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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-01 17:15:37 +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:
maj00r
2026-10-17 23:28:36 +02:00
parent 21eca4d9a6
commit d25f20a56c
49 changed files with 9802 additions and 848 deletions

View File

@@ -289,12 +289,13 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
texturecolor *= material_diffuse();
float weathered = (param[2].w > 0.0 ? clamp(param[2].w * UserData.x, 0.0, 1.0) : 0.0);
float tinted = (param[2].w < 0.0 ? clamp(-param[2].w * UserData.x, 0.0, 1.0) : 0.0);
float polished = max(weathered * smoothstep(0.03, 0.12, dot(texturecolor, vec3(0.2126, 0.7152, 0.0722))), tinted);
// a tint only scales the colour of the texture, the steel keeps its own polish
float polished = weathered * smoothstep(0.03, 0.12, dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)));
float weatheredluma = min(dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)), 0.05);
vec3 unused = texturecolor * (weatheredluma / max(dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)), 1e-4));
unused = mix(unused, vec3(1.0, 0.82, 0.74) * (weatheredluma / 0.8525), 0.5);
texturecolor = mix(texturecolor, unused, smoothstep(0.0, 0.4, weathered));
texturecolor = (tinted > 0.0 ? mix(texturecolor, param[2].rgb, tinted) : texturecolor);
texturecolor = (tinted > 0.0 ? texturecolor * mix(vec3(1.0), param[2].rgb, tinted) : texturecolor);
specularity = mix(specularity, min(specularity, 0.03), smoothstep(0.0, 0.4, polished));
metalic = mix(metalic, 0.0, polished);
glossiness = mix(glossiness, min(glossiness, 0.06 * abs(param[1].w)), polished);