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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-05 21:49:10 +01:00

fix(track): 3D sleepers let go of the beams of the tracks far away

This commit is contained in:
2026-10-21 18:19:21 +02:00
parent 83c8c23c80
commit 9c2520ea52
7 changed files with 65 additions and 5 deletions

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@@ -5889,6 +5889,11 @@ void opengl46_renderer::Render_Timbers( scene::basic_cell::path_sequence::const_
// the distance is taken from the camera of the view, the shadow pass culling against its own frustum // the distance is taken from the camera of the view, the shadow pass culling against its own frustum
auto const camera = ( shadows ? m_renderpass.viewport_camera.position() : m_renderpass.pass_camera.position() ); auto const camera = ( shadows ? m_renderpass.viewport_camera.position() : m_renderpass.pass_camera.position() );
auto const range = static_cast<double>( shadows ? std::min( Global.SleeperDistance, 50.f ) : Global.SleeperDistance ); auto const range = static_cast<double>( shadows ? std::min( Global.SleeperDistance, 50.f ) : Global.SleeperDistance );
if( m_renderpass.draw_mode == rendermode::color && m_timbersweepframe != m_framestamp ) {
// once a frame the beams of the tracks well past where they're laid and worked out ahead are let go
m_timbersweepframe = m_framestamp;
track_sleepers::release_far( camera, range + 600.0 );
}
glm::mat4 const originmodelview = OpenGLMatrices.data( GL_MODELVIEW ); glm::mat4 const originmodelview = OpenGLMatrices.data( GL_MODELVIEW );
for( auto &bucket : m_timberbuckets ) { for( auto &bucket : m_timberbuckets ) {
bucket.instances.clear(); bucket.instances.clear();

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@@ -598,6 +598,7 @@ class opengl46_renderer : public gfx_renderer {
bool m_particlesoft{false}; // the depth for the soft particles is bound in the colour pass being drawn bool m_particlesoft{false}; // the depth for the soft particles is bound in the colour pass being drawn
unsigned int m_framestamp; // id of currently rendered gfx frame unsigned int m_framestamp; // 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_framerate; float m_framerate;
double m_updateaccumulator{0.0}; double m_updateaccumulator{0.0};
std::string m_debugtimestext; std::string m_debugtimestext;

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@@ -227,4 +227,10 @@ void settle_background() {
worker().settle(); worker().settle();
} }
void forget_layout( TTrack const &Track ) {
std::lock_guard<std::mutex> lock { clusters_mutex() };
known_clusters().erase( &Track );
}
} // namespace track_sleepers } // namespace track_sleepers

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@@ -27,5 +27,8 @@ bool in_background();
void ask_layout( TTrack &Track ); void ask_layout( TTrack &Track );
// nothing left to work out in the background nor being worked out, the waiting ones dropped // nothing left to work out in the background nor being worked out, the waiting ones dropped
void settle_background(); void settle_background();
// the layout of the cluster kept for the track let go, once the track laid its beams or went far; the cluster stays while
// another track of it keeps it
void forget_layout( TTrack const &Track );
} // namespace track_sleepers } // namespace track_sleepers

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@@ -1542,7 +1542,8 @@ void TTrack::create_geometry( gfx::geometrybank_handle const &Bank ) {
m_sleepers3d.active = track_sleepers::lays( *this ); m_sleepers3d.active = track_sleepers::lays( *this );
// bake per-instance sleeper transforms now that the owning cell has assigned m_origin. // bake per-instance sleeper transforms now that the owning cell has assigned m_origin.
// safe to call here even if the track has no sleepermodel (early-outs internally). // safe to call here even if the track has no sleepermodel (early-outs internally).
if( m_sleeper_enabled && m_sleeper_local_transforms.empty() ) { // a track laying the 3D sleepers draws its sleeper model with them, the transforms of the model alone wouldn't be drawn
if( m_sleeper_enabled && false == m_sleepers3d.active && m_sleeper_local_transforms.empty() ) {
build_sleeper_transforms(); build_sleeper_transforms();
} }
switch (iCategoryFlag & 15) switch (iCategoryFlag & 15)

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@@ -22,6 +22,7 @@ http://mozilla.org/MPL/2.0/.
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <algorithm>
#include <map> #include <map>
#include <set> #include <set>
@@ -111,7 +112,6 @@ void lay( TTrack &Track ) {
} }
laid.whole.clear(); laid.whole.clear();
laid.plain.clear(); laid.plain.clear();
laid.beams.clear();
laid.chunks.clear(); laid.chunks.clear();
laid.timbers = timber_model( Track ); laid.timbers = timber_model( Track );
laid.plains = plain_model( Track ); laid.plains = plain_model( Track );
@@ -125,9 +125,10 @@ void lay( TTrack &Track ) {
+ to_string( panel.second, 2 ) + " m along, where they share the timbers of its panel" ); + to_string( panel.second, 2 ) + " m along, where they share the timbers of its panel" );
} }
laid.laying = true; laid.laying = true;
laid.beams = ( in_background() ? std::move( placed ) : place( Track ) ); auto const beams { in_background() ? std::move( placed ) : place( Track ) };
laid.laying = false; laid.laying = false;
auto const &beams { laid.beams }; // the layout of the cluster isn't needed by this track any more, the instances below are what's drawn
forget_layout( Track );
auto const partlength = [&]( int const Part ) { auto const partlength = [&]( int const Part ) {
return static_cast<double>( parts.spans[ Part ].y - parts.spans[ Part ].x ); }; return static_cast<double>( parts.spans[ Part ].y - parts.spans[ Part ].x ); };
@@ -233,6 +234,47 @@ void lay( TTrack &Track ) {
} }
} }
close_run(); close_run();
// kept for as long as the track is near, without the room the vectors grew into
for( auto &instances : laid.instances ) {
instances.shrink_to_fit();
}
laid.whole.shrink_to_fit();
laid.plain.shrink_to_fit();
laid.chunks.shrink_to_fit();
}
void release_far( glm::dvec3 const &Camera, double const Range ) {
// the tracks swept in slices, so a big scenery costs little in a frame
static std::size_t next { 0 };
auto const &tracks { simulation::Paths.sequence() };
auto const slice { std::min<std::size_t>( tracks.size(), 256 ) };
for( std::size_t count = 0; count < slice; ++count ) {
if( next >= tracks.size() ) {
next = 0;
}
auto *track { tracks[ next++ ] };
if( track == nullptr || false == track->m_sleepers3d.active || track->m_sleepers3d.laying ) {
continue;
}
if( glm::length( track->location() - Camera ) - track->radius() <= Range ) {
continue;
}
auto &laid { track->m_sleepers3d };
forget_layout( *track );
auto const holds { laid.chunks.capacity() > 0 || laid.whole.capacity() > 0 || laid.plain.capacity() > 0
|| std::any_of( laid.instances.begin(), laid.instances.end(), []( std::vector<glm::mat4> const &Instances ) { return Instances.capacity() > 0; } ) };
if( false == holds ) {
continue;
}
for( auto &instances : laid.instances ) {
std::vector<glm::mat4> {}.swap( instances );
}
std::vector<glm::mat4> {}.swap( laid.whole );
std::vector<glm::mat4> {}.swap( laid.plain );
std::vector<chunk> {}.swap( laid.chunks );
laid.dirty = true;
}
} }
layout_check check() { layout_check check() {

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@@ -86,7 +86,6 @@ struct laid {
std::vector<glm::mat4> whole; // transforms of the timbers of a model without parts, drawn whole std::vector<glm::mat4> whole; // transforms of the timbers of a model without parts, drawn whole
std::vector<glm::mat4> plain; // transforms of the plain sleepers, whole models, relative to the origin of the track std::vector<glm::mat4> plain; // transforms of the plain sleepers, whole models, relative to the origin of the track
std::vector<chunk> chunks; std::vector<chunk> chunks;
std::vector<beam> beams; // as they're laid
}; };
// how far the ballast of a track with beams is lowered, so they stick out of it // how far the ballast of a track with beams is lowered, so they stick out of it
@@ -130,6 +129,9 @@ void unsettle_around( TTrack &Track );
void lay_in_background( bool const Background ); void lay_in_background( bool const Background );
// the beams of the track worked out ahead, before it comes in range // the beams of the track worked out ahead, before it comes in range
void prefetch( TTrack &Track ); void prefetch( TTrack &Track );
// the beams of the tracks far from the camera let go, a slice of the tracks each call, to be laid again as they come near;
// otherwise each track keeps the beams laid since it was first seen
void release_far( glm::dvec3 const &Camera, double const Range );
// what's wrong with the layout of the beams of all the tracks: beams over each other, rails with too few beams under them, // what's wrong with the layout of the beams of all the tracks: beams over each other, rails with too few beams under them,
// timbers shared by rails out of one plane // timbers shared by rails out of one plane