de9f61b307
Merge remote-tracking branch 'origin/feat/switch-blades' into feat/gl46-migration
2026-10-19 22:13:43 +02:00
8c00b0bc3d
Fit the cascades of the sun shadows to the depth of the view
2026-10-19 12:02:01 +02:00
maj00r
d25f20a56c
feat(track): 3D sleepers and switch timbers, blade heel and throw from templates, one rail carving pass
...
- sleepers3d / sleepers3dplain / sleepers3dbed in eu07.ini: timbers put together from the begin, main and end parts of a model
and stretched to their length, plain sleepers of their own model; tracks whose plain sleepers would touch are laid as one
cluster, lines of timbers led by priority and turned to the bisectors of frogs and crossings at a limited rate, whole timbers
under crossings, split ones between tracks with room to part them, gaps filled per rail and overlaps shortened or dropped;
clusters worked out in a background thread while driving, on demand in the editor
- the ballast can be left out under the beams (sleepers3dbed no)
- blades get their heel and throw from the switch template or blades <heel> <throw> in the scenery; blades of double switches
run on into the track linking them to the next switch
- rail cutting at frogs, wing rails, movable noses and switch crossings done by one carving pass (RailCarve)
- tint of the rail treads applied to the colour only, without the matte band at the frog
- a switch trailed through with a movable nose set the other way derails the vehicle
- self-tests: sleepercheck, sharedzones, beamsnear, throw, sleepersbg
2026-10-17 23:32:43 +02:00
maj00r
7100cec12f
feat(track): the texture of a shared running surface blends into the texture of the rail it lies on: 2 cm on each side of the boundary both are drawn in tinted variants of their materials that fade per vertex into the mean colour of the two treads, sampled from the texture files, so the edge of the wheels of the other track leaves a soft band instead of a line
2026-10-17 23:28:41 +02:00
maj00r
7e1b2c553c
feat(renderer): a matte variant of a material for the parts of rails no wheel rolls on: it lights the same maps as weathered steel, with the weathering scaled per vertex by userdata, so a polished running surface fades into unused steel without a bright stripe; the cut faces of rails are drawn in it in an extra pass
2026-10-17 23:28:41 +02:00
27e5c07837
Add screen-space contact shadows for the sun, lamps and headlights
2026-10-17 03:11:47 +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
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
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
ce725c3d62
Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
2026-10-15 22:16:41 +02:00
9f2ae071a6
Use clustered light lists in forward shading
2026-10-15 16:16:53 +02:00
39d5df2ef3
Remove unused f_light_pos vertex shader output
2026-10-15 10:35:18 +02:00
9e64244ebd
Require OpenGL 4.6 core context and regenerate glad
2026-10-15 01:39:32 +02:00
1d9c608396
light_common: add normal offset to shadow lookups
2026-09-19 21:56:02 +02:00
cb6b97b904
light_common: weight textureGather shadow PCF by sub-texel position
2026-09-19 21:15:49 +02:00
468ea1d747
Add shader diffuse multiply
2026-09-19 16:56:39 +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
c88a9b870c
Improved specular and glosiness
2026-06-27 14:41:10 +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
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
4d342d274e
Improved OpenGL lightning shader
2025-11-03 19:45:02 +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
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
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
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
43fc2899aa
add slight shadow bias (needs futhrer work)
2019-10-08 00:20:45 +02:00
stele
410e1452f6
Cleanup of vertex shader by @tmj.
...
2-channel normalmaps with Z-component reconstruction.
Normal vectors passed from fragment shaders to lightning calculations.
2019-05-03 17:32:46 +02:00
stele
8aca8bffe4
Fog applied to line objects.
2018-12-24 23:50:17 +01:00
stele
b7d6d80225
Added water shader
2018-12-22 17:34:03 +01:00
milek7
c0d824a6bd
tune headlight parameters, refactor config window
2018-12-09 21:14:31 +01:00
milek7
bd8c5ed59a
debug configurable headlight
2018-12-09 19:55:53 +01:00
milek7
455ca1cacf
shader fix
2018-10-17 21:54:03 +02:00
milek7
d16d96f2b2
GLES support
2018-10-16 20:32:45 +02:00
milek7
5dbd1c1772
if/ifdef fix
2018-07-25 12:34:35 +02:00
milek7
da429650ab
configurable renderer
2018-07-25 12:21:47 +02:00
milek7
b69ffd85ea
changes, improved z buffer precision
2018-07-24 16:42:18 +02:00
milek7
d5ce1d57e7
motion blur
2018-07-23 01:22:36 +02:00
milek7
a729c5fa1d
shader changes
2018-07-19 18:13:07 +02:00