mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 05:09:20 +02:00
Migration cleanup and renderer documentation
This commit is contained in:
99
docs/opengl46-renderer.md
Normal file
99
docs/opengl46-renderer.md
Normal file
@@ -0,0 +1,99 @@
|
||||
# OpenGL 4.6 renderer
|
||||
|
||||
The default renderer (`gfxrenderer default`, the `modern` backend, `rendering/opengl46/`) runs on an
|
||||
**OpenGL 4.6 core profile** context. There is no fallback to an older version, and the OpenGL 2.1 (legacy)
|
||||
renderer and the OpenGL ES / ANGLE path no longer exist.
|
||||
|
||||
For how the lights are handled, see [clustered-lighting.md](clustered-lighting.md).
|
||||
|
||||
## Requirements
|
||||
|
||||
- A graphics card and driver that provide **OpenGL 4.6** (core profile). What the driver offers is written to
|
||||
the log at start: `Renderer:`, `Vendor:` and `GL version:`.
|
||||
- A CPU with AVX2, as before.
|
||||
- Windows and Linux. macOS provides OpenGL only up to 4.1, so the renderer does not run there.
|
||||
- The experimental Better Renderer (`gfxrenderer experimental`) is a separate renderer and is not affected.
|
||||
|
||||
On Linux, `glxinfo -B` should report an `OpenGL core profile version string` of 4.6 or newer.
|
||||
|
||||
### If the simulator does not start
|
||||
|
||||
When the context cannot be created, the log (`log.txt`) contains a line like
|
||||
|
||||
```
|
||||
Bad init: failed to create OpenGL 4.6 core profile context (<GLFW error>); the graphics card/driver provides: OpenGL X.Y ..., <renderer> (<vendor>)
|
||||
```
|
||||
|
||||
On Windows the same text is shown in a message box. Updating the graphics driver is the usual fix; a card
|
||||
which does not support OpenGL 4.6 cannot run this renderer. The process ends with a non-zero exit code.
|
||||
|
||||
## eu07.ini
|
||||
|
||||
### Removed options
|
||||
|
||||
Old `eu07.ini` files still load. These entries are read and ignored, with a line in the log:
|
||||
|
||||
| Entry | What happens now |
|
||||
|---|---|
|
||||
| `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"`) |
|
||||
| `usevbo` | ignored (`eu07.ini: "usevbo" is no longer supported and was ignored`) |
|
||||
| `gfx.usegles` | ignored, same message |
|
||||
| `gfx.angleplatform` | ignored, same message |
|
||||
|
||||
`gfxrenderer full` is still taken for `default`.
|
||||
|
||||
### New options
|
||||
|
||||
| Entry | Default | Meaning |
|
||||
|---|---|---|
|
||||
| `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 |
|
||||
| `gfx.lights.clusterheatmap yes/no` | `no` | debug view: the number of lights in each cluster, drawn over the image |
|
||||
|
||||
### Changed option
|
||||
|
||||
`dynamiclights` (0..7) used to limit the number of headlight sets that light the surroundings. It is still
|
||||
read, but it only takes effect with `gfx.lights.clustered no`.
|
||||
|
||||
## What looks different from the previous renderer
|
||||
|
||||
- **No limit of 7 lit headlights.** All lit headlights within 1 km take part in the lighting (each lit end
|
||||
of a vehicle counts separately), up to 255 in the buffer and 64 reaching any one part of the view. Beyond
|
||||
these capacities the farthest and dimmest lights are dropped, and the statistics show how many.
|
||||
- **Outside the beam texture a headlight adds nothing.** Before, the edge of the texture was stretched
|
||||
beyond the beam, which could leave a faint glow around vehicles. This also applies with
|
||||
`gfx.lights.clustered no`.
|
||||
- **Reflections (environment map)** are lit with the sun as seen from the reflection itself, and vehicle
|
||||
headlights no longer light the scene in them.
|
||||
- **Motion blur and SSAO** read the real depth of the scene. Before, the depth texture was read in a way the
|
||||
specification leaves undefined, and the result depended on the driver.
|
||||
- **Lines are 1 pixel wide**, as they always were on this kind of context. The widths the code asked for
|
||||
(catenary wires, map tracks) never took effect.
|
||||
|
||||
The editor (F11, orthographic view), the reflection pass and the model previews do not use clusters. The
|
||||
editor goes through the first `dynamiclights` headlights, the reflections through the sun only.
|
||||
|
||||
## Statistics and debugging
|
||||
|
||||
- **Shift+F12**, Gfx Renderer: the `lights:` row gives the number of lit headlight sets, how many did not fit,
|
||||
and `clustered` or `first N`. With clusters on, `clusters:` (rebuilding of the grid, which happens when the
|
||||
projection or the draw range change) and `cull:` (assigning lights to clusters, every frame) show the GPU
|
||||
time, and `cluster lists:` the size of the lists and the number of dropped (cluster, light) pairs
|
||||
(`overflow`, with its peak). A non-zero overflow means some cluster held more than 64 lights.
|
||||
- **Light clusters** window (in debug mode, menu *Windows*, item *Headlight config* opens the renderer debug
|
||||
windows): the switch for clustered lights, the heat map, the grid state and the same counters.
|
||||
- `gfx.gldebug yes` turns on the OpenGL debug output (`KHR_debug`); messages go to the log.
|
||||
|
||||
## Building
|
||||
|
||||
`-DWITH_OPENGL_MODERN=ON` (default) builds this renderer; `WITH_OPENGL_LEGACY` and the GLES / ANGLE options
|
||||
are gone. Linux builds still use `-DWITH_BETTER_RENDERER=OFF`.
|
||||
|
||||
All shaders in `shaders/` can be checked without a graphics card against GLSL 4.60, compute stage included:
|
||||
|
||||
```
|
||||
ci_shadervalidator/build.sh
|
||||
cd ci_shadervalidator && ./validateshaders
|
||||
```
|
||||
|
||||
It needs `g++` with C++20, `glslangValidator` (Debian/Ubuntu: `glslang-tools`) and the `ref/glm` submodule.
|
||||
The same check runs in CI for changes to shaders and the `gl/` wrappers.
|
||||
Reference in New Issue
Block a user