17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 12:09:19 +02:00
Commit Graph

24 Commits

Author SHA1 Message Date
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
maj00r
321c9dd7ab Editor: fold the plan library into the tree as modules, drop its own name
The track layout library came in as a subproject of its own -- its own
CMakeLists, its own install and export rules, its own include tree -- which only
made the build harder to follow now that everything else is a module. It is part
of the editor, so it lives where the editor lives.

- editor/plan_*.cppm / plan_*.cpp: the fifteen interface units and twelve
  implementation units, flat in editor/ beside editorTerrain and orthophoto, with
  the plan_ prefix keeping them clear of what was already there (editor/turnouts
  is the preset catalogue, so the geometry is plan_turnout_geometry).
- modules are named eu07.editor.plan_*, like every other module in the tree.
- namespaces move under the editor's own: editor::plan, editor::plan::geometry,
  ::io, ::render. The library's old name is gone from the sources and the docs.
- every moved file carries the MPL header the rest of the tree carries; it had
  none. version.hpp went with the subproject: macros only, and unused.
- the umbrella header is dropped -- nothing imported it.
- the unit tests survive the fold: editor/tests, behind EU07_EDITOR_PLAN_TESTS
  (off by default), compiles the interfaces a second time into a small library of
  its own, because a test can only import modules from a target it links and
  linking the game would drag the whole simulator in. The code under test needs
  nothing but a compiler. 7/7 pass.
- a switch may now be written with two dashes as well: --editor beside -editor.

Builds with clang 22 (-DWITH_BETTER_RENDERER=OFF); -editor and --editor both come
up in the editor on empty ground.
2026-09-13 13:31:01 +02:00
maj00r
c15e200e37 Merge the track layout editor into cpp20-modules, ported to modules
The editor branch was written against headers and the PCH, both of which this
branch has done away with, so its own files were ported rather than merged: the
five headers it added are now interface units and their .cpp files module
implementation units.

- editor/{puwg1992,polandmap,turnouts,orthophoto} become eu07.editor.* modules,
  application/planpanel becomes eu07.application.planpanel. The plan tool keeps
  to its own module rather than joining the eu07.simcore partitions: it stands on
  the editor's libraries and eu07.application.uilayer, not on the simulation core,
  so :editoruilayer can export import it without a cycle.
- glm arrives by import eu07.glm, never by include, as the rest of the tree does.
  maj0sted is header-only and glm-free, so its headers stay includes in the global
  module fragment - every unit that names those types includes them itself, since
  a global fragment is not visible across units.
- the one textual conflict was :editoruilayer's include block against this
  branch's imports; resolved this branch's way plus the planpanel import.

Builds with clang 22 (-DWITH_BETTER_RENDERER=OFF) and starts into the editor on
empty ground with -editor alone.
2026-09-13 12:36:21 +02:00
maj00r
6550c88536 give importers the headers module templates need
A template defined in a module interface is instantiated in the importing
unit, where its body's types must be complete. A declaration reaching the
importer only through the interface's global module fragment is not
enough for MSVC: cParser::operator>> uses std::stringstream, and every
unit that parsed a float got an incomplete type.

526 headers across 161 units, derived from what each interface's template
bodies actually name.
2026-09-10 01:20:33 +02:00
maj00r
2695c8e525 include what you use in betterRenderer
Its sources reached the standard library through the project headers they
included; those are imports now. 178 headers across 56 files, plus 18 C
library headers elsewhere for memcpy/printf and friends. MSVC's STL does
not supply these transitively the way libstdc++ does.
2026-09-10 00:26:55 +02:00
maj00r
2896c2dd60 add the C library headers MSVC needs
Unqualified uint8_t/size_t and friends were reaching 24 units through
some other header on libstdc++; MSVC's STL does not do that, which broke
gl/ubo.cppm (and made its UBS_PAD macro look like garbage). Also
silences C5244, MSVC's counterpart to the clang warning about glm being
included in the module purview, which is deliberate here.
2026-09-10 00:10:52 +02:00
maj00r
ce5ee288ff fix the clang CI build
Every module unit now includes the standard headers it uses. Declarations
reaching a unit only through an imported module's global module fragment
are reachable but not visible, so ADL misses the free operators older
libstdc++ declares beside a type - reproduced on ubuntu 24.04 (libstdc++
13), where gl/vao.cpp could not compare vector iterators.

Also drops a stale editor/editorSettings.hpp from the MSVC source list,
which broke the Windows configure step, silences the deliberate
include-in-purview warning in the glm wrapper, and removes GCC support:
clang or MSVC only.
2026-09-09 22:52:28 +02:00
maj00r
3f7960aad5 pch migration to modules [wip] 2026-09-09 20:35:26 +02:00
maj00r
707b4de2f4 Editor checkpoint: turnout domain service, web->editor rename, Id-1 templates
Checkpoint of the editor branch so work isn't carried loose across a branch
switch. Builds.

- maj0sted turnout geometry moved into the domain: domain::lay_turnout lays the
  diverging path (pre-blade lead, blade at beta, arc of alfa-beta, frog rail) and
  solve_junction is a thin adapter onto it.
- the maj0sted web/ tree renamed to editor/ (namespace and paths) - there is no
  WASM here, it's plain native C++ the editor calls.
- click places the switch at its start (początek rozjazdu); the branch's leaving
  straight is locked tangent to the frog; switches can be slid along the through
  track and flipped L/P.
- Polish turnout templates carry catalogue length (Id-1-consistent lengths), plus
  blade-angle and pre-blade fields (left 0 until the catalogue figures are in).
- TURNOUT_SPEC.md: the Bezier-based runtime/model contract.
- also folds in other pending branch changes (scenery, tests) to leave a clean tree.
2026-08-27 19:36:55 +02:00
maj00r
32a4df6111 Fix the base map orientation, drop the city overlay, keep td.scn out of the editor
The Geoportal images arrive with their first row at the north edge, which is
the opposite of what the default texture coordinates assume - the vertical
ones are now swapped, for the picker's base map and the orthophoto alike.

With the real map carrying its own detail as the view zooms in, the drawn
city markers had nothing to add and are gone, along with the coordinate
table behind them. Only the country's extent remains, to open the picker on.

-editor no longer inherits the scenery named in eu07.ini. That is whatever
was last driven, which has nothing to do with editing; without an explicit
-s the editor opens on empty ground.
2026-08-27 19:36:55 +02:00
maj00r
4bef28cf94 Add a track layout drawing board to the editor
A "Plan" panel, opened from Track layout in the editor's menu bar, draws a
niweleta the way the web frontend did: click to lay chained straights, drag
a corner to move it, and pick a fit for each gap between them. The geometry
is entirely maj0sted's - the panel gathers the input, hands the document to
solve_project and paints the rails that come back, coloured by whether they
came from a straight, an arc or a clothoid. Scenery nodes are untouched.

A fit the library cannot produce is simply absent from its answer, so the
gap is labelled as not fitting rather than left looking as though its
parameters took effect. Save/load go through the library's own document
format, so a project written here opens in the same state.

Also translates the comments added with -editor into English, matching the
files they sit in.
2026-08-27 19:36:55 +02:00
maj00r
94b01c8ca3 Add -editor startup so the exe comes up straight in the editor
The editor was reachable only from the driver mode with F11, which meant
loading a scenario and starting the whole simulation first. With -editor
the scenario loader hands over to the editor instead of the driver, so
physics, AI and timetables never run - only the loaded world is there to
be worked on.

Without -s the scenery from eu07.ini is used, falling back to pusta.scn
when the ini names none. F11 quits instead of popping the mode, since the
editor is now the bottom of the mode stack and popping it would leave the
rest of the frame reading an empty one. Editor entry forces free-fly even
with no vehicle to leave.
2026-08-27 19:36:55 +02:00
Sebastian Krzyszkowiak
22361eec1d Fix compilation with discord-rpc turned off (#135)
Closes #55
2026-07-15 21:50:16 +02:00
Sebastian Krzyszkowiak
c98441d1aa Initialize random seed early in the init sequence
Network client will overwrite the seed if necessary.
2026-07-02 03:14:54 +02:00
d60841944d Merge pull request #124 from xwizard/refactor/user-config-path
refactor: extract user_config_path() helper
2026-06-30 22:35:53 +02:00
Mateusz Włodarczyk
fe603f15eb refactor: extract user_config_path() helper
Consolidates platform-specific config-directory logic (APPDATA on Windows,
~/Library/Application Support on macOS, ~/.config on Linux) into a single
user_config_path(filename) function in utilities/utilities.{cpp,h}, removing
copy-pasted #ifdef blocks from application.cpp, editor/editorSettings.cpp,
input/{keyboard,gamepad,drivermouse,uart}input.cpp.
2026-06-30 21:30:36 +02:00
jerrrrycho
d85096f64d reformat: remove redundant parentheses 2026-06-30 21:19:46 +02:00
jerrrrycho
7a32e7e9ab Merge pull request #113 from MaSzyna-EU07/refactor-nullptr
refactor: replace null with nullptr
2026-06-29 13:40:06 +02:00
jerrrrycho
bf147dd155 refactor: replace null with nullptr 2026-06-29 02:48:25 +02:00
75461eaf86 World Streaming Part 1 2026-06-18 18:18:02 +02:00
bae20a69e8 Bring back old simulator console as ini option showsystemconsole 2026-05-01 23:51:57 +02:00
jakubg1
8a94bfbfa2 Fix a segfault when closing on Wayland
According to https://github.com/glfw/glfw/issues/2744, this will be fixed in GLFW 3.5.
2026-04-14 15:08:44 +02:00
copilot-swe-agent[bot]
7e49aa8740 Rewrite #includes to use explicit subdirectory paths
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:16:48 +00:00
copilot-swe-agent[bot]
0531086bb9 Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:01:57 +00:00