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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-08 17:26:22 +01:00
Commit Graph

213 Commits

Author SHA1 Message Date
9b7d02e5fb Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b) 2026-10-24 20:10:24 +02:00
maj00r
69980b5540 perf(editor): the top view draws the terrain lighter: the cells of its grid some 16 pixels across, not 10, the chunks streamed only as far as the screen reaches, not the range of the 3D view, and the cube map of the reflections not made anew while it's shown, nothing in it reflecting
On test2 at an extent of 300 m: 55 chunks in place of 106, 204 thousand triangles of the terrain in place of 895 thousand (all drawn 0.82 million in place of 2.34), the GPU 1.46 ms a frame in place of 2.33, and 3.6 ms of the CPU less a frame for the reflections. The 3D view stays as it was; the range of 50 km of the tracks work area in 3D cost nothing measurable on l053. Selftest perf logs the chunks of the terrain, their triangles and the steps of their grids.
2026-10-24 19:23:01 +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
Claude
f30fefd91c Sieć trakcyjna: przęsła wg typów sieci, wysięgniki z katalogu, bramki, kotwienia i edytor sieci
Sam kod exe z gałęzi siec-trakcyjna (bez testów, notatek i danych z tests/catenary).
Dane (data/traction_*.txt) leżą poza repozytorium.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Tqn7T8D1Gx3ptKtZgNtX5
2026-10-23 23:15:00 +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
maj00r
5e846018b6 feat(editor): far out the top view shows the base map of OpenStreetMap from geoportal.gov.pl in place of the imagery, tiles as large as the view needs, the ground not drawn under it nor streamed as far as the view; the tracks over it in the colour of the rails, blue by default, and the joints of the pieces left out far out 2026-10-23 13:35:07 +02:00
maj00r
a892532fda feat(editor): the top view draws the tracks whole, without the ballast or the rails alone, in a colour of their own over the imagery and the map: both rails close up, one line further out; a choice by the extent and in the View menu, kept in the settings 2026-10-23 13:20:06 +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
maj00r
4512ed4e0b fix(editor): guard the places where the editor could crash outright
Found with an address and undefined behaviour sanitizer build, random
monkey sessions on the test sceneries and broken inputs:

- A deleted model left its pointer in the pick list of the renderer, the
  bound node of the panels, the bindings of the infrastructure and the
  selection: the next pick or panel frame read freed memory. The renderer
  forgets it, and one erase_model does the cleaning for all the places
  which deleted a model by hand.
- The plan band of a route read the vertex before the first one in the
  frame a drag was let go.
- A scenery which can't be opened goes back to the launcher with the
  reason in the log, a track of an unknown type or a tributary loads as
  a normal track or a river with a message, and a spline with no finite
  length or step gets a sane number of segments.
- Typed numbers which aren't (NaN, inf, ends 0 m or 1000 km apart, a
  vector of 1e30, a diverging track part of 5 km, a curve threshold of 0,
  a zero history size, radius norms below zero) are refused or clamped,
  where they made the geometry run away or divide by zero.
- Folders which can't be read and file names which aren't valid in the
  locale no longer throw out of the scans of sceneries, textures, sweeps,
  roads and signal plates; the scans skip them.
- The launcher: Ctrl+Del with no trainset selected, a dropped vehicle
  whose skin is gone and a text with a percent sign.
- A terrain mesh made for another resolution of its chunk isn't put into
  the chunk, and a slot is reused only for a mesh of the same size.
- Vehicles on a track changed by the editor are moved over a copy of the
  list they leave.
- The table of the keyboard shortcuts gives its stretched column a
  weight, else ImGui divides 0 by 0 in the first frame of the window.
2026-10-21 08:42:29 +02:00
maj00r
8903d15b94 fix(editor): a track dragged around no longer piles copies of its geometry up in the graphics memory
The geometry of a track made anew, ten times a second while it's
dragged, only forgot the chunks it had: the bank kept them all, so the
buffer of the section grew by the whole track and its neighbours each
time and was sent to the gpu in full again. Ten rebuilds of a test
scenery took the bank from 2 to 29 MB; a long session would run the
card out of memory. The old chunks are erased from the bank now, but
for those of a moving nose, laid again in place, and a moved traction
wire drops its old one too.

A chunk swapped for one without the extra vertex data kept the flag of
having it and the upload read from an empty array; the buffer is made
again when that changes.
2026-10-21 08:41:50 +02:00
cf36b24e8d Let the smoke leave the exhaust as a widening jet that fades in 2026-10-20 18:00:51 +02:00
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
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
ceb439b218 Fix windows build 2026-10-20 01:38:33 +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
34f206fefc to de9f61b307 2026-10-19 22:14:04 +02:00
de9f61b307 Merge remote-tracking branch 'origin/feat/switch-blades' into feat/gl46-migration 2026-10-19 22:13:43 +02:00
0545f93f24 Keep the hotspotpower of light points apart from their colour 2026-10-19 17:51:13 +02:00
maj00r
d1dbd40566 feat(editor): the top view of the tracks draws the terrain to the corners of the screen, the ballast optional
- In the top view of the tracks work area, the renderer's reach is the half diagonal of the screen. It used to be three extents, which cut wide windows short.
- Cells far from the camera no longer draw only their tracks: the terrain shapes are drawn too. Models keep their own ranges.
- In that view, the heightmap streamer loads chunks as far as the corners, up to 50 km. The detail comes from the size of a pixel, not from the distance.
- The walk over the chunks around the camera is skipped while it would ask for nothing, so a wide reach costs little.
- A setting, kept in the editor settings, leaves out the ballast of the railway in the top view, so the ground under the tracks shows. It is in the View menu and next to the extent slider.
- Self-test: ortho <extent> [noballast|ballast], orthophoto off.
2026-10-19 17:10:27 +02:00
8c00b0bc3d Fit the cascades of the sun shadows to the depth of the view 2026-10-19 12:02:01 +02:00
e7c65993d8 Copy the textures of the terrain layers again when the season or the weather changes 2026-10-19 11:09:57 +02:00