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maszyna/utilities/Globals.h
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

413 lines
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C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "utilities/Classes.h"
#include "vehicle/Camera.h"
#include "utilities/Float3d.h"
#include "rendering/light.h"
#include "utilities/utilities.h"
#include "utilities/motiontelemetry.h"
#include <map>
#ifdef WITH_UART
#include "utilities/uart.h"
#endif
#ifdef WITH_ZMQ
#include "input/zmq_input.h"
#endif
struct global_settings {
// members
// data items
// TODO: take these out of the settings
std::chrono::steady_clock::time_point startTimestamp;
/// <summary>
/// Mapa z watkami w formacie <std::string nazwa, std::thread watek>
/// </summary>
std::map<std::string, std::thread> threads = {};
bool shiftState{ false }; //m7todo: brzydko
bool ctrlState{ false };
bool altState{ false };
// Simulation randomness, never used for anything security related: no keys, tokens or
// credentials come out of these. Reproducibility is a requirement here, which is why both
// are plain mt19937 -- the run's seed can be written down and passed on, and it travels in
// server_hello so that every client in a session replays the same sequence. A generator
// that cannot be seeded to a known state would break both of those.
std::mt19937 random_engine; // NOSONAR shared run seed, kept in sync across the network
std::mt19937 local_random_engine; // NOSONAR re-seeded from a true random source in init_modes,
// drives purely local cosmetics (sound pitch, editor placement)
bool ready_to_load{ false };
std::time_t starting_timestamp = 0; // starting time, in local timezone
uint32_t random_seed = 0;
TCamera pCamera; // parametry kamery
TCamera pDebugCamera;
std::array<glm::dvec3, 10> FreeCameraInit; // pozycje kamery
std::array<glm::vec3, 10> FreeCameraInitAngle;
int iCameraLast{ -1 };
int iSlowMotion{ 0 }; // info o malym FPS: 0-OK, 1-wyłączyć multisampling, 3-promień 1.5km, 7-1km
basic_light DayLight;
float SunAngle{ 0.f }; // angle of the sun relative to horizon
int trainThreads{0};
double fLuminance{ 1.0 }; // jasność światła do automatycznego zapalania // TODO: Why double?
double fTimeAngleDeg{ 0.0 }; // godzina w postaci kąta
float fClockAngleDeg[ 6 ]; // kąty obrotu cylindrów dla zegara cyfrowego
std::string LastGLError;
float ZoomFactor{ 1.f }; // determines current camera zoom level. TODO: move it to the renderer
bool CabWindowOpen{ false }; // controls sound attenuation between cab and outside
bool ControlPicking{ true }; // indicates controls pick mode is active
bool DLFont{ false }; // switch indicating presence of basic font
bool bActive{ true }; // czy jest aktywnym oknem
int iPause{ 0 }; // globalna pauza ruchu: b0=start,b1=klawisz,b2=tło,b3=lagi,b4=wczytywanie
float AirTemperature{ 15.f };
std::string asCurrentSceneryPath{ "scenery/" };
std::string asCurrentTexturePath{ paths::textures };
std::string asCurrentDynamicPath;
int CurrentMaxTextureSize{ 4096 };
bool UpdateMaterials{ true };
// settings
// filesystem
bool bLoadTraction{ true };
bool bSmoothTraction{ true };
bool CreateSwitchTrackbeds{ true };
std::string szTexturesTGA{ ".tga" }; // lista tekstur od TGA
std::string szTexturesDDS{ ".dds" }; // lista tekstur od DDS
std::string szDefaultExt{ szTexturesDDS };
std::string SceneryFile;
std::string local_start_vehicle{ "EU07-424" };
std::string editor_enter_vehicle; // vehicle placed in the editor, to be entered when the driving goes on
bool editor_session{ false }; // scenery was opened for editing (-edit): loader keeps track of scenery layers and hands over to the editor
bool editor_tracks{ false }; // F3 track workspace: draw and pick tracks without the scenery draw-range cap
int iConvertModels{ 0 }; // tworzenie plików binarnych
int iConvertIndexRange{ 1000 }; // range of duplicate vertex scan
bool file_binary_terrain{ true }; // enable binary terrain (de)serialization
int file_binary_terrain_checksum{ 1 }; // check of a binary terrain file (.btf) against its text: 0 = none, 1 = length of the text, 2 = length and checksum
bool file_binary_terrain_state{true};
int file_binary_terrain_skipped{0}; // number of terrain includes left out by the parser during the current scenery load
// logs
bool priorityLoadText3D{false}; // ladowanie T3D priorytetowo
int iWriteLogEnabled{ 3 }; // maska bitowa: 1-zapis do pliku, 2-okienko, 4-nazwy torów
bool MultipleLogs{ false };
bool ShowSystemConsole{ false }; // toggle visibility of the OS console window with log output
unsigned int DisabledLogTypes{ 0 };
bool ParserLogIncludes{ true };
// simulation
bool RealisticControlMode{ false }; // controls ability to steer the vehicle from outside views
bool bEnableTraction{ true };
float fFriction{ 1.f }; // mnożnik tarcia - KURS90
float FrictionWeatherFactor{ 1.f };
bool bLiveTraction{ true };
float Overcast{ 0.1f }; // NOTE: all this weather stuff should be moved elsewhere
glm::vec3 FogColor = { 0.6f, 0.7f, 0.8f };
float fFogEnd{ 7500 };
float fTurbidity{ 128 };
std::string Season{}; // season of the year, based on simulation date
std::string Weather{ "cloudy:" }; // current weather
std::string Period{}; // time of the day, based on sun position
bool FullPhysics{ true }; // full calculations performed for each simulation step
bool bnewAirCouplers{ true };
float fMoveLight{ 0.f }; // numer dnia w roku albo -1
bool FakeLight{ false }; // toggle between fixed and dynamic daylight
double fTimeSpeed{ 1.0 }; // przyspieszenie czasu, zmienna do testów
double default_timespeed { 1.0 }; // timescale loaded from config
double fLatitudeDeg{ 52.0 }; // szerokość geograficzna
float ScenarioTimeOverride{ std::numeric_limits<float>::quiet_NaN() }; // requested scenario start time
float ScenarioTimeOffset{ 0.f }; // time shift (in hours) applied to train timetables
bool ScenarioTimeCurrent{ false }; // automatic time shift to match scenario time with local clock
bool bInactivePause{ true }; // automatyczna pauza, gdy okno nieaktywne
int iSlowMotionMask{ -1 }; // maska wyłączanych właściwości
bool bHideConsole{ false }; // hunter-271211: ukrywanie konsoli
bool bRollFix{ true }; // czy wykonać przeliczanie przechyłki
bool bJoinEvents{ false }; // czy grupować eventy o tych samych nazwach
int iHiddenEvents{ 1 }; // czy łączyć eventy z torami poprzez nazwę toru
bool AITrainman{ true }; // virtual assistant performing consist coupling/decoupling and other maintenance tasks
// ui
int PythonScreenUpdateRate{ 200 }; // delay between python-based screen updates, in milliseconds
int iTextMode{ 0 }; // tryb pracy wyświetlacza tekstowego
glm::vec4 UITextColor{ glm::vec4( 225.f / 255.f, 225.f / 255.f, 225.f / 255.f, 1.f ) }; // base color of UI text
float UIBgOpacity{ 0.94f }; // opacity of ui windows
std::string asLang{ "pl" }; // domyślny język - http://tools.ietf.org/html/bcp47
// gfx
glm::ivec2 window_size; // main window size in platform-specific virtual pixels
glm::ivec2 cursor_pos; // cursor position in platform-specific virtual pixels
glm::ivec2 fb_size; // main window framebuffer size
float ShakingMultiplierBF {1.f}; // mnożnik bujania kamera przod/tyl
float ShakingMultiplierRL {1.f}; // mnożnik bujania kamera lewo/prawo
float ShakingMultiplierUD {1.f}; // mnożnik bujania kamera gora/dol
float fDistanceFactor{ 1.f }; // baza do przeliczania odległości dla LoD
float targetfps{ 0.0f };
bool bFullScreen{ false };
bool VSync{ false };
bool bWireFrame{ false };
bool bAdjustScreenFreq{ true };
float BaseDrawRange{ 2500.f };
int DynamicLightCount{ 7 };
bool ScaleSpecularValues{ true };
std::string GfxRenderer{ "default" };
bool LegacyRenderer{ false };
bool NvRenderer{ false };
bool BasicRenderer{ false };
bool RenderShadows{ true };
bool applicationQuitOrder{false};
int RenderCabShadowsRange{ 0 };
struct shadowtune_t {
unsigned int map_size{ 2048 };
float range{ 250.f };
} shadowtune;
struct reflectiontune_t {
double update_interval{ 300.0 };
int fidelity{ 0 }; // 0: sections, 1: +static models, 2: +vehicles
float range_instances{ 750.f };
float range_vehicles{ 250.f };
} reflectiontune;
bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć)
float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object
float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer
bool EditorOrtho{ false };
float EditorOrthoExtent{ 150.f };
bool EditorOrthoBallast{ true }; // the ballast of the railway drawn in the top view of the editor
GLint iMaxTextureSize{ 4096 }; // maksymalny rozmiar tekstury
GLint iMaxCabTextureSize{ 4096 }; // largest allowed texture in vehicle cab
int iMultisampling{ 2 }; // tryb antyaliasingu: 0=brak,1=2px,2=4px,3=8px,4=16px
float SplineFidelity{ 1.f }; // determines segment size during conversion of splines to geometry
float SleeperDistance{ 250.f }; // max distance (in meters) at which per-track sleeper models are still drawn; 0 disables sleeper rendering entirely
std::string Sleepers3D; // model of the sleepers and switch timbers laid where the simulator makes the ballast; empty: none
std::string Sleepers3DPlain { "quark/podklad1" }; // model of the sleepers of a track running alone, those of Sleepers3D being the timbers of switches and crossings; empty: the timbers there too
std::string Sleepers3DPlainSkin { "quark/podklad_betonowy1" };
bool Sleepers3DBed { true }; // whether the ballast is laid under the tracks with 3D sleepers
float Sleepers3DPlainSeat { 0.24f }; // how high the rails sit on the plain sleeper above the origin of its model; below 0: on its top
bool Smoke{ true }; // toggles smoke simulation and visualization
float SmokeFidelity{ 1.f }; // determines amount of generated smoke particles
bool ResourceSweep{ true }; // gfx resource garbage collection
bool ResourceMove{ false }; // gfx resources are moved between cpu and gpu side instead of sending a copy
bool gfx_texture_streaming{ false }; // data of dds textures is read by worker threads, the rest of the loading doesn't wait for it
float gfx_texture_releasedistance{ 0.f }; // gl textures of vehicles farther than this many draw ranges are released. 0 = off
bool compress_tex{ true }; // all textures are compressed on gpu side
std::string asSky{ "1" };
float fFpsAverage{ 0.f }; // oczekiwana wartosć FPS
float fFpsDeviation{ 5.f }; // odchylenie standardowe FPS
double fFpsMin{ 30.0 }; // dolna granica FPS, przy której promień scenerii będzie zmniejszany
double fFpsMax{ 65.0 }; // górna granica FPS, przy której promień scenerii będzie zwiększany
// audio
bool bSoundEnabled{ true };
float AudioVolume{ 1.f };
float DefaultRadioVolume{ 0.75f };
float VehicleVolume{ 1.0f };
float EnvironmentPositionalVolume{ 1.0f };
float EnvironmentAmbientVolume{ 1.0f };
int audio_max_sources = 30;
std::string AudioRenderer;
bool AudioAsyncLoad{ false }; // sound files are decoded by worker threads
// input
float fMouseXScale{ 1.5f };
float fMouseYScale{ 0.2f };
int iFeedbackMode{ 1 }; // tryb pracy informacji zwrotnej
int iFeedbackPort{ 0 }; // dodatkowy adres dla informacji zwrotnych
bool InputGamepad{ true }; // whether gamepad support is enabled
bool InputMouse{ true }; // whether control pick mode can be activated
double fBrakeStep { 1.0 }; // krok zmiany hamulca innych niż FV4a dla klawiszy [Num3] i [Num9]
double brake_speed { 3.0 }; // prędkość przesuwu hamulca dla FV4a
// parametry kalibracyjne wejść z pulpitu
double fCalibrateIn[ 6 ][ 6 ] = {
{ 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0 } };
// parametry kalibracyjne wyjść dla pulpitu
double fCalibrateOut[ 7 ][ 6 ] = {
{ 0, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0 } };
// wartości maksymalne wyjść dla pulpitu
double fCalibrateOutMax[ 7 ] = {
0, 0, 0, 0, 0, 0, 0 };
int iCalibrateOutDebugInfo{ -1 }; // numer wyjścia kalibrowanego dla którego wyświetlać informacje podczas kalibracji
int iPoKeysPWM[ 7 ] = { 0, 1, 2, 3, 4, 5, 6 }; // numery wejść dla PWM
#ifdef WITH_UART
uart_input::conf_t uart_conf;
std::map<std::string, bool *> uartfeatures_map = {
{"main", &uart_conf.mainenable},
{"scnd", &uart_conf.scndenable},
{"train", &uart_conf.trainenable},
{"local", &uart_conf.localenable},
{"radiovolume", &uart_conf.radiovolumeenable},
{"radiochannel", &uart_conf.radiochannelenable},
{"dynamicbrake", &uart_conf.dynamicenable},
};
#endif
#ifdef WITH_ZMQ
std::string zmq_address;
#endif
// multiplayer
int iMultiplayer{ 0 }; // blokada działania niektórych eventów na rzecz kominikacji
bool bIsolatedTrainName{ false }; //wysyłanie zajęcia odcinka izolowanego z nazwą pociągu
// other
std::string AppName{ "MaSzyna" };
std::string asVersion; // z opisem
motiontelemetry::conf_t motiontelemetry_conf;
std::string screenshot_dir;
bool loading_log = false;
bool dds_upper_origin = false;
bool captureonstart = true;
bool render_cab = true;
bool crash_damage = true;
bool gui_defaultwindows = true;
bool gui_showtranscripts = true;
bool gui_trainingdefault = false;
std::string extcam_cmd;
std::string extcam_rec;
glm::ivec2 extcam_res{800, 600};
std::chrono::duration<float> minframetime {0.0f};
std::string fullscreen_monitor;
bool fullscreen_windowed{ false };
bool python_enabled = true;
bool python_mipmaps = true;
bool python_displaywindows = false;
bool python_threadedupload = true;
bool python_vsync = true;
bool python_sharectx = true;
bool python_uploadmain = true;
std::chrono::duration<float> python_minframetime {0.01f};
bool gfx_skiprendering = false;
int gfx_framebuffer_width = -1;
int gfx_framebuffer_height = -1;
bool gfx_shadowmap_enabled = true;
bool gfx_envmap_enabled = true;
bool gfx_postfx_motionblur_enabled = true;
float gfx_postfx_motionblur_shutter = 0.01f;
GLenum gfx_postfx_motionblur_format = GL_RG16F;
GLenum gfx_format_color = GL_RGB16F;
GLenum gfx_format_depth = GL_DEPTH_COMPONENT32F;
bool gfx_postfx_chromaticaberration_enabled = true;
bool gfx_skippipeline = false;
bool gfx_extraeffects = true;
bool gfx_shadergamma = false;
bool gfx_usegles = false;
std::string gfx_angleplatform;
bool gfx_gldebug = false;
bool vr = false;
std::string vr_backend;
float gfx_distance_factor_max { 3.f };
float gfx_shadow_angle_min { -0.2f };
int gfx_shadow_rank_cutoff { 3 };
float ui_fontsize = 13.0f;
float ui_scale = 1.0f;
bool ui_viewports = true; // panels of the ui can be dragged out of the simulator window, into windows of their own
float map_highlight_distance = 3000.0f;
std::string exec_on_exit;
std::string prepend_scn;
bool gfx_postfx_ssao_enabled {false};
struct extraviewport_config {
std::string monitor;
int width, height;
float draw_range;
viewport_proj_config projection;
};
std::vector<extraviewport_config> extra_viewports;
struct pythonviewport_config {
std::string surface;
std::string monitor;
glm::ivec2 size;
glm::vec2 offset;
glm::vec2 scale;
};
std::vector<pythonviewport_config> python_viewports;
struct headtrack_config {
std::string joy;
bool magic_window = false;
glm::ivec3 move_axes;
glm::vec3 move_mul;
glm::ivec3 rot_axes;
glm::vec3 rot_mul;
};
headtrack_config headtrack_conf;
glm::vec3 viewport_move;
glm::mat3 viewport_rotate;
bool map_manualswitchcontrol = false;;
std::vector<std::pair<std::string, std::string>> network_servers;
std::optional<std::pair<std::string, std::string>> network_client;
float desync = 0.0f;
std::unordered_map<int, std::string> trainset_overrides;
float m_skysaturationcorrection{ 1.65f };
float m_skyhuecorrection{ 0.5f };
// methods
void LoadIniFile( std::string asFileName );
void FinalizeConfig();
void ConfigParse(cParser &parser);
bool ConfigParseGeneral(cParser& Parser, const std::string& token);
bool ConfigParseAudio(cParser& Parser, const std::string& token);
bool ConfigParseGraphics(cParser& Parser, const std::string& token);
bool ConfigParseInput(cParser& Parser, const std::string& token);
bool ConfigParseSimulation(cParser& Parser, const std::string& token);
bool ConfigParseUI(cParser& Parser, const std::string& token);
bool ConfigParsePython(cParser& Parser, const std::string& token);
bool ConfigParseNetwork(cParser& Parser, const std::string& token);
bool ConfigParseHardware(cParser& Parser, const std::string& token);
bool ConfigParseDebug(cParser& Parser, const std::string& token);
bool ConfigParse_gfx( cParser &parser, std::string_view const Token );
// sends basic content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output ) const;
template <typename Type_>
void
export_as_text( std::ostream &Output, std::string const Key, Type_ const &Value ) const;
};
template <typename Type_>
void
global_settings::export_as_text( std::ostream &Output, std::string const Key, Type_ const &Value ) const {
Output << Key << " " << Value << "\n";
}
template <>
void
global_settings::export_as_text( std::ostream &Output, std::string const Key, std::string const &Value ) const;
template <>
void
global_settings::export_as_text( std::ostream &Output, std::string const Key, bool const &Value ) const;
extern global_settings& GetGlobalSettings();
#define Global (GetGlobalSettings())