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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-02 15:09:13 +01:00
Commit Graph

52 Commits

Author SHA1 Message Date
f20b1a3071 Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections 2026-10-25 13:54:49 +01:00
252b9373ea Add gfx.antialiasing (off, msaax2/x4/x8, taa) with temporal anti-aliasing in the GL 4.6 and Vulkan renderers 2026-10-25 05:17:41 +01:00
c48c58776a Vulkan: parity with GL (P1–P7), shared GPU culling records (N6c), threaded command recording and render thread (M1, M4) 2026-10-25 03:06:01 +01:00
9b7d02e5fb Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b) 2026-10-24 20:10:24 +02:00
bd589f272d feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first 2026-10-24 05:47:11 +02:00
68fa5dc2da feat(vulkan): gfxrenderer picks the opengl 4.6 or the vulkan 1.4 renderer (B1-B3) 2026-10-24 03:06:33 +02:00
6bcdb7dd05 perf(gl46): the geometry of the banks without user data in a few large buffers shared by them, so the multi draws take the chunks of many models at once (gfx.geometry.shared) 2026-10-24 01:49:02 +02:00
e53c44ed4d perf(debug): cpu time of the parts of the culling and the draws of the instances of the main view in the gpu culling section of the debug panel 2026-10-24 01:38:33 +02:00
3e2d292709 perf(gpucull): keep the walks of the submodel trees of the instances from frame to frame and make them again only when the model changes (gfx.gpucull.walkcache) 2026-10-24 01:01:43 +02:00
794ac578de perf(textures): with texture streaming read the data ahead of the camera instead of the whole scenery at load, drop read-ahead data unused for 5 min 2026-10-23 23:35:02 +02:00
2dc70a50bc perf(debug): memory of the process and of its parts in the debug panel: resident, peak and private memory, card memory (GL_NVX_gpu_memory_info), the copies kept by the textures, geometry banks, models, scenery shapes and lines, sleepers and sound buffers 2026-10-23 22:02:03 +02:00
fc714d50ec perf(debug): cpu timers of the simulation and the main loop, cpu time of the frame parts next to the gpu, renderer data of the debug panel in folding sections 2026-10-22 20:54:30 +02:00
5d3f857c39 perf(gl46): leave out instance buckets before the culling, lod bounds once per model, shared walks of the shadow cascades 2026-10-22 20:13:25 +02:00
925f5910bb refactor(track): the ballast fades into that of the tracks joined, as the rails do 2026-10-21 23:36:03 +02:00
b8eb5c71a1 feat(track): parallax track materials blended at the joints 2026-10-21 23:25:40 +02:00
c5a894a674 feat(track): rails and ballast blended into those of the tracks joined, where their textures differ 2026-10-21 22:34:57 +02:00
9c2520ea52 fix(track): 3D sleepers let go of the beams of the tracks far away 2026-10-21 18:19:21 +02:00
867497b658 Simulate and light the smoke on the GPU and make rain and snow of particles 2026-10-20 16:44:27 +02:00
6a109e984c perf(gl46): skip shapes out of the pass frustum and the motion blur when nothing moves 2026-10-20 15:23:03 +02:00
f3bdadad66 feat(terrain): holes cut in the heightmap terrain and shader grass painted over it 2026-10-20 01:32:01 +02:00
34f206fefc to de9f61b307 2026-10-19 22:14:04 +02:00
8c00b0bc3d Fit the cascades of the sun shadows to the depth of the view 2026-10-19 12:02:01 +02:00
b1f880b5a7 Cull the scenery models drawn on their own on the GPU with the instances 2026-10-19 10:54:04 +02:00
ffe77be754 Cull the instances of the shadow maps of headlights and lamps on the GPU 2026-10-18 23:14:08 +02:00
64dedb9d53 Record the opaque scene once and replay it for the depth prepass and the colour pass 2026-10-18 21:00:54 +02:00
2e30366235 Draw the recorded instance draws with the variant seed they were recorded with 2026-10-18 18:41:33 +02:00
bc4df5567f Cull and draw the sleepers of tracks on the GPU with the instances 2026-10-18 03:18:26 +02:00
f4b516eeb8 Cull shadow and reflection passes on the GPU 2026-10-18 01:46:45 +02:00
494304903f Draw the instances from the GPU with multi draws, the model block of each draw read by its number 2026-10-18 00:47:05 +02:00
5a5c67aaaf Let the instances drawn from the GPU hide one another, in two phases 2026-10-17 21:50:23 +02:00
27e5c07837 Add screen-space contact shadows for the sun, lamps and headlights 2026-10-17 03:11:47 +02:00
97112b143b Draw the depth of the whole scene before its colour 2026-10-17 02:15:50 +02:00
f352718e4a Stream model data through persistently mapped buffers 2026-10-17 01:24:33 +02:00
2be85410ce Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer 2026-10-16 21:44:47 +02:00
d509775269 Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer 2026-10-16 14:13:36 +02:00
466cb5339e Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass 2026-10-16 12:54:52 +02:00
2f0a06b98e Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer 2026-10-16 11:32:45 +02:00
06d7b9e9f0 Cast shadows of the cab lamp from the cab in the GL 4.6 renderer 2026-10-16 02:43:27 +02:00
4d3a401aae Cull and assign LOD to instances in a compute pass 2026-10-16 01:08:44 +02:00
9277c28805 Cull instances by compact records and draw them from a shader storage buffer 2026-10-16 00:37:54 +02:00
fd98d4eea5 Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer 2026-10-16 00:07:08 +02:00
5f365a00c5 Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer 2026-10-15 23:03:50 +02:00
ce725c3d62 Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer 2026-10-15 22:16:41 +02:00
2e02cf8137 Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created 2026-10-15 20:26:23 +02:00
c77151979a Bind an empty shadow map instead of unbinding the shadow map unit 2026-10-15 17:11:31 +02:00
9f2ae071a6 Use clustered light lists in forward shading 2026-10-15 16:16:53 +02:00
6aa6e505e8 Cull lights into clusters in a compute pass 2026-10-15 15:21:21 +02:00
f85cf5fe52 Build view-space light cluster grid in a compute pass 2026-10-15 14:16:55 +02:00
c0f45184b8 Move light data from UBO to std430 SSBO 2026-10-15 13:20:59 +02:00
677a96c293 Add SSBO and compute shader support to gl wrappers 2026-10-15 12:13:44 +02:00