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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-31 00:50:29 +01:00

Merge remote-tracking branch 'origin/feat/switch-blades' into feat/gl46-migration

This commit is contained in:
2026-10-19 22:13:43 +02:00
169 changed files with 52371 additions and 10816 deletions

View File

@@ -31,6 +31,14 @@ int constexpr EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of r
namespace {
// the top view of the editor shows everything this close to the camera, the corners of the screen included
float
editor_ortho_reach()
{
auto const aspect{Global.window_size.x / std::max(1.f, static_cast<float>(Global.window_size.y))};
return Global.EditorOrthoExtent * std::sqrt(1.f + aspect * aspect) + 500.f;
}
float
editor_track_view_range(float const Range, bool const Apply)
{
@@ -38,14 +46,22 @@ editor_track_view_range(float const Range, bool const Apply)
return Range;
float extra = 50000.0f;
if (Global.EditorOrtho)
extra = Global.EditorOrthoExtent * 3.0f;
extra = editor_ortho_reach();
return Range > extra ? Range : extra;
}
// the top view of the editor may leave the ballast of the railway out, for the ground under the tracks to show
bool
editor_ballast_hidden(TTrack const *Track, bool const Colour)
{
return Colour && EditorModeFlag && Global.EditorOrtho && false == Global.EditorOrthoBallast && (Track->iCategoryFlag & 15) == 1;
}
// the top view draws the scenery as far as the tracks; its models keep their own ranges
bool
editor_far_tracks_only(bool const Apply, scene::basic_cell const *Cell, glm::dvec3 const &Camera, double const SceneryLimit)
{
if (false == Apply)
if (false == Apply || Global.EditorOrtho)
return false;
double nearest = glm::length(Cell->m_area.center - Camera) - static_cast<double>(Cell->m_area.radius);
if (nearest < 0.0)
@@ -2752,6 +2768,11 @@ gfx::userdata_array const &opengl46_renderer::UserData(const gfx::geometry_handl
return m_geometry.userdata(Geometry);
}
int opengl46_renderer::Primitive(gfx::geometry_handle const &Geometry) const
{
return static_cast<int>(m_geometry.type(Geometry));
}
// material methods
material_handle opengl46_renderer::Fetch_Material(std::string const &Filename, bool const Loadnow)
{
@@ -2759,6 +2780,18 @@ material_handle opengl46_renderer::Fetch_Material(std::string const &Filename, b
return m_materials.create(Filename, Loadnow);
}
material_handle opengl46_renderer::Matte_Material(material_handle const Material)
{
return m_materials.create_matte(Material);
}
material_handle opengl46_renderer::Tinted_Material(material_handle const Material, glm::vec3 const &Colour)
{
return m_materials.create_tinted(Material, Colour);
}
std::shared_ptr<gl::program> opengl46_renderer::Fetch_Shader(const std::string &name)
{
auto it = m_shaders.find(name);
@@ -5755,6 +5788,130 @@ void opengl46_renderer::Render_Sleepers( TTrack *Track )
}
}
// 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 one instanced batch.
// In the shadow pass only those near the camera are drawn, their shadows falling where they can be seen.
void opengl46_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;
}
// the instances go to the instance stream of the frame, as in Render_Sleepers(), which the recorded walk of the depth
// pass keeps for its replay as well
auto const baseinstance { Upload_Instance_Modelviews( instances.data(), instances.size() ) };
::glPushMatrix();
::glLoadIdentity();
m_current_instance_count = instances.size();
m_current_instance_base = baseinstance;
// 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;
m_current_instance_base = 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;
}
}
}
m_renderpass.draw_stats.instances += static_cast<int>( total );
}
bool opengl46_renderer::Render(TDynamicObject *Dynamic)
{
glDebug("Render TDynamicObject");
@@ -6264,6 +6421,8 @@ void opengl46_renderer::Render(TTrack *Track)
draw(std::begin(Track->Geometry1), std::end(Track->Geometry1));
draw(std::begin(Track->Geometry2), std::end(Track->Geometry2));
for (auto &tread : Track->GeometryTreads)
draw(std::begin(tread.geometry), std::end(tread.geometry));
if (Track->eType == tt_Switch)
draw(Track->SwitchExtension->Geometry3);
break;
@@ -6403,6 +6562,10 @@ void opengl46_renderer::Render(scene::basic_cell::path_sequence::const_iterator
{
continue;
}
if (track->eType == tt_Normal && editor_ballast_hidden(track, m_renderpass.draw_mode == rendermode::color))
{
continue;
}
switch (m_renderpass.draw_mode)
{
@@ -6466,6 +6629,10 @@ void opengl46_renderer::Render(scene::basic_cell::path_sequence::const_iterator
{
continue;
}
if (editor_ballast_hidden(track, m_renderpass.draw_mode == rendermode::color))
{
continue;
}
switch (m_renderpass.draw_mode)
{
@@ -6511,6 +6678,45 @@ void opengl46_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;
}
std::vector<std::pair<material_handle, TTrack::geometryhandle_sequence *>> parts{{track->m_materialcut1, &track->GeometryCut1}, {track->m_materialcut2, &track->GeometryCut2}};
for (auto &tread : track->GeometryTreads)
{
parts.emplace_back(tread.material, &tread.geometry);
parts.emplace_back(tread.matte, &tread.cuts);
}
for (auto const &cuts : parts)
{
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).
@@ -6521,6 +6727,8 @@ void opengl46_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; }
if( m_sleeperspass ) {
// culled with the instances of the pass and drawn from the result, or drawn by the cpu as well to compare
Queue_Sleepers( track );
@@ -6532,6 +6740,13 @@ void opengl46_renderer::Render(scene::basic_cell::path_sequence::const_iterator
}
Render_Sleepers( track );
}
if( m_renderpass.draw_mode == rendermode::color ) {
Render_Timbers( First, Last );
}
break;
}
case rendermode::shadows: {
Render_Timbers( First, Last );
break;
}
default: