resizes instances in place,
// and whenever scene::node_state_version does, as instances are shown, hidden or drawn on their own
unsigned int m_instancerecordsversion{1};
// the model block of the draw being made
gl::model_ubs model_ubs;
unsigned int m_framestamp{0}; // id of currently rendered gfx frame
unsigned int m_timbersweepframe{0}; // the frame the beams of the tracks far away were last let go in
float m_fogrange{2000.0f};
// when > 0, the walk is inside a Render_Instanced() call: the draws are made for this many instances from
// m_current_instance_base onwards. The vertex shader reads per-instance modelview from the instance buffer
std::size_t m_current_instance_count{0};
std::uint32_t m_current_instance_base{0};
// camera-space transforms of the sleepers and timbers drawn by Render_Timbers, by the model and its part or its level of
// detail; kept from frame to frame to reuse their allocations
struct timber_bucket
{
track_sleepers::beam_model const *model{nullptr};
int part{-1}; // of a model put together from parts; -1: the whole model
float band{0.f}; // the squared distance the level of detail of the whole model is seen from
std::vector<glm::mat4> instances;
};
std::vector<timber_bucket> m_timberbuckets;
// persistent scratch buffer for Render_Instanced(): holds the per-instance
// camera-space root modelview matrices for the batch currently being built.
// Kept as a member rather than a function-local so its heap allocation is
// reused across calls -- clear() retains capacity, so once it has grown to
// the largest batch seen, steady-state frames perform no allocation here.
std::vector<glm::mat4> m_instance_modelviews;
// further persistent scratch buffers for Render_Instanced(): culled instances paired with their
// squared distance, and the lod bounds of the drawn model which split them into lod bands
struct instance_survivor
{
glm::mat4 modelview;
float distancesquared;
std::uint32_t band;
};
std::vector<instance_survivor> m_instance_survivors;
std::vector<float> m_instance_lodbounds;
std::vector<TSubModel const *> m_instance_lodpending;
// per sort key (lod band and distance slot): first index in m_instance_modelviews (with end sentinel)
// and fill cursor; per lod band: nearest distance
std::vector<std::size_t> m_instance_bandstarts;
std::vector<std::size_t> m_instance_bandcursors;
std::vector<float> m_instance_banddistances;
std::vector<std::uint32_t> m_instance_bandcounts; // reported by Render_Instanced() for the comparison
// comparison of the gpu culling: the key of the model Render( TAnimModel * ) is called for, and the models it drew in
// the pass with their scaled squared distances
scene::basic_cell::instance_bucket_key const *m_modelcomparekey{nullptr};
std::vector<std::pair<scene::basic_cell::instance_bucket_key, float>> m_modelcpudistances;
bool m_indirectchanging{false}; // the walk under way met a submodel which may look different in the next frame
// a vehicle drawn in the colour pass of this frame moved (motion blur)
bool m_vehiclesmoving{false};
// set while a preview is drawn: submodels faded out entirely are skipped, instead of being drawn invisible over the stencil
bool m_previewing{false};
// the last lighting of the pass placed the cab lamp among the lights: the cab is lit by it, not by an addition to the ambient light
bool m_cablamplit{false};
// the shadow pass draws the kept scenery part of the map of a lamp: no vehicles, and not the model of the lamp itself
bool m_cubescenery{false};
TAnimModel const *m_cubeskipinstance{nullptr};
// the shadow pass leaves this vehicle out (the one the headlights of the map being drawn belong to)
TDynamicObject const *m_shadowskipvehicle{nullptr};
// what the picking passes drew, by the index of their colours
std::vector<TSubModel const *> m_pickcontrolsitems;
std::vector<TSubModel const *> m_picksurfaceitems;
std::vector<scene::basic_node *> m_picksceneryitems;
// the quad of the glare of lamps and its texture
gfx::geometry_handle m_billboardgeometry{0, 0};
texture_handle m_glaretexture{-1};
private:
static float editor_ortho_reach();
};
} // namespace gfx