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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-01 02:19:05 +01:00
Commit Graph

90 Commits

Author SHA1 Message Date
0bc29af650 Merge remote-tracking branch 'origin/feat/switch-fastenings' into feat/renderers-cleanup 2026-10-31 17:13:45 +01:00
765153ad91 Merge remote-tracking branch 'origin/feat/switch-blades' into feat/renderers-cleanup 2026-10-29 23:55:04 +01:00
96100f1155 Draw the cab probe with all the lights of the cab 2026-10-29 20:05:03 +01:00
9904eddd0d Light the cab with cablight/dashboardlight light points of the cab model 2026-10-28 20:55:45 +01:00
c4e23932bf Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light 2026-10-28 16:18:03 +01:00
e8a90507f0 Light the cab with the sun coming in through its windows 2026-10-28 12:19:43 +01:00
2a876befb0 Shade the sky and the sun by the scenery around the camera instead of the track environment flags 2026-10-27 16:02:36 +01:00
9dde5b0e5e Take the ambient occlusion into the lighting and add a probe of the cab 2026-10-27 13:23:52 +01:00
ac0b4e5f15 Add a white balance to the tonemapping 2026-10-27 01:40:19 +01:00
719c729929 Improve rain shader 2026-10-26 15:51:56 +01:00
1841e6d7b0 Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent 2026-10-25 19:35:33 +01:00
f20b1a3071 Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections 2026-10-25 13:54:49 +01:00
89f11895fc Keep the walk's model block after the depth and shadow passes of the gpu-culled draws 2026-10-25 11:18:34 +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
maj00r
85b76acca5 perf(sleepers): the instances of the sleepers and timbers of a track sent to the gpu once, as it's laid, and kept there in a buffer of their own; in each pass the runs of them in sight turned by the modelviews of their cells into the instance buffer of the frame by a compute pass, one dispatch and one barrier a pass, and drawn in one instanced draw for each model, part and level of detail, in place of the cpu turning every instance every frame 2026-10-24 01:40:34 +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
maj00r
f155956669 perf(sleepers): the rails of each track for the fastenings worked out once and kept until its geometry is made again, it goes far or the crossings change, not again for every track laid around it; the fastenings laid only out to 30 m past where they're drawn, the tracks further out keeping their beams to lay them on as they come near; out past 50 m the tracks laid while the laying in a frame took under 2 ms, the rest in the frames after 2026-10-24 00:23:50 +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
336690ad8a perf(debug): debug.memorystats switch for the heap counting (off by default) and the places of the large heap blocks in the memory section 2026-10-23 23:10:32 +02:00
16ee4ff65b perf(debug): live heap blocks by size and the objects of the simulation tables in the memory section of the debug panel 2026-10-23 22:45:49 +02:00
4be94dd006 perf(debug): count what the program takes with new (global operator new/delete of the executable) and the objects of the model instances in the memory section of the debug panel 2026-10-23 22:26:01 +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
1a42009dc2 perf(physics): performance.multithreading switches the work over many threads, which each job sizes by how much it has: the physics steps a thread per 128 vehicle steps, up to all logical cores 2026-10-23 21:07:05 +02:00
9f7217256b fix(physics): the external program messages (multiplayer) no longer keep the physics steps in one thread, only network sessions do; the debug panel tells what keeps them in one 2026-10-23 20:12:02 +02:00
60667588b5 perf(physics): the steps of the vehicle physics on many threads, in groups of vehicles which act on one another (performance.cpucores, 0: all cores) 2026-10-23 19:56:36 +02:00
9a7ff372f7 perf(debug): count what wakes the physics of the vehicles (brake pipe, main reservoir pipe, command, speed, acceleration, neighbour, other) in the debug panel 2026-10-23 19:08:09 +02:00
f17462b186 perf(physics): road vehicles farther than 1 km from the camera go by one step of the physics in a frame (physics.roadlod); count what resets the switching time of the vehicles (compressor, mains, diesel, physics woken) in the debug panel 2026-10-23 18:47:01 +02:00
e054fe900d perf(debug): count what keeps the physics on in rail vehicles standing still (active cab, speed, acceleration, switching, ezt/dmu, moving neighbour), for the debug panel 2026-10-23 18:06:12 +02:00
5a53c32b0a perf(debug): forces and update of the vehicles by kind in the debug panel: rail and road, within 1 km of the camera and farther, with the counts of vehicles and of the ones standing still 2026-10-23 17:51:15 +02:00
52df707f30 perf(debug): parts of the vehicle update in the debug panel: scenery animations, power grid, roads, preparation, forces, vehicle update and ai, with the counts of vehicles and physics steps; input and the start of the ui frame timed apart 2026-10-23 17:26:44 +02:00
maj00r
5aedbcdc1b feat(sleepers): the timbers of a switch get the fastenings of the rails from the submodels plate, chair and check of their model: a plate under each rail where it lies on a timber, slide chairs under the stock rails along the blades, a fastening of both where a check rail or another rail of the frog lies close beside, the legs of the nose in one plate where they're joined; the rails sit on the plate, the blades ride on the slide plates of the chairs as high as the model has them, their webs shortened; the fastenings drawn within 120 m; selftest fastenings 2026-10-23 16:46:58 +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
2d7942786d feat(track): each 3D sleeper at the level of detail of its own distance 2026-10-21 21:48:17 +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
30cb83584d fix(track): timbermodel of a track lays switch timbers without sleepers3d in eu07.ini 2026-10-21 15:37:11 +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
dfbe8a6d9e feat(gl46): leave out instance buckets beyond their range before the culling 2026-10-20 14:57:30 +02:00
07ac7406a0 feat(terrain): grass follows the seasons and fades out over gfx.grass.fadedistance 2026-10-20 02:20:03 +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