mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
250 lines
10 KiB
C++
250 lines
10 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "Classes.h"
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#include "Camera.h"
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#include "dumb3d.h"
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#include "Float3d.h"
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#include "light.h"
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#include "utilities.h"
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#include "motiontelemetry.h"
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#include "version.h"
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#ifdef WITH_UART
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#include "uart.h"
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#endif
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struct global_settings {
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// members
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// data items
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// TODO: take these out of the settings
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bool shiftState{ false }; //m7todo: brzydko
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bool ctrlState{ false };
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bool altState{ false };
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std::mt19937 random_engine;
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std::mt19937 local_random_engine;
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bool ready_to_load { false };
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std::time_t starting_timestamp = 0; // starting time, in local timezone
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uint32_t random_seed = 0;
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TCamera pCamera; // parametry kamery
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TCamera pDebugCamera;
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std::array<Math3D::vector3, 10> FreeCameraInit; // pozycje kamery
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std::array<Math3D::vector3, 10> FreeCameraInitAngle;
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int iCameraLast{ -1 };
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int iSlowMotion{ 0 }; // info o malym FPS: 0-OK, 1-wyłączyć multisampling, 3-promień 1.5km, 7-1km
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basic_light DayLight;
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float SunAngle{ 0.f }; // angle of the sun relative to horizon
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double fLuminance{ 1.0 }; // jasność światła do automatycznego zapalania
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double fTimeAngleDeg{ 0.0 }; // godzina w postaci kąta
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float fClockAngleDeg[ 6 ]; // kąty obrotu cylindrów dla zegara cyfrowego
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std::string LastGLError;
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float ZoomFactor{ 1.f }; // determines current camera zoom level. TODO: move it to the renderer
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bool CabWindowOpen{ false }; // controls sound attenuation between cab and outside
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bool ControlPicking{ true }; // indicates controls pick mode is active
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bool DLFont{ false }; // switch indicating presence of basic font
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bool bActive{ true }; // czy jest aktywnym oknem
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int iPause{ 0 }; // globalna pauza ruchu: b0=start,b1=klawisz,b2=tło,b3=lagi,b4=wczytywanie
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float AirTemperature{ 15.f };
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std::string asCurrentSceneryPath{ "scenery/" };
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std::string asCurrentTexturePath{ szTexturePath };
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std::string asCurrentDynamicPath;
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// settings
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// filesystem
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bool bLoadTraction{ true };
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bool CreateSwitchTrackbeds { true };
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std::string szTexturesTGA{ ".tga" }; // lista tekstur od TGA
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std::string szTexturesDDS{ ".dds" }; // lista tekstur od DDS
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std::string szDefaultExt{ szTexturesDDS };
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std::string SceneryFile;
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std::string local_start_vehicle{ "EU07-424" };
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int iConvertModels{ 0 }; // tworzenie plików binarnych
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// logs
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int iWriteLogEnabled{ 3 }; // maska bitowa: 1-zapis do pliku, 2-okienko, 4-nazwy torów
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bool MultipleLogs{ false };
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unsigned int DisabledLogTypes{ 0 };
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// simulation
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bool RealisticControlMode{ false }; // controls ability to steer the vehicle from outside views
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bool bEnableTraction{ true };
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float fFriction{ 1.f }; // mnożnik tarcia - KURS90
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float FrictionWeatherFactor { 1.f };
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bool bLiveTraction{ true };
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float Overcast{ 0.1f }; // NOTE: all this weather stuff should be moved elsewhere
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glm::vec3 FogColor = { 0.6f, 0.7f, 0.8f };
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double fFogEnd{ 2000 };
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std::string Season{}; // season of the year, based on simulation date
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std::string Weather{ "cloudy:" }; // current weather
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bool FullPhysics{ true }; // full calculations performed for each simulation step
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bool bnewAirCouplers{ true };
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double fMoveLight{ -1 }; // numer dnia w roku albo -1
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bool FakeLight{ false }; // toggle between fixed and dynamic daylight
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double fTimeSpeed{ 1.0 }; // przyspieszenie czasu, zmienna do testów
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double default_timespeed { 1.0 }; // timescale loaded from config
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double fLatitudeDeg{ 52.0 }; // szerokość geograficzna
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float ScenarioTimeOverride { std::numeric_limits<float>::quiet_NaN() }; // requested scenario start time
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float ScenarioTimeOffset { 0.f }; // time shift (in hours) applied to train timetables
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bool ScenarioTimeCurrent { false }; // automatic time shift to match scenario time with local clock
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bool bInactivePause{ true }; // automatyczna pauza, gdy okno nieaktywne
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int iSlowMotionMask{ -1 }; // maska wyłączanych właściwości
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bool bHideConsole{ false }; // hunter-271211: ukrywanie konsoli
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bool bRollFix{ true }; // czy wykonać przeliczanie przechyłki
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bool bJoinEvents{ false }; // czy grupować eventy o tych samych nazwach
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int iHiddenEvents{ 1 }; // czy łączyć eventy z torami poprzez nazwę toru
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// ui
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int PythonScreenUpdateRate { 200 }; // delay between python-based screen updates, in milliseconds
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int iTextMode{ 0 }; // tryb pracy wyświetlacza tekstowego
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glm::vec4 UITextColor { glm::vec4( 225.f / 255.f, 225.f / 255.f, 225.f / 255.f, 1.f ) }; // base color of UI text
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float UIBgOpacity { 0.65f }; // opacity of ui windows
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std::string asLang{ "pl" }; // domyślny język - http://tools.ietf.org/html/bcp47
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// gfx
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int iWindowWidth{ 800 };
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int iWindowHeight{ 600 };
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float fDistanceFactor{ 1.0f }; // baza do przeliczania odległości dla LoD
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float targetfps { 0.0f };
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bool bFullScreen{ false };
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bool VSync{ false };
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bool bWireFrame{ false };
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bool bAdjustScreenFreq{ true };
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float BaseDrawRange{ 2500.f };
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int DynamicLightCount{ 8 };
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bool ScaleSpecularValues{ true };
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struct shadowtune_t {
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unsigned int map_size{ 2048 };
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float width{ 250.f }; // no longer used
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float depth{ 250.f };
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float distance{ 500.f }; // no longer used
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} shadowtune;
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int ReflectionUpdatesPerSecond{ static_cast<int>( 1000 / ( 1.0 / 300.0 ) ) };
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float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object
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float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer
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GLint iMaxTextureSize{ 4096 }; // maksymalny rozmiar tekstury
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int iMultisampling{ 2 }; // tryb antyaliasingu: 0=brak,1=2px,2=4px,3=8px,4=16px
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float SplineFidelity{ 1.f }; // determines segment size during conversion of splines to geometry
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bool ResourceSweep{ true }; // gfx resource garbage collection
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bool ResourceMove{ false }; // gfx resources are moved between cpu and gpu side instead of sending a copy
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bool compress_tex{ true }; // all textures are compressed on gpu side
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std::string asSky{ "1" };
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double fFpsAverage{ 20.0 }; // oczekiwana wartosć FPS
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double fFpsDeviation{ 5.0 }; // odchylenie standardowe FPS
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double fFpsMin{ 30.0 }; // dolna granica FPS, przy której promień scenerii będzie zmniejszany
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double fFpsMax{ 65.0 }; // górna granica FPS, przy której promień scenerii będzie zwiększany
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// audio
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bool bSoundEnabled{ true };
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float AudioVolume{ 1.f };
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float RadioVolume{ 0.75f };
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int audio_max_sources = 30;
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std::string AudioRenderer;
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// input
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float fMouseXScale{ 1.5f };
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float fMouseYScale{ 0.2f };
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int iFeedbackMode{ 1 }; // tryb pracy informacji zwrotnej
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int iFeedbackPort{ 0 }; // dodatkowy adres dla informacji zwrotnych
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bool InputGamepad{ true }; // whether gamepad support is enabled
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bool InputMouse{ true }; // whether control pick mode can be activated
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double fBrakeStep { 1.0 }; // krok zmiany hamulca innych niż FV4a dla klawiszy [Num3] i [Num9]
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double brake_speed { 3.0 }; // prędkość przesuwu hamulca dla FV4a
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// parametry kalibracyjne wejść z pulpitu
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double fCalibrateIn[ 6 ][ 6 ] = {
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{ 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0 } };
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// parametry kalibracyjne wyjść dla pulpitu
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double fCalibrateOut[ 7 ][ 6 ] = {
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{ 0, 1, 0, 0, 0, 0 },
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{ 0, 1, 0, 0, 0, 0 },
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{ 0, 1, 0, 0, 0, 0 },
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{ 0, 1, 0, 0, 0, 0 },
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{ 0, 1, 0, 0, 0, 0 },
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{ 0, 1, 0, 0, 0, 0 },
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{ 0, 1, 0, 0, 0, 0 } };
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// wartości maksymalne wyjść dla pulpitu
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double fCalibrateOutMax[ 7 ] = {
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0, 0, 0, 0, 0, 0, 0 };
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int iCalibrateOutDebugInfo { -1 }; // numer wyjścia kalibrowanego dla którego wyświetlać informacje podczas kalibracji
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int iPoKeysPWM[ 7 ] = { 0, 1, 2, 3, 4, 5, 6 }; // numery wejść dla PWM
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#ifdef WITH_UART
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uart_input::conf_t uart_conf;
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#endif
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// multiplayer
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int iMultiplayer{ 0 }; // blokada działania niektórych eventów na rzecz kominikacji
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// other
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std::string AppName{ "EU07" };
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std::string asVersion{ VERSION_INFO }; // z opisem
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motiontelemetry::conf_t motiontelemetry_conf;
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std::string screenshot_dir;
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bool loading_log = true;
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bool dds_upper_origin = false;
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bool captureonstart = true;
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bool render_cab = true;
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std::chrono::duration<float> minframetime {0.0f};
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std::string fullscreen_monitor;
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bool python_mipmaps = true;
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bool python_displaywindows = false;
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bool python_threadedupload = true;
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bool python_vsync = true;
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bool python_sharectx = true;
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bool python_uploadmain = true;
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std::chrono::duration<float> python_minframetime {0.01f};
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int gfx_framebuffer_width = -1;
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int gfx_framebuffer_height = -1;
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bool gfx_shadowmap_enabled = true;
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bool gfx_envmap_enabled = true;
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bool gfx_postfx_motionblur_enabled = true;
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float gfx_postfx_motionblur_shutter = 0.01f;
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GLenum gfx_postfx_motionblur_format = GL_RG16F;
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GLenum gfx_format_color = GL_RGB16F;
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GLenum gfx_format_depth = GL_DEPTH_COMPONENT32F;
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bool gfx_skippipeline = false;
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bool gfx_shadergamma = false;
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bool gfx_usegles = false;
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float map_highlight_distance = 3000.0f;
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float gui_screensscale = 0.5f;
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std::string exec_on_exit;
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struct extraviewport_config {
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std::string monitor;
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int width, height;
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glm::mat4 transform;
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float draw_range;
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};
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std::vector<extraviewport_config> extra_viewports;
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struct pythonviewport_config {
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std::string surface;
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std::string monitor;
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glm::ivec2 size;
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glm::vec2 offset;
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glm::vec2 scale;
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};
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std::vector<pythonviewport_config> python_viewports;
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std::vector<std::pair<std::string, std::string>> network_servers;
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std::optional<std::pair<std::string, std::string>> network_client;
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std::unordered_map<int, std::string> trainset_overrides;
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// methods
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void LoadIniFile( std::string asFileName );
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void ConfigParse( cParser &parser );
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};
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extern global_settings Global;
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