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
b1f880b5a7
Cull the scenery models drawn on their own on the GPU with the instances
2026-10-19 10:54:04 +02:00
ffe77be754
Cull the instances of the shadow maps of headlights and lamps on the GPU
2026-10-18 23:14:08 +02:00
64dedb9d53
Record the opaque scene once and replay it for the depth prepass and the colour pass
2026-10-18 21:00:54 +02:00
2e30366235
Draw the recorded instance draws with the variant seed they were recorded with
2026-10-18 18:41:33 +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
9448bd8c70
feat(track): where two rails share a running surface it takes the texture whose running surface is brighter; the brightness is read from the texture file over the u range of the rail head top, the shared parts are the block of crossing grooved rails, the nose of an acute frog from its tip to the end of the V, the through rail across a wide or grooved crossing, the frog of a switch, and the stock rails of a switch with frogs up to half the blade length where the blade grows to a full head
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
7221c153dd
Let eu07.ini scale how much the moon lights the scenery at night (gfx.moonlight)
2026-10-17 23:10:01 +02:00
41cc966103
Show the moon by day as bright as its sunlit surface, and where the sun and the moon are in the sky window
2026-10-17 22:59:23 +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
0dae1f0b9f
Give the fog volume a slice of the fog without its clouds for the sky
2026-10-17 19:56:35 +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
27e5c07837
Add screen-space contact shadows for the sun, lamps and headlights
2026-10-17 03:11:47 +02:00
97112b143b
Draw the depth of the whole scene before its colour
2026-10-17 02:15:50 +02:00
f352718e4a
Stream model data through persistently mapped buffers
2026-10-17 01:24:33 +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
6ee628aaa5
Steady the volumetric fog and add a switch for the old headlight beams
2026-10-16 23:23:51 +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
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
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
f47172f34d
Migration cleanup and renderer documentation
2026-10-15 19:05:35 +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
4f72fd650c
Remove glLineWidth probe and wide line calls that never take effect on core contexts
2026-10-15 10:35:08 +02:00
9e64244ebd
Require OpenGL 4.6 core context and regenerate glad
2026-10-15 01:39:32 +02:00