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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 07:29:20 +02:00
Commit Graph

114 Commits

Author SHA1 Message Date
maj00r
9408216ae7 Give the terrain its own archive, its normals, and a level per tile
The tiles moved out of the scenery's pak into an archive of their own: a
sorted index of fixed-size entries found by where a tile sits in the
quadtree rather than by a name, each entry compressed on its own so a
tile can be read without touching the rest. A name apiece would have been
seventy megabytes of index to read before the first tile could be drawn.

An entry carries what its tile's ground asks for - how far it departs
from the finest mesh, and how long its triangles are - because which
level to draw has to be settled for tiles that are not on the card yet,
and the index is the only thing about them that is read up front. Until
now the figure came from the tile's level, which is the worst tile in it,
so one steep corner spoke for every tile that shared its level.

The mesh carries a normal per vertex, octahedron-encoded into two bytes,
in place of the face normal the fragment stage worked out from how the
view position changed across a triangle. A face normal makes the ground
read as facets, and a coarser level's facets face differently from the
ones they stand for, so the light over a hillside changed as the level
did. A geometry stage hands the fragment stage the three materials of the
triangle it is in and the barycentric weights, so ground changes over a
triangle rather than along its edge; 3.3 has no gl_BaryCoordEXT.

And the level a tile is drawn at now counts the camera's height. The
distance was measured on the ground plane alone, which puts the tile
underfoot nought metres away from a camera a kilometre above it - and
nought metres asks for the finest level there is, so a view from the air
wanted the whole ground at full detail, more tiles than the buffers hold,
and what would not fit came out as holes.

Archives written under the old rules are refused at the door and baked
again.
2026-09-20 21:22:03 +02:00
maj00r
b877bc0772 Cook the ground into a quadtree of mesh tiles, and keep the mesh the scenery drew
The ground in a scenery is already an irregular mesh, so the cook keeps it: it cuts the
triangles along the tile grid, welds what coincides, and builds each coarser level by
collapsing edges. Nothing is resampled, nothing is interpolated, and a hole the scenery left
stays a hole. What was here before threw the triangles away, kept their vertices and built a
fresh Delaunay triangulation over them, which filled every hole, merged the two heights of
every retaining wall into one, and - because it never erased the super-triangle - emitted
indices three too large together with triangles reaching out to the artificial corners.

Tiles form a quadtree, as Cesium Quantized Mesh intends. A distant tile is a large one, so the
horizon costs tens of tiles rather than the thousands a fixed grid needed, and the level to
draw follows from the tile's own geometric error against what the screen can resolve - which is
what the format carries that field for. Every vertex on a tile's border survives into all of
its coarser levels, and so does every edge between two of them, so two neighbours drawn at
different levels share their border exactly: there is nothing to stitch and nothing to morph.

The file layout is the format's, with two deliberate departures, both written down in
quantizedmeshformat.h: the geodetic header fields carry scenery metres, there being no
geographic reference to convert from, and the material a vertex belongs to rides in an
extension of ours. Texture coordinates are not stored at all - ground tiles in world space, so
the coordinate follows from the position and from how many metres one repeat of the material
covers, measured off the scenery once and kept in the terrain's table.

Tiles live in one archive beside the scenery, an entry each, compressed on its own. Baltyk
cooks to 546 kB against 2.2 MB of heightfields, quark to 361 kB against 9.6 MB, tomaszewo to
375 kB against 9.9 MB.

Drawing is one call a frame: every resident tile lives in the same vertex and index buffer,
with its vertices measured from the middle of the terrain so that the whole map fits in floats,
and a frame is one glMultiDrawElementsBaseVertex over the tiles the walk chose and the frustum
kept. On baltyk that settles at 291 tiles resident, 16 MB of mesh, 85 tiles and 6k triangles
drawn.

What counts as ground is what the scenery says, not what its triangles look like. A node under
origin, rotate or scale is an object standing on the ground; a material with an alpha channel is
a tree, a bush, a fence or a catenary mast. Everything else is laid whichever way it faces, so
the side of an embankment or a cutting goes in with the rest instead of leaving a hole along
every bank. Whatever is left out is recorded per node, and the scenery goes on drawing it.

A cook is a cache: it is used again only when the archive, the note of which nodes went into it
and the manifest of what the scenery was made from all agree. A manifest listing a file the
scenery names but does not have used to fail that test for ever, since an absent file never
matches - quark has such an include, and nothing beside it could ever be reused.

tools/terraincook cooks the same way outside the engine, and meshtest beside it checks what the
cook promises: a tile reads back as written, neighbouring tiles agree on their border to the
millimetre, a hole is not filled in, a wall is laid exactly once, and a material's tiling comes
out of the source. seamcheck.py goes: it tested the morphing constants of a heightfield nothing
reads any more.
2026-09-20 08:04:46 +02:00
maj00r
5f34d68e6f WIP: TIN terrain system - 95% complete
Replaces heightfield with Cesium Quantized Mesh format (TIN).
Full replacement, not hybrid - TIN is the only terrain format.

Implemented:
- Format: quantizedmeshformat.h, quantizedmeshreader.h
- Triangulator: terraincooker_tin.{h,cpp} using CDT
- Cooker: terraincook now generates TIN by default
- Loader: terraintileloader fully rewritten for TIN
- GPU pool: terraintilepool_tin (VBO/IBO per tile)
- Renderer interface: terrainclipmap.cppm updated
- Shaders: terrainclipmap_tin.{vert,frag}
- Documentation: 5 comprehensive markdown files

Remaining:
- terrainclipmap.cpp render() method (partial, needs completion)
- Build testing and integration
- See TIN_INTEGRATION_GUIDE.md for next steps

Stats: 2700+ lines new code, ~50% vertex reduction expected
2026-09-17 23:02:13 +02:00
maj00r
d2a5f284e3 Draw terrain one call per level, from texture arrays, culled to the view
Each resident tile had a height texture and a material texture of its own, uploaded with
glTexImage2D, and was drawn once per material it held with every other material's
fragments discarded, all of them whether in view or not. Thousands of draws a frame.

Now the tiles of a level live in one pair of texture arrays (terrain_tile_pool), a layer
per tile. A pool starts at sixteen layers and doubles when full, copying what it holds on
the gpu, so a level takes only the memory its tiles need; uploads go through a pixel
buffer orphaned for each tile. The ground textures of every material are gathered into
one sRGB array with mipmaps (terrain_ground) - drawn into it layer by layer by a small
shader once the engine has each texture ready, since the scenery's textures are
compressed and cannot be blitted - with a table of placeholder colours and measured
tiling beside it.

Each frame the tiles in range are tested against the frustum by bounding sphere and
gathered per level into a buffer texture of instance data, and each level is drawn in
one instanced call. The fragment shader reads the four samples around it, drops the cell
when any of them carries no ground - exactly the rule the bake already assumed - and
blends the ground textures of their materials by distance, so material boundaries
follow the samples smoothly instead of stepping along triangle edges.

State the copy pass changes is captured and put back, and the texture unit cache is
reset after raw binds, so the rest of the renderer finds things as it left them.

On baltyk: all 30 materials land in the array, 663 of the 1120 tiles in range are drawn
after culling, and a frame is at most six terrain draws. The residency line in the log
now says how many tiles in range were drawn.
2026-09-17 16:28:43 +02:00
maj00r
37ab4a35b3 Morph terrain levels into each other so neighbours meet without cracks
Tiles drawn at the same level met exactly, but a finer tile beside a coarser one has
samples on their shared edge that the coarser one skips, and the ground between them
could open up. This closes the gap the standard way (CDLOD): each vertex slides towards
the next coarser level as its distance nears the end of its level's range, so that by the
end of the band a tile is, vertex for vertex, the coarser tile beyond it. Levels also stop
popping when they change.

The mip chain is point sampled, so the next level's grid is this level's even samples. An
odd vertex slides onto its even neighbour and takes its height, and the grid, whose
diagonals all run the same way at every level, collapses exactly into the coarser
triangulation. No second texture and no neighbour information is needed; the morph is
computed per vertex from its distance to the camera, the same distance the level is
chosen by.

Two things the geometry demands, both settled by tools/terraincook/seamcheck.py, which
walks random camera positions over 128 m, 256 m and 12.8 km tiles and counts every edge
vertex where the finer side has not finished morphing or the coarser side has started:

- the band ends a rescan's worth of travel (a quarter tile) short of the level's range.
  Levels are chosen where the camera stood at the last rescan, the morph follows it every
  frame, and a band ending at the range itself left gaps at every level boundary;
- the band is a fifth of the range wide, and level ranges are counted in tiles (four for
  the finest level) rather than fixed metres, which keeps the coarser tile's band clear of
  any edge a finer tile reaches, whatever the tile size.

The script finds no gap with these values. In the game on baltyk, a low view differs from
the unmorphed shader only in a strip of distant ground at the horizon, and nearer than
the first band the picture is identical.

The cooker's comment claimed tile seams were identical at every level; that held only
for neighbours at the same level, and now says so.
2026-09-17 15:58:05 +02:00
maj00r
2660d14565 Stream the scenery: a baked terrain heightfield, a logic container, and prefabs
Today's work on the binary scene format plan (binary-scene-format-plan.md), from the
first measurement to a terrain that bakes itself on first run and streams from a
thread. The step-by-step history is kept on backup/scene-streaming-format-presquash-0916.

Measuring first. -loadprofile times a scenery load by stage and by node kind and reports
node counts and resident memory. On l204 terrain is 95% of the bytes and 99.8% of the
nodes; on quarkmce2007 vehicles, not models, dominate what is left. The terrain turned
out to be a heightfield in all but name, a ribbon covering 12% of its bounding box.

The heightfield. scene/heightfieldformat.h is the .ehf layout: Morton-ordered tiles
of 128 samples with one shared edge sample, a point-sampled mip chain, zstd per tile,
a nodata sentinel, a material palette with a measured tiling per material, and a stamp
of the rules that decided what counted as terrain. scene/heightfieldreader.h reads it
for the tool, the renderer and the loader alike, and scene/terraincooker.h writes it,
shared by the terraincook tool and the engine so a first-run bake is the file the tool
would have made. The cooker rasterises every triangle where it is drawn (through
scene::place_in_world, the placement the region applies too), keeps an upper surface
laid within half a metre over another and the lower of two further apart, and then
asks each triangle whether the heightfield shows it: laid, reaching a sample, keeping
nearly all it claimed, and with the ground around it drawn at every level out to 2 km.

Baking on first run. simulation/terrainbake bakes <scenario>.ehf the first time a
scenery is opened, choosing the grid step from the first 200,000 vertices, and on later
loads leaves out the triangles its node table says the heightfield shows. Everything
else - trees, grass tufts, gantries, bridge decks - is drawn as written, so a bad bake
can at worst draw something twice, and the heightfield sits 2 cm under the triangles so
the original wins there. Nodes are keyed by file, line, include parameters and
placement; an edited file changes its keys and those nodes are drawn again. A bake under
older rules, or without its table, is thrown away and redone. A launcher copy named
$scenario shares the scenario's files. -nobaketerrain shows the triangles as written.
A scenery can still name hand-cooked fields, several at different steps.

Drawing and streaming. rendering/terrainclipmap draws resident tiles at the mip level
their distance earns, deriving the grid from gl_VertexID and texturing in world space
with the scenery's own materials. rendering/terraintileloader reads and decodes tiles on
a thread of its own; the renderer rescans what is in range only after moving a quarter
of a tile, asks for what is missing nearest first, uploads at most 32 tiles a frame,
drops arrivals the camera has moved past, and keeps drawing a tile at the level it has
until the right one arrives. The terrain has its own range, terrainrange in the ini and
a slider in the debug panel, 20 km by default and independent of basedrawrange; the far
plane of an ordinary view is pushed out to it. The debug panel shows the range, tiles in
view, on the gpu, wanted and queued, and how many sit at each level.

Events. The event queue moved out of the events into a binary heap with a deterministic
tie-break, and an event is handed its activator instead of storing it, so basic_event
is a definition and nothing else.

The logic container. scene/logicformat.h and scene/logiccontainer write a scenery's
events, their targets and sibling chains as flat, deterministic arrays with a schema
hash that refuses a mismatched build. simulation/logiccook cooks it from the loaded
state whenever it is missing, stale or unreadable, reads it straight back to check it,
and resolves each target to a position in the registry its event kind searches.
-cooklogic forces a cook, -verifylogic only checks. Nothing reads it at load yet.

Prefabs. scene/prefab describes a signal by the aspects it can show - lights, speeds,
animation channels, a sound - instead of pasting an .inc per variant, and expands an
instance to ordinary scenery text. Tried on a light signal and a shape signal.

Screenshots without a person present: -shot x,y,z[,yaw[,pitch]], -shotsettle, -shotstay.
2026-09-16 23:18:09 +02:00
766a957527 Fix relfections on default shader and tonemapping 2026-09-01 20:41:06 +02:00
3b4df9bb6d Fix default shader reflection 2026-08-17 18:51:36 +02:00
Sebastian Krzyszkowiak
b323d78c34 light_common: Adjust ambient and sun diffuse scale
Sun needs some oomph.
2026-06-30 01:37:47 +02:00
Sebastian Krzyszkowiak
473eae53d2 tonemapping: Reduce saturation boost in AgX
1.4 is quite extreme with our textures. Boost it up, but not as much.
2026-06-30 00:21:40 +02:00
Sebastian Krzyszkowiak
321edfcf10 tonemapping: Fix up AgX application
We're supposed to output linear values there, as sRGB transfer function
gets applied either by GL framebuffer or FBOUT later on.

min_ev and max_ev also need to be adjusted, as they're tweaked for
a pipeline with exposure compensation. The current values lead to a very
washed-out image, which was "hidden" by subsequently applying gamma twice.
It may make sense to revisit these values in the future to better match
the rendering pipeline.
2026-06-30 00:20:38 +02:00
c88a9b870c Improved specular and glosiness 2026-06-27 14:41:10 +02:00
d21cd54f89 AGX tonemapping 2026-06-27 14:39:33 +02:00
426ee0baac use textureGather for shadow PCF 2026-05-26 22:08:06 +02:00
ee8ee0dafc Switch normalization from Blinn-Phong to GGX 2026-05-14 15:35:52 +02:00
587077629f Enable instancing 2026-05-09 23:29:20 +02:00
ff258e3d3c Sanitize NaN/Inf in env cubemap and tonemap to stop one-frame black flashes 2026-05-01 17:20:43 +02:00
7923f7d857 improve shaders once more 2026-04-26 00:49:45 +02:00
76effe72df shaders correction for burnt colors 2026-04-26 00:18:02 +02:00
bc0e4a9e62 Specgloss shaders improvements + experimental SSAO (debug only) 2026-04-21 00:25:29 +02:00
323b04f542 Wiper shader improvements 2025-12-23 21:01:29 +01:00
7a2bfcb34a improve chromatic abberation shader 2025-12-05 22:42:17 +01:00
f68c7bc927 improve rain shader for opengl renderer 2025-12-05 22:41:37 +01:00
Wls50
ac62f23f0f apply lighting to droplets 2025-11-22 18:53:31 +01:00
Wls50
d090b62669 improve random behaviour; dropled size scaled by grid 2025-11-22 13:10:37 +01:00
Wls50
b4737712de support cabview rain effect 2025-11-21 22:43:24 +01:00
4d342d274e Improved OpenGL lightning shader 2025-11-03 19:45:02 +01:00
Milek7
9339c1b8ae Merge pull request #63 from wls50/master
update vertex structure to add user data for custom shader use
2024-09-05 01:32:53 +02:00
Ryba04
a63273d470 fix color.frag
Fixed an error found by Michausto and JAN21
2024-07-10 22:59:03 +02:00
Wls50
dba0a035fd add user data vector to basic_vertex
update t3d, e3d & sbt specs accordingly
update node model to shape conversion to support indexed meshes
2024-06-30 16:13:19 +02:00
milek7
30da449423 assume skydome data is in sRGB in shader renderer 2021-01-30 23:14:24 +01:00
milek7
42cd390bc5 Add mat_default_detail.frag shader 2021-01-30 17:05:08 +01:00
antonisauren
d1ecbdc8ff Sim (#11)
* Wheels animation distance changed to 200*D*LODbias

* Fixed spelling error in event syntax; old one remains for compatibility.

* Spelling error left in log text

* Zamiana metalic na floata z wazonym efektem.

# Conflicts:
#	shaders/light_common.glsl

* Detail normalmap shaders @Jan21

* Explicit type conversion

* Leftover metalic as bool

* Syntax error

* Normalmap sampling inside ParallaxMapping function
2021-01-23 22:24:14 +01:00
milek7
f0b364bafe basic GLES working again 2021-01-20 19:29:50 +01:00
milek7
ee5551a424 try to improve motion blur 2020-12-01 01:45:48 +01:00
milek7
30dec00c35 vr: draw main window tex on nice quad 2020-11-18 23:46:24 +01:00
milek7
79b0216b55 use vr hiddenarea mask 2020-11-18 22:18:28 +01:00
milek7
29f8f91ad8 Merge remote-tracking branch 'tmj/master' into sim 2020-10-18 23:35:14 +02:00
tmj-fstate
54b648fb5b shader reflection color calculation tweak 2020-08-12 20:57:57 +02:00
stele
c4945d3f32 Fixed "param_glossiness" missing from final gloss formula in materials utilising gloss maps. 2020-07-16 18:05:37 +02:00
stele
758b3bfe78 Merge branch 'master' of https://github.com/tmj-fstate/maszyna into tmj-master 2020-03-09 19:15:01 +01:00
stele
3e7537d88c Fragment color multiplied by ambient color instead of luminosity. 2020-03-09 19:05:23 +01:00
tmj-fstate
a8b47c3c97 Merge pull request #11 from antonisauren/tmj-master
Specular/glossines/metalic mapping added to all fragment shaders
2020-03-01 03:21:03 +01:00
tmj-fstate
09ad3dbacd application component state switches, chromatic aberration post process filter, minor ai logic tweaks, minor cab controls tweaks, minor bug fixes 2020-03-01 03:16:12 +01:00
tmj-fstate
642b8fb623 compartment lighting vehicle subsystem, submodel diffuse impact on ambient lighting, minor gfx renderer bug fixes, minor ai logic tweaks 2020-03-01 03:09:55 +01:00
stele
879f3bb360 Specular/glossines/metalic mapping added to all fragment shaders 2020-02-23 10:36:15 +01:00
tmj-fstate
6b1ab6c125 opengl 3.3 renderer shaders 2020-02-21 22:50:52 +01:00
milek7
e697b01296 python leak fix, python touchscreens 2019-11-26 22:20:46 +01:00
milek7
43fc2899aa add slight shadow bias (needs futhrer work) 2019-10-08 00:20:45 +02:00
milek7
fc13d6c2a9 gfx.extraeffects setting, parallax shader changes 2019-09-27 20:07:52 +02:00