mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-28 20:27:28 +01:00
feat(track): 3D sleepers and switch timbers, blade heel and throw from templates, one rail carving pass
- sleepers3d / sleepers3dplain / sleepers3dbed in eu07.ini: timbers put together from the begin, main and end parts of a model and stretched to their length, plain sleepers of their own model; tracks whose plain sleepers would touch are laid as one cluster, lines of timbers led by priority and turned to the bisectors of frogs and crossings at a limited rate, whole timbers under crossings, split ones between tracks with room to part them, gaps filled per rail and overlaps shortened or dropped; clusters worked out in a background thread while driving, on demand in the editor - the ballast can be left out under the beams (sleepers3dbed no) - blades get their heel and throw from the switch template or blades <heel> <throw> in the scenery; blades of double switches run on into the track linking them to the next switch - rail cutting at frogs, wing rails, movable noses and switch crossings done by one carving pass (RailCarve) - tint of the rail treads applied to the colour only, without the matte band at the frog - a switch trailed through with a movable nose set the other way derails the vehicle - self-tests: sleepercheck, sharedzones, beamsnear, throw, sleepersbg
This commit is contained in:
@@ -2218,6 +2218,11 @@ gfx::userdata_array const &opengl33_renderer::UserData(const gfx::geometry_handl
|
||||
return m_geometry.userdata(Geometry);
|
||||
}
|
||||
|
||||
int opengl33_renderer::Primitive(gfx::geometry_handle const &Geometry) const
|
||||
{
|
||||
return static_cast<int>(m_geometry.primitive(Geometry));
|
||||
}
|
||||
|
||||
// material methods
|
||||
material_handle opengl33_renderer::Fetch_Material(std::string const &Filename, bool const Loadnow)
|
||||
{
|
||||
@@ -3734,6 +3739,138 @@ void opengl33_renderer::Render_Sleepers( TTrack *Track )
|
||||
m_renderpass.draw_stats.models += static_cast<int>( total );
|
||||
}
|
||||
|
||||
// Renders the sleepers and switch timbers of a run of tracks of a cell. Each beam is made of instances of the parts of a model or
|
||||
// of a whole model, kept by its track relative to the origin of the track. The runs of beams in range and in sight are gathered
|
||||
// for the whole run of tracks by the model and its part or its level of detail, and each is drawn in as few instanced batches
|
||||
// as they fit in. In the shadow pass only those near the camera are drawn, their shadows falling where they can be seen.
|
||||
void opengl33_renderer::Render_Timbers( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last )
|
||||
{
|
||||
if( Global.SleeperDistance <= 0.f ) { return; }
|
||||
if( track_sleepers::timber_model() == nullptr ) { return; }
|
||||
|
||||
auto const shadows = ( m_renderpass.draw_mode == rendermode::shadows );
|
||||
// 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 range = static_cast<double>( shadows ? std::min( Global.SleeperDistance, 50.f ) : Global.SleeperDistance );
|
||||
glm::mat4 const originmodelview = OpenGLMatrices.data( GL_MODELVIEW );
|
||||
for( auto &bucket : m_timberbuckets ) {
|
||||
bucket.instances.clear();
|
||||
}
|
||||
auto const bucket_for = [&]( track_sleepers::beam_model const *Model, int const Part, float const Band ) -> std::vector<glm::mat4> & {
|
||||
for( auto &bucket : m_timberbuckets ) {
|
||||
if( bucket.model == Model && bucket.part == Part && bucket.band == Band ) {
|
||||
return bucket.instances;
|
||||
}
|
||||
}
|
||||
m_timberbuckets.push_back( { Model, Part, Band, {} } );
|
||||
return m_timberbuckets.back().instances; };
|
||||
// the level of detail of the whole model the run of beams is seen at, from its distance
|
||||
auto const band_of = []( track_sleepers::beam_model const &Model, double const Distance ) {
|
||||
auto const squaredistance { static_cast<float>( Distance * Distance ) };
|
||||
auto band { Model.bands.empty() ? 0.f : Model.bands.front() };
|
||||
for( auto const start : Model.bands ) {
|
||||
if( squaredistance >= start ) {
|
||||
band = start;
|
||||
}
|
||||
}
|
||||
return band; };
|
||||
for( auto first { First }; first != Last; ++first ) {
|
||||
auto *track = *first;
|
||||
if( false == track->m_visible || false == track->m_sleepers3d.active ) { continue; }
|
||||
if( glm::length( track->location() - camera ) > range + track->radius() ) {
|
||||
// worked out ahead, in the background, before it comes in range
|
||||
if( false == shadows && track->m_sleepers3d.dirty && glm::length( track->location() - camera ) < range + track->radius() + 300.0 ) {
|
||||
track_sleepers::prefetch( *track );
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if( track->m_sleepers3d.dirty ) {
|
||||
track_sleepers::lay( *track );
|
||||
}
|
||||
auto const &laid = track->m_sleepers3d;
|
||||
if( laid.timbers == nullptr ) { continue; }
|
||||
// the transforms of the beams are relative to the origin of the track, which the modelview is translated to already
|
||||
auto const &trackmodelview = originmodelview;
|
||||
for( auto const &chunk : laid.chunks ) {
|
||||
auto const centre = track->m_origin + glm::dvec3( chunk.centre );
|
||||
auto const distance = glm::length( centre - camera );
|
||||
if( distance > range + chunk.radius ) { continue; }
|
||||
if( false == m_renderpass.pass_camera.visible( scene::bounding_area{ centre, chunk.radius } ) ) { continue; }
|
||||
auto const nearest = std::max( 0.0, distance - chunk.radius );
|
||||
if( laid.timbers->stretchable ) {
|
||||
for( int part = 0; part < track_sleepers::part_count; ++part ) {
|
||||
auto &instances = bucket_for( laid.timbers, part, 0.f );
|
||||
for( auto index = chunk.first[ part ]; index < chunk.last[ part ]; ++index ) {
|
||||
instances.emplace_back( trackmodelview * laid.instances[ part ][ index ] );
|
||||
}
|
||||
}
|
||||
}
|
||||
if( chunk.wholelast > chunk.wholefirst ) {
|
||||
auto &instances = bucket_for( laid.timbers, -1, band_of( *laid.timbers, nearest ) );
|
||||
for( auto index = chunk.wholefirst; index < chunk.wholelast; ++index ) {
|
||||
instances.emplace_back( trackmodelview * laid.whole[ index ] );
|
||||
}
|
||||
}
|
||||
if( laid.plains != nullptr && chunk.plainlast > chunk.plainfirst ) {
|
||||
auto &instances = bucket_for( laid.plains, -1, band_of( *laid.plains, nearest ) );
|
||||
for( auto index = chunk.plainfirst; index < chunk.plainlast; ++index ) {
|
||||
instances.emplace_back( trackmodelview * laid.plain[ index ] );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto const alpha = ( 0x30300030 ^ 0x0F0F000F );
|
||||
std::size_t total { 0 };
|
||||
for( auto &bucket : m_timberbuckets ) {
|
||||
auto const &instances = bucket.instances;
|
||||
if( instances.empty() ) { continue; }
|
||||
total += instances.size();
|
||||
auto const &beammodel = *bucket.model;
|
||||
auto *model = beammodel.model;
|
||||
if( bucket.part >= 0 ) {
|
||||
// only the part of the model is visible, its siblings are skipped as the model is walked
|
||||
for( int part = 0; part < track_sleepers::part_count; ++part ) {
|
||||
beammodel.parts[ part ]->iVisible = ( part == bucket.part ? 1 : 0 );
|
||||
}
|
||||
}
|
||||
material_data skins {};
|
||||
if( beammodel.skin != null_handle ) {
|
||||
skins.replacable_skins[ 1 ] = beammodel.skin;
|
||||
}
|
||||
for( std::size_t offset = 0; offset < instances.size(); offset += gl::MAX_INSTANCES_PER_BATCH ) {
|
||||
auto const batch = std::min<std::size_t>( instances.size() - offset, gl::MAX_INSTANCES_PER_BATCH );
|
||||
instance_ubo->update(
|
||||
reinterpret_cast<uint8_t const *>( instances.data() + offset ),
|
||||
0,
|
||||
static_cast<int>( batch * sizeof( glm::mat4 ) ) );
|
||||
::glPushMatrix();
|
||||
::glLoadIdentity();
|
||||
m_current_instance_count = batch;
|
||||
// inside the range of the level of detail the beams are at
|
||||
model->Root->fSquareDist = ( bucket.part >= 0 ? 0.f : bucket.band + 1.f );
|
||||
model->Root->ReplacableSet( ( beammodel.skin != null_handle ? skins.replacable_skins : nullptr ), alpha );
|
||||
model->Root->pRoot = model;
|
||||
Render( model->Root );
|
||||
m_current_instance_count = 0;
|
||||
::glPopMatrix();
|
||||
++m_renderpass.draw_stats.instanced_drawcalls;
|
||||
}
|
||||
if( bucket.part >= 0 ) {
|
||||
for( int part = 0; part < track_sleepers::part_count; ++part ) {
|
||||
beammodel.parts[ part ]->iVisible = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
if( total == 0 ) { return; }
|
||||
// instance_modelview[0] back to identity for the draws which aren't instanced
|
||||
{
|
||||
glm::mat4 const identity( 1.0f );
|
||||
instance_ubo->update( reinterpret_cast<uint8_t const *>( &identity ), 0, sizeof( identity ) );
|
||||
}
|
||||
m_renderpass.draw_stats.instances += static_cast<int>( total );
|
||||
}
|
||||
|
||||
bool opengl33_renderer::Render(TDynamicObject *Dynamic)
|
||||
{
|
||||
glDebug("Render TDynamicObject");
|
||||
@@ -4539,8 +4676,17 @@ void opengl33_renderer::Render(scene::basic_cell::path_sequence::const_iterator
|
||||
auto *track = *first;
|
||||
if( false == track->m_visible ) { continue; }
|
||||
if( false == track->m_sleeper_enabled ) { continue; }
|
||||
// a track with the sleepers and timbers of eu07.ini lays its sleeper model there
|
||||
if( track->m_sleepers3d.active ) { continue; }
|
||||
Render_Sleepers( track );
|
||||
}
|
||||
if( m_renderpass.draw_mode == rendermode::color ) {
|
||||
Render_Timbers( First, Last );
|
||||
}
|
||||
break;
|
||||
}
|
||||
case rendermode::shadows: {
|
||||
Render_Timbers( First, Last );
|
||||
break;
|
||||
}
|
||||
default:
|
||||
|
||||
Reference in New Issue
Block a user