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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-29 16:17:29 +01:00
Commit Graph

3567 Commits

Author SHA1 Message Date
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
0662df23a7 Copy the Python runtime next to the executable only when the Python install has changed 2026-10-16 23:37:27 +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
jerrrrycho
c7f9796387 fix(ai): release horn when human driver takes over from AI (#210)
* fix(ai): release what the AI was holding when the player takes over

* fix(ai): keep the light selector lookup within its table, Sonar findings of the handover

- the light selector size comes from the vehicle definition (LightsList Size)
  and isn't limited, while the table holds 18 positions; a bigger selector
  read past the table, and so did a table index other than the front or
  rear one. Only the positions the table holds are looked at now, and the
  selector stays where it is for a bad table index (cpp:S2259),
- the lambdas of the handover capture what they use explicitly (cpp:S3608),
- the chained assignments resetting the headlight state on the AI taking
  over are split (cpp:S1121).
2026-10-16 14:44:30 +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
ea0dba6dae Add shader validator CI 2026-10-15 20:26:35 +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
624c7f4f0b Do not cap the reach of a light at 1 km in the cluster culling 2026-10-15 20:25:51 +02:00
f47172f34d Migration cleanup and renderer documentation 2026-10-15 19:05:35 +02:00
jerrrrycho
b400255dae Test/physics unit tests (#213)
* build: doctest 2.4.11 in ref/

Single header test framework (MIT), vendored like the other libraries in
ref/ so the tests need nothing extra installed on the CI runners.

* refactor(physics): read vehicle definitions from text as well as files

TMoverParameters::LoadFIZ(path) opens the file and hands the parser over
to LoadFIZ_Parse(), which holds what LoadFIZ() did with it before. The
new LoadFIZ_Text() reads the same format from a string, so a definition
can be made up in memory, e.g. by a unit test. No change in behaviour for
files.

* build: the simulation core as a library the game links

The vehicle physics (McZapkie), the vehicle definition parser and the
helpers they use build as eu07_core, a static library the game links,
so the unit tests to come can link the very same objects instead of
compiling their own copy with their own settings.

The game's build settings (include dirs, definitions, compile options,
libraries) move from the executable to eu07_settings, an interface
target the library links publicly, so the game, the library and later
the tests all build with the same ones. What only the executable needs
stays with it: /MAP, /LARGEADDRESSAWARE, output dirs, the precompiled
header, runtime DLL copying, the crash reporter and the experimental
renderer. No change in what the game builds or links.

* test: unit tests of the simulation core, run as part of the build

eu07_unit_tests: C++ tests (doctest) of the simulation, which set up the
conditions, run the code and check the outcome. No game data, no window.

- the code under test is the core library (eu07_core), the very objects
  the game links, built with the game's settings; engine_stubs.cpp stands
  in for the logs, settings and scenery layers the library reaches for.
  python gets linked with the settings but isn't needed to run the tests
- test vehicles are JSON definitions in tests/unit/data, with the sections
  and keys of the game's vehicle definitions (tables as "rows", _keys are
  comments), changed by the tests where needed and loaded from memory by
  the game's own loader; an unknown section is an error rather than
  silently skipped
- test::vehicle creates the mover the way TDynamicObject::Init() does and
  steps it the way the simulation loop does, on a straight track of given
  friction and gradient, optionally holding the brake pipe pressure the
  way a coupled locomotive would
- the random numbers of the simulation are reseeded before every test
  case, so a test gives the same result alone (IDE) or among the others
- building the game runs the tests at the end, once the game is linked,
  and prints a one line summary ("Unit tests: 11/11 passed (80 checks)").
  A failure prints the full report and fails the build, in CI and locally
  alike, and removes the game binary so the next build reruns them. A
  change of the tests alone relinks the game so they run (Ninja and
  Makefile generators). -DWITH_TESTS=OFF leaves them out
- first tests: definitions reach the vehicle, KE service application and
  release, deeper reduction brakes harder, every implemented distributor
  valve charges/applies/releases, service braking stops a moving wagon

* test: stub basic_node::radius_() for GCC and Clang

The Linux build failed to link the unit tests: undefined reference to
scene::basic_node::radius_() from basic_node's vtable in engine_stubs.o.
basic_node has no key function for the Itanium C++ ABI (tooltip() is
declared plain but defined inline in the header), so GCC and Clang emit
its vtable in every unit using scenenode.h, and the vtable needs
radius_(), defined in scenenode.cpp, which the tests don't link. MSVC
emits vtables differently, so the Windows build linked.

* test: test vehicle definitions load with GCC and Clang

All the tests reading a definition failed on Linux with "unknown vehicle
definition section 0": the parsed definition was brace-initialised
(auto const json{parse(...)}), which GCC and Clang take for the
initializer list constructor of nlohmann::json, making an array holding
the definition, while MSVC copies it. Initialise it with =, and require
the definition to be a JSON object.


* test: SonarCloud issues of the unit tests

- test::definition_error for unusable test vehicle definitions instead of
  std::runtime_error (S112)
- the rows of a table section written by a function of their own, less
  nesting in definition::text() (S134)
- std::less<> for the section table (S6045)
- comments in the empty methods of the reseeding listener and stub (S1186)
- NOSONAR where the engine's headers fix the stubs: the extern globals
  and the member function signatures (S5421, S5817, S1238)
- NOSONAR on LoadFIZ_Parse(): the cognitive complexity is the former body
  of LoadFIZ(), moved as it was (S3776)
- a comment Sonar took for code reworded (S125)
2026-10-15 17:56:41 +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
39d5df2ef3 Remove unused f_light_pos vertex shader output 2026-10-15 10:35:18 +02:00
4f72fd650c Remove glLineWidth probe and wide line calls that never take effect on core contexts 2026-10-15 10:35:08 +02:00
9186819363 Validate shaders against GLSL 4.60 including compute stage 2026-10-15 02:20:22 +02:00
9e64244ebd Require OpenGL 4.6 core context and regenerate glad 2026-10-15 01:39:32 +02:00
61bfc6eb1a Move modern OpenGL renderer to rendering/opengl46 and rename classes 2026-10-15 01:12:05 +02:00
0e10ce4d0b Remove OpenGL ES / ANGLE render path 2026-10-15 00:53:28 +02:00
3d3eef2e1c Remove legacy OpenGL 2.1 renderer 2026-10-15 00:06:31 +02:00
maj00r
fb73a3e011 test(editor): self-test steps that keep a laying or connection ghost on screen under a set cursor, open the switch template editor, release a held placement and leave the top view, for screenshots of the tools at work 2026-10-14 23:55:04 +02:00
maj00r
aa20a88ed0 feat(editor): connections of tracks laid whole from the switch tool: a crossover with a straight insert or an aligning curve between switches of different angles or tracks that aren't parallel, a double crossover meeting on either track, a scissors crossover with the crossing of its inserts, and a switch ladder onto the parallel tracks of a fan or onto new ones at given spacings; press on a straight and drag onto the other track, Shift+wheel the kind, Ctrl+wheel the R of the aligning curve, Alt+wheel where a double crossover meets; the ghost shows the whole set with the spacing, the inserts and the distance of the mathematical points; switches get their drives and a //$r connection record; the crossover drawn from a diverging end uses the same solver; self-test connection 2026-10-14 23:38:31 +02:00
maj00r
52a289b15b feat(editor): switch templates by their geometry and a template editor: the diverging track is a chain of straights, arcs and transition curves from the start of the switch, with the pre-blade stretch and the angle of the blade at its tip; own templates are kept in eu07_switch_templates.txt and listed in the switch tool; double switches Rpd and Rpj are laid as two switches joined by the main track and handled as one set by sliding, replacing, flipping, the gizmo and deleting, with drives for both switches; self-test switchtemplates 2026-10-14 23:17:30 +02:00
maj00r
ea341af27a feat(editor): a switch path can be a chain of pieces: the attributes pieces1 and pieces2 keep the parts of each path after the classic bezier, which stays as the approximation older versions read and log the attributes as unknown; the simulation drives, draws and maps a path along its pieces by distance, pieces that don't join the ends of the path are reported and the bezier used; the catalogue Rz switches get the diverging path as the arc of their radius and the straight after it, moving, rotating and mirroring a switch carry the pieces, reshaping a path by hand drops them; self-test commands switchpieces and switchbreak build-feat-track-join 2026-10-12 18:32:23 +02:00
maj00r
46d41549c9 feat(editor): the profile takes the switch zones from the //$r records: the parts of a double slip and the paths of a crossing make one zone from its first part to its last, a crossing made of plain paths is a zone too, the zone is named by the number and the type of the switch; a switch with no record stays a zone named by its path; self-test vprofile logs the zones 2026-10-12 18:11:17 +02:00
maj00r
9b75e64c9b feat(editor): digitizing takes the good parts of a line: a run whose design can't be read whole is split at the track the reading fails at and each part is digitized on its own, only single tracks that make no line are left out and named in the log; Digitize all reports the lines digitized and the paths left out, opening a line digitized in parts says so with the reason for the paths left out; a stored radius agrees with the one its design makes within 0.1 % 2026-10-12 18:00:26 +02:00
maj00r
95c3842748 feat(editor): digitizing takes a line whose tracks lie up to 0.5 m off the curves read from them: the record keeps how far as fit in its source line and counts the tracks within it as lying on it, so they aren't shown as departed; a record whose elements differ from the ones its design makes only by elements of no length is no longer reported as differing 2026-10-12 17:42:40 +02:00
maj00r
096122bcc3 feat(editor): digitizing reads more of the old tracks: curves of the same hand meeting through their transitions with no straight between are separate vertices, a run turning over 150 degrees is split into vertices at track joints, a curve made of two transitions with no arc is read with the radius at their joint; digitizing tries both transition shapes, then without the minimum arc length when a short curve would lose its transitions; the reason names the track left by how much at any distance 2026-10-12 03:45:12 +02:00
maj00r
f5895abfa8 feat(editor): tracks drawn without a design get digitized: the route design keeps the line it opens in the scenery when no design is kept for it, or says why it can't (straights meeting with no curve, the curves read leaving a path by how much), trying the other transition shape before giving up; Digitize all the tracks in the route design does it for every line of the scenery and reports the count; a kept design counts as departed only where no path lies along it any more, so a parallel track or a diverging one beside a digitized line no longer shows it as left by metres; self-test command digitizeall 2026-10-12 03:24:23 +02:00
maj00r
696168a132 feat(editor): fewer hints in Tracks: the bar in the view is one line with a short mode name and at most three keys, fading when the cursor comes near; the tool options show only the mode name with the full list under (?), the inspector says Nothing selected; the hints name what is dragged instead of its colour or shape, the break is press and drag, the S-curve its four clicks, the turntable and the signal with no type chosen have their own; Esc back to Select only in the full list; the gizmo settings are hidden in Plan; in Polish a track is tor everywhere, odcinek only for a piece being laid, an isolated section and a path of a switch 2026-10-12 02:59:30 +02:00
maj00r
f81698eaf1 feat(editor): the top view zooms out to 50 km for a whole line, from 0.5 m per pixel the rail tracks are drawn as thin lines and the hover reaches 16 px around them, only the tracks near the cursor are checked; handles drag beyond 200 m from the camera in Tracks; Plan works with the mouse alone and without the gizmo: the grips of a straight, the vertices and the radius of a curve drag directly, the break tool is press on the straight and drag, the panel tool stays chosen afterwards, the Q/W/E bar is hidden in Plan; self-test command ortho 2026-10-12 02:49:07 +02:00
maj00r
16c90eb674 feat(editor): Straight and Curve are one Plan tool (G, also C) right after Lay track, a straight opens with its grips, a curve or a line with its vertices; digits no longer type a length while extending from a free end; the scenery wizard chooses realistic or fictional, a realistic one gets //$g and //$o and opens with the orthophoto in the top view, a fictional one only the top view with the grid; the orthophoto settings are kept in the scenery as //$o (on, year, opacity, radius, height, drape, lift, hires, scene, origin) and survive the new formats; self-test command mapstate 2026-10-12 02:21:29 +02:00
maj00r
653d206a54 feat(editor): the vehicle tool places trainsets: what is placed on a named track is written to the scenery on save as trainset <timetable> <track> <offset> <speed>, with reversed when it faces against the track, listed until the save with x to leave one out; the timetable and the starting speed are set in the panel, a tick turns writing off for a vehicle only to drive; the starter WMB10 is only added when nothing was placed; self-test command trainset 2026-10-12 02:00:50 +02:00