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Migration cleanup and renderer documentation
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docs/clustered-lighting.md
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docs/clustered-lighting.md
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# Clustered lighting
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How the OpenGL 4.6 renderer (`rendering/opengl46/`) gives the shaders the lights of vehicle headlights.
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For the settings and what changed for players see [opengl46-renderer.md](opengl46-renderer.md).
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## Idea
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The view frustum of the main pass is cut into a grid of **clusters**: 16 x 9 screen tiles and 24 depth slices,
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3456 in all. A compute shader works out which lights reach each cluster, once per frame. The fragment shader
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finds the cluster of its fragment and loops over the lights of that cluster only, so the cost of shading
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depends on the lights that are near a fragment and not on the number of lights in the scene. The sun is not
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a part of this: it is a single directional light, handled in the shader as before, with the cascaded shadow map.
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All of the sizes are constants in `gl/ubo.h`; they reach the shaders as `#define`s written by
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`gl/glsl_common.cpp` from the same constants.
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## Buffers
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| Binding | Kind | Name (GLSL) | Content | Written by |
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|---|---|---|---|---|
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| SSBO 0 | std430 | `light_ssbo` | header (`ambient`, `fog_color`, `lights_total`, `lights_count`, `lights_clustered`) and `lights[]` (slot 0 is the sun) | CPU, `Update_Lights()` |
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| SSBO 1 | std430 | `cluster_aabb_ssbo` | bounding box of every cluster in view space | `cluster_build.comp` |
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| SSBO 2 | std430 | `cluster_range_ssbo` | `(offset, count)` of every cluster into the index list | `cluster_cull.comp` |
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| SSBO 3 | std430 | `cluster_index_ssbo` | shared list of indices into `lights[]` | `cluster_cull.comp` |
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| SSBO 4 | std430 | `cluster_counter_ssbo` | `index_count` (allocator of the list) and `overflow_count` | zeroed by the CPU, `cluster_cull.comp` |
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| UBO 2 | std140 | `cluster_ubo` | grid parameters of the pass: projection, near / far, slice scale and bias, target size, `valid` | CPU, `cluster_grid::update()` |
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The UBO numbers go together with the scene (0), model (1) and instance (3) blocks; the SSBOs have a binding
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space of their own. Layouts of the structures are checked with `static_assert`s on sizes and offsets in
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`gl/ubo.h`, and have to stay equal to the blocks in `gl/glsl_common.cpp`.
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Sizes: `MAX_LIGHTS` = 256 (the sun and 255 headlights), `MAX_LIGHTS_PER_CLUSTER` = 64. The buffers have a
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fixed size, so changing the resolution, the field of view or the draw range only makes the grid parameters
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and boxes be recomputed.
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`gl::light_data.lights_total` is the number of lights written to `lights[]`, which the culling reads.
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`lights_count` is the length of the plain loop over the lights (the sun and the first `dynamiclights` headlights) used
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when the lights are not clustered. `lights_clustered` is set per pass and tells the shading which one to use.
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## Frame order
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In `Render_pass()` for the color pass of a view (`opengl46_renderer.cpp`):
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1. `Update_Clusters(vp)`: `cluster_grid::update()` compares the projection and near / far plane with those the
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boxes were built for. When they differ, `cluster_build.comp` recomputes the boxes (one invocation per
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cluster, 54 work groups of 64). This is the "clusters" timer.
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2. `Update_Lights(...)`: sorts the lights of the scene (`simulation::Lights`) by distance squared over
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intensity, skips the lights that are off or farther than 1 km, writes each lit headlight to `lights[]`
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in view space, and uploads the header and the part of the array in use.
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3. `Cull_Lights(vp)`: the CPU zeroes the counters, then `cluster_cull.comp` runs (one invocation per cluster, 54
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work groups of 64): it tests every light against the box of its cluster and writes the indices of the ones
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that reach it. Then `glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT)`. This is the
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"cull" timer.
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4. The scene is drawn. Opaque, transparent and the cab all take the lights from the cluster lists.
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5. With `gfx.lights.clusterheatmap`, `Render_cluster_heatmap()` draws the number of lights per cluster over
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the finished image.
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Steps 1 and 3 are skipped when neither `gfx.lights.clustered` nor the heat map is on.
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The grid and its buffers belong to a **viewport** (`viewport_config::clusters`): the main view, the extra
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viewports and the eyes of a VR headset each have their own, because each has its own projection. The
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indexed binding points are context state, so `cluster_grid::bind()` is called at the start of every pass that
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uses the grid.
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Passes without a grid: the orthographic view of the editor (`valid` = 0), the environment map (it gets its own
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`Update_Lights(..., false)`: the sun and ambient light, `lights_total` = 1) and the model previews. They set
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`lights_clustered` = 0 and use the plain loop.
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## The grid
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Depth is the clip space `w` of a point, which equals `1 / gl_FragCoord.w` of its fragment. Unlike the view
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space `z` it is right for tilted screens (VR, extra viewports), where the screen is not perpendicular to the view axis. The projection is
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reverse-Z with the far plane at infinity, so the `znear` / `zfar` of the pass bound the slices.
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- Slice: `floor(log(w) * slice_scale + slice_bias)`, with `slice_scale = 24 / ln(zfar / znear)` and
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`slice_bias = -ln(znear) * slice_scale`; exponential spacing from `znear` to `zfar`.
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- Tile: `gl_FragCoord.xy` scaled to the 16 x 9 grid; both the tile and the slice are clamped to the grid
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(a coordinate just under the edge rounds up to the next tile in float).
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- Index: `x + 16 * (y + 9 * z)`, with `x` and `y` counted from the lower left corner, as `gl_FragCoord`.
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- Box: `x`, `y` and `w` of the clip space are affine in the view-space position, so the eight corners of a
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cluster (`ndc.xy` times `w` at the near and far side of the slice) map back to view space through the
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inverse of the corresponding 3x3 part of the projection. The box is the min and max of the corners.
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## Culling
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`cluster_cull.comp` handles one cluster per invocation and goes through `lights[1 .. lights_total)`.
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- A light's reach is the distance where its brightest possible contribution falls under `MIN_CONTRIBUTION`
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(1/1024) of the display range, at most `MAX_RANGE` (1000 m, as the 1 km filter on the CPU). Headlights are tested against
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that sphere and against the frustum of their projection (four side planes and the near plane, with 5 cm of margin);
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point lights against a sphere; spot lights against a sphere and a cone; directional lights reach everything.
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- A cluster takes up to 64 lights. The ones that come first in `lights[]` win, which is the order from
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`Update_Lights()`. The pairs that did not fit are counted in `overflow_count`.
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- The list is one shared array: each cluster reserves its place with one `atomicAdd` on `index_count`.
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- The counters are copied to a ring of four small buffers with fences and read some frames later, so the
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statistics never stall the GPU.
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The headlight projection has no far plane (infinite, reverse-Z), so the reach of a headlight comes from
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its falloff and the sphere.
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## Shading
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`shaders/light_common.glsl`:
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- `fragment_cluster()` gives the cluster index of the fragment as described above.
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- `add_headlights()` is the single loop over headlights, used by `apply_lights()` and by the normal-map
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materials without sun: if `lights_clustered` is set it goes through
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`cluster_light_indices[offset .. offset + count)`, otherwise through `1 .. lights_count - 1` of `lights[]`.
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- `calc_headlights()` samples the beam texture only inside the 0..1 window of the projection, with
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`textureGrad` and derivatives taken from the position before the loop: fragments of one quad may have
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different lists at a cluster edge, and derivatives inside divergent control flow are undefined.
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- The sun and `calc_shadow()` (cascaded shadow map with `textureGather`) are outside the loop.
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`light_ssbo` and the cluster blocks are declared only for the fragment and compute stages; GL 4.6 does not
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guarantee any storage blocks in the vertex and geometry stages.
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## Changing it
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- Grid size, per-cluster capacity, `MAX_LIGHTS`, binding numbers: `gl/ubo.h`, then `gl/glsl_common.cpp` takes them over.
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The work group size in the shaders and the number of groups dispatched both come from `CLUSTER_*_GROUP_SIZE`.
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- Check the shaders with `ci_shadervalidator` (see [opengl46-renderer.md](opengl46-renderer.md)); CI does it for
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changes in `shaders/` and `gl/`.
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- Only vehicle headlights feed `lights[]` today. The culling already knows `SPOT`, `POINT` and `DIR`, but
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`add_headlights()` runs `calc_headlights()` for every listed light, so a new kind of light also needs
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its own branch there.
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## Not covered
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- The environment map pass has no clusters of its own; it has the sun only.
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- A grid for extra viewports and VR is built, but those paths have not been verified on hardware.
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99
docs/opengl46-renderer.md
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# OpenGL 4.6 renderer
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The default renderer (`gfxrenderer default`, the `modern` backend, `rendering/opengl46/`) runs on an
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**OpenGL 4.6 core profile** context. There is no fallback to an older version, and the OpenGL 2.1 (legacy)
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renderer and the OpenGL ES / ANGLE path no longer exist.
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For how the lights are handled, see [clustered-lighting.md](clustered-lighting.md).
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## Requirements
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- A graphics card and driver that provide **OpenGL 4.6** (core profile). What the driver offers is written to
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the log at start: `Renderer:`, `Vendor:` and `GL version:`.
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- A CPU with AVX2, as before.
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- Windows and Linux. macOS provides OpenGL only up to 4.1, so the renderer does not run there.
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- The experimental Better Renderer (`gfxrenderer experimental`) is a separate renderer and is not affected.
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On Linux, `glxinfo -B` should report an `OpenGL core profile version string` of 4.6 or newer.
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### If the simulator does not start
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When the context cannot be created, the log (`log.txt`) contains a line like
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```
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Bad init: failed to create OpenGL 4.6 core profile context (<GLFW error>); the graphics card/driver provides: OpenGL X.Y ..., <renderer> (<vendor>)
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```
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On Windows the same text is shown in a message box. Updating the graphics driver is the usual fix; a card
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which does not support OpenGL 4.6 cannot run this renderer. The process ends with a non-zero exit code.
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## eu07.ini
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### Removed options
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Old `eu07.ini` files still load. These entries are read and ignored, with a line in the log:
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| Entry | What happens now |
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| `gfxrenderer legacy`, `simple` or any other value except `default`, `full` and `experimental` | the default renderer is used (`eu07.ini: gfxrenderer "X" is no longer supported, using "default"`) |
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| `usevbo` | ignored (`eu07.ini: "usevbo" is no longer supported and was ignored`) |
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| `gfx.usegles` | ignored, same message |
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| `gfx.angleplatform` | ignored, same message |
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`gfxrenderer full` is still taken for `default`.
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### New options
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| Entry | Default | Meaning |
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| `gfx.lights.clustered yes/no` | `yes` | `yes`: every lit vehicle headlight within 1 km lights the surroundings (see below). `no`: the shading goes through the first `dynamiclights` headlights only, as the old renderer did; useful to compare images or to work around a problem |
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| `gfx.lights.clusterheatmap yes/no` | `no` | debug view: the number of lights in each cluster, drawn over the image |
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### Changed option
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`dynamiclights` (0..7) used to limit the number of headlight sets that light the surroundings. It is still
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read, but it only takes effect with `gfx.lights.clustered no`.
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## What looks different from the previous renderer
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- **No limit of 7 lit headlights.** All lit headlights within 1 km take part in the lighting (each lit end
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of a vehicle counts separately), up to 255 in the buffer and 64 reaching any one part of the view. Beyond
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these capacities the farthest and dimmest lights are dropped, and the statistics show how many.
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- **Outside the beam texture a headlight adds nothing.** Before, the edge of the texture was stretched
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beyond the beam, which could leave a faint glow around vehicles. This also applies with
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`gfx.lights.clustered no`.
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- **Reflections (environment map)** are lit with the sun as seen from the reflection itself, and vehicle
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headlights no longer light the scene in them.
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- **Motion blur and SSAO** read the real depth of the scene. Before, the depth texture was read in a way the
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specification leaves undefined, and the result depended on the driver.
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- **Lines are 1 pixel wide**, as they always were on this kind of context. The widths the code asked for
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(catenary wires, map tracks) never took effect.
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The editor (F11, orthographic view), the reflection pass and the model previews do not use clusters. The
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editor goes through the first `dynamiclights` headlights, the reflections through the sun only.
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## Statistics and debugging
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- **Shift+F12**, Gfx Renderer: the `lights:` row gives the number of lit headlight sets, how many did not fit,
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and `clustered` or `first N`. With clusters on, `clusters:` (rebuilding of the grid, which happens when the
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projection or the draw range change) and `cull:` (assigning lights to clusters, every frame) show the GPU
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time, and `cluster lists:` the size of the lists and the number of dropped (cluster, light) pairs
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(`overflow`, with its peak). A non-zero overflow means some cluster held more than 64 lights.
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- **Light clusters** window (in debug mode, menu *Windows*, item *Headlight config* opens the renderer debug
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windows): the switch for clustered lights, the heat map, the grid state and the same counters.
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- `gfx.gldebug yes` turns on the OpenGL debug output (`KHR_debug`); messages go to the log.
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## Building
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`-DWITH_OPENGL_MODERN=ON` (default) builds this renderer; `WITH_OPENGL_LEGACY` and the GLES / ANGLE options
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are gone. Linux builds still use `-DWITH_BETTER_RENDERER=OFF`.
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All shaders in `shaders/` can be checked without a graphics card against GLSL 4.60, compute stage included:
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```
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ci_shadervalidator/build.sh
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cd ci_shadervalidator && ./validateshaders
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```
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It needs `g++` with C++20, `glslangValidator` (Debian/Ubuntu: `glslang-tools`) and the `ref/glm` submodule.
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The same check runs in CI for changes to shaders and the `gl/` wrappers.
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