abbdca4773
Let the templates of smoke sources set how fast their particles rise or fall
2026-10-20 17:12:23 +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
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
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
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
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
435110cef9
Place the sun and the moon where they are and light the night by the phase of the moon
2026-10-17 22:47:24 +02:00
5a5c67aaaf
Let the instances drawn from the GPU hide one another, in two phases
2026-10-17 21:50:23 +02:00
802e356c91
Curve the bases of the clouds up towards their edges and start every billow at a height of its own
2026-10-17 20:03:26 +02:00
0dae1f0b9f
Give the fog volume a slice of the fog without its clouds for the sky
2026-10-17 19:56:35 +02:00
1730f400ad
Let the base and the top of every cloud stand a little off those of its layer
2026-10-17 19:43:18 +02:00
df48637718
Switch the fog over the sky to the fog without the clouds as soon as the volume holds any cloud
2026-10-17 19:31:45 +02:00
56889679d9
Keep the clouds of the fog volume off the sky, where the ray march draws them already
2026-10-17 19:24:36 +02:00
1eeb5013cb
Light the volumetric clouds by the sun three times as brightly
2026-10-17 19:03:46 +02:00
1152791e8c
Space the steps towards the sun of the clouds geometrically and follow more orders of scattering
2026-10-17 19:01:39 +02:00
e1900a9cd3
Leave the finest octaves out of the cloud coverage noise so the sides of the clouds get no upright grooves
2026-10-17 18:41:15 +02:00
dd89aa5396
Fray the edges of the volumetric clouds with a finer noise and let their billows shade one another
2026-10-17 17:57:25 +02:00
22bf015939
Shade the volumetric clouds by the cloud over each point, not by the density at it
2026-10-17 17:24:51 +02:00
27e5c07837
Add screen-space contact shadows for the sun, lamps and headlights
2026-10-17 03:11:47 +02:00
8dd80c4d2e
Even out the fog cells with their neighbours and stagger the points next to lamps
2026-10-17 00:37:58 +02:00
d07204db5c
Take the light of a lamp in the fog along four rays in the cells next to it
2026-10-17 00:31:59 +02:00
f1c12ca651
Spread the light of a lamp in the fog over the size of a cell next to the lamp
2026-10-17 00:27:28 +02:00
e31a49f917
Sample the fog cells across their whole size and take their lamps from fixed clusters
2026-10-17 00:22:29 +02:00
e8dbaf70a9
Sample the fog cells in their middle across the view and dither the output
2026-10-17 00:11:27 +02:00
aa522d7376
Integrate the light of lamps across the fog cells instead of one point sample
2026-10-16 23:52:17 +02:00
6ee628aaa5
Steady the volumetric fog and add a switch for the old headlight beams
2026-10-16 23:23:51 +02:00
8b929fc1da
Give the volumetric clouds lumps, sky and ground light and a fog colour by the angle from the sun
2026-10-16 22:25:11 +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
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
624c7f4f0b
Do not cap the reach of a light at 1 km in the cluster culling
2026-10-15 20:25:51 +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
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
0e10ce4d0b
Remove OpenGL ES / ANGLE render path
2026-10-15 00:53:28 +02:00
7b9eaf1ccb
Editor terrain: area fill with blurred or sharp edge, texture rotation
2026-10-10 17:35:52 +02:00