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maszyna/utilities/Globals.h

567 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 NvRenderer{ 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;
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_lights_clustered = true; // headlights from the light lists of the clusters (no limit of lit headlights) or the first dynamiclights of them
bool gfx_lights_clusterheatmap = false; // debug view of the light clusters
// culling of the model instances of the main view (opengl 4.6): 0 on the cpu, 1 in a compute pass, which the instances are
// drawn from with indirect draws, 2 on the cpu, which draws, and in a compute pass too, for the results to be compared
int gfx_gpucull = 0;
bool gfx_gpucull_occlusion = true; // with gfx_gpucull 1: instances hidden behind the depth drawn before them are left out
bool gfx_gpucull_occlusion_instances = true; // with gfx_gpucull_occlusion: in two phases, so that instances hide one another too
bool gfx_depthprepass = true; // with gfx_gpucull 1: the depth of the instances is drawn before their colour
// with gfx_gpucull 1: the draws of the instances which follow one another with the same material and geometry bank are
// made with one multi draw, their model blocks read from a storage buffer by the number of the draw
bool gfx_gpucull_multidraw = true;
// with gfx_gpucull 1 or 2: the instances of the cascades of the sun shadows and of the faces of the environment map are
// culled in compute passes as well (drawn from their result, or compared), not only those of the main view
bool gfx_gpucull_shadows = true;
bool gfx_gpucull_reflections = true;
// with gfx_gpucull 1 or 2: the same for the maps of the headlights of vehicles and for the scenery parts of the maps of
// scenery lamps, each map with a culling of its own
bool gfx_gpucull_shadows_headlights = true;
bool gfx_gpucull_shadows_lamps = true;
// with gfx_gpucull 1 or 2: the sleepers of the tracks (sleepermodel) of the main view are culled with the instances as well,
// and with 1 drawn from the result
bool gfx_gpucull_sleepers = true;
// with gfx_gpucull 1 or 2: the model instances drawn on their own (with lights, animations or skins of their own, which
// keep them out of the instanced draws) are culled with the instances as well, each one a group of its own, in every pass
// culled on the gpu, and with 1 drawn from the result. models with billboards stay on the cpu
bool gfx_gpucull_models = true;
// the buckets of instances of a scene cell lying wholly beyond their range (the largest range of their instances and of
// the submodels of their model) are left out of a pass before the culling, the gpu one included, which would leave out
// each of their instances anyway
bool gfx_gpucull_bucketrange = true;
// (opengl 4.6) the depth of the whole opaque scene of the main view is drawn before its colour, the instances included
bool gfx_depthprepass_scene = false;
// (opengl 4.6) the depth pass of the scene (gfx_depthprepass_scene, or the one of the contact shadows) walks the scene for
// the colour pass as well: its opaque draws are recorded once, their depth drawn from the record (with the contact shadows
// alone only within their reach) and their colour too. false: the scene is walked twice, as before
bool gfx_depthprepass_replay = true;
// (opengl 4.6) grass of the heightmap terrain, grown where it's painted: drawn, how far from the camera (metres), and how
// many blades of the density painted (1: all)
bool gfx_grass = true;
float gfx_grass_distance = 60.f;
// (opengl 4.6) the grass thins out from gfx_grass_distance to here, where it ends
float gfx_grass_fadedistance = 70.f;
float gfx_grass_density = 1.f;
// (opengl 4.6) the smoke is simulated and drawn on the gpu (opengl46_gpu_particles), lit by the sun, the sky and the lamps
// when gfx_smoke_lighting; false: simulated on the cpu and drawn as before
bool gfx_smoke_gpu = true;
bool gfx_smoke_lighting = true;
// (opengl 4.6) the particles of the gpu fade where they near what is behind them, over this share of their size (smoke) or of
// a few decimetres (rain, snow), instead of being cut by it; 0: cut, as before
float gfx_particles_soft = 1.f;
// (opengl 4.6) rain and snow as particles around the camera, lit like the smoke (opengl46_gpu_particles), at most this many of
// them in the heaviest rain or snow; false: the textured cylinder, as before
bool gfx_precipitation_gpu = true;
int gfx_precipitation_particles = 65536;
// (opengl 4.6) the model block of every draw and the matrices of instances are written to persistently mapped buffers,
// one for each of the last frames, instead of with glBufferSubData. read at the start
bool gfx_bufferstreaming = 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_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 };
// (opengl 4.6) the cascades of the sun shadows are fitted to the depth of the main view of a frame or two before (SDSM):
// the distances they cover go from the nearest to the farthest pixel which isn't the sky, and the map of each covers only
// the area of the pixels it takes. false: the fixed cascades of shadowtune
bool gfx_shadow_sdsm { false };
// with gfx_shadow_sdsm: how the distances between the nearest and the farthest pixel are split between the cascades,
// 0: in equal lengths, 1: in equal ratios
float gfx_shadow_sdsm_split { 0.9f };
// sky light and exposure of the opengl 4.6 renderer. the switches can also be changed at run time in the debug window
// "Sky and exposure"; the scales are multipliers of the calibrated defaults (1 = as calibrated)
bool gfx_ambient_sh { true }; // the ambient light depends on where a surface faces: the sky above, the ground below
float gfx_ambient_sh_strength { 1.f }; // 0 = uniform ambient light as before, 1 = full directional difference
float gfx_ambient_groundalbedo { 0.1f }; // how much light the ground below the horizon gives back
bool gfx_envmap_ggx { true }; // rough reflections from the environment map prefiltered with the GGX lobe
bool gfx_atmosphere { true }; // sky, sun, ambient light and fog colour from the physical atmosphere (Hillaire 2020)
float gfx_atmosphere_sky { 1.f }; // brightness of the drawn sky and of the fog
float gfx_atmosphere_ambient { 1.f }; // brightness of the ambient light
float gfx_atmosphere_sun { 1.f }; // brightness of the sunlight
float gfx_atmosphere_haze { 1.f }; // amount of aerosols (mie scattering) on a clear day; grows with the overcast
float gfx_atmosphere_altitude { 200.f }; // height of the scenery above the sea level, in metres
bool gfx_postfx_autoexposure { true }; // the exposure follows the brightness of the image, within limits
float gfx_postfx_autoexposure_key { 0.3f }; // average luminance of the image the exposure is set for
float gfx_postfx_autoexposure_min { -1.f }; // lowest exposure correction, EV (darkening of bright images)
float gfx_postfx_autoexposure_max { 0.5f }; // highest exposure correction, EV (brightening of dark images, tunnels)
float gfx_postfx_autoexposure_speed_dark { 1.f }; // rate of adaptation to a darker image, 1/s
float gfx_postfx_autoexposure_speed_bright { 3.f }; // rate of adaptation to a brighter image, 1/s
float gfx_postfx_autoexposure_compensation { 0.f }; // fixed exposure correction, EV, applied with and without the adaptation
bool gfx_postfx_bloom { true }; // glow around bright parts of the image
float gfx_postfx_bloom_intensity { 0.04f }; // share of the blurred image in the result
float gfx_postfx_bloom_threshold { 0.f }; // luminance below which nothing glows, 0 = everything contributes
// screen space ambient occlusion of the opengl 4.6 renderer, applied to the image (debug window "Sky and exposure").
// 0 off, 1 the older ssao, 2 ground truth ambient occlusion; when 0 at the start the targets are not made at all
int gfx_postfx_ao { 2 };
float gfx_postfx_ao_radius { 1.5f }; // reach of the occluders, metres
float gfx_postfx_ao_strength { 1.f }; // power the occlusion is raised to, 1 = as computed, 0 = none
float gfx_postfx_ao_bounce { 0.3f }; // albedo of the surfaces assumed for the light coming back after more bounces
int gfx_postfx_ao_slices { 3 }; // directions searched around each pixel
int gfx_postfx_ao_steps { 4 }; // samples on each side of a direction
// local lights of the opengl 4.6 renderer, besides the sun and the vehicle headlights (debug window "Light clusters").
// they go through the light clusters, so they need gfx_lights_clustered
bool gfx_lights_scenery { true }; // light points (freespot lights) of scenery models light their surroundings
bool gfx_lights_vehicles { true }; // light points of vehicles and their lit compartments light their surroundings
// the old lighting ahead of vehicles: the beam of their headlights (light_array, the projected texture of the beam), with its
// shadows and its light in the fog. off: the vehicles light what is ahead of them only with the light points of their lamps
bool gfx_lights_headlights { true };
bool gfx_lights_cab { true }; // the lamp of the occupied cab is a point light instead of an addition to the ambient light
float gfx_lights_freespot_intensity { 10.f }; // brightness of a light point of a model
float gfx_lights_compartment_intensity { 1.f }; // brightness of the light of a lit vehicle compartment
float gfx_lights_cab_intensity { 1.5f }; // brightness of the cab lamp
float gfx_lights_cab_bounce { 0.3f }; // share of the former ambient light of the cab lamp kept, for the light which bounces around the cab
float gfx_lights_range { 300.f }; // distance from the camera the lights of models and vehicles are taken from, metres
// shadows of the lamps (cube shadow maps), 0 none, 1 low, 2 medium, 3 high; see opengl46_local_shadows. for now the lamp of the
// occupied cab, its shadows cast by the cab
int gfx_lights_shadows { 2 };
// shadows of the lamps of scenery models (cube maps of the scenery around them, kept; vehicles added as they pass), with
// gfx_lights_shadows above 0: how many lamps at once, the size of a face of their maps, the distance from the camera within
// which lamps get shadows and within which vehicles (and the cab) cast them
int gfx_lights_shadows_lamps { 8 };
int gfx_lights_shadows_lamps_size { 512 };
float gfx_lights_shadows_lamps_range { 100.f };
float gfx_lights_shadows_vehicles_range { 50.f };
// shadows of the headlights of vehicles (a map drawn with the projector of the beam), with gfx_lights_shadows above 0: for how
// many sets of headlights at once (the most important ones, 0-4), and the distance ahead of the vehicle within which things
// cast them, metres
int gfx_lights_shadows_headlights { 2 };
float gfx_lights_shadows_headlights_range { 250.f };
// (opengl 4.6) contact shadows: short rays through the depth of the scene drawn before its colour (which they turn on, see
// gfx_depthprepass_scene) towards the sun and the nearest lamps. 0 none, 1 low (the sun), 2 medium (and 2 lamps), 3 high
// (and 4 lamps, more steps); the length of the rays and the distance from the camera within which they are traced, metres
int gfx_contactshadows { 0 };
float gfx_contactshadows_length { 0.5f };
float gfx_contactshadows_range { 50.f };
// weather of the opengl 4.6 renderer (debug window "Weather"); the weather itself comes from the scenery, see
// environment/weather.h. fog: 1 volumetric (a volume over the view with the shafts of the sun, the shadows of the clouds and
// the light of lamps and headlights, worked out along the ray past it), 0 analytic (the same fog along the ray only, the way
// the old one was drawn); the quality of the volume 1-4 (low, medium, high, ultra), its depth (metres), the brightness of the
// lamps in it (0: none), whether the sun and the headlights cast their shadows into it, blending over frames and the share of
// a new frame in the blend (lower: smoother, but the light of moving lamps lags more behind them)
int gfx_fog { 1 };
int gfx_fog_quality { 2 };
float gfx_fog_range { 1500.f };
float gfx_fog_lights { 1.f };
bool gfx_fog_shadows { true };
bool gfx_fog_temporal { true };
float gfx_fog_temporal_share { 0.2f };
// volumetric clouds, 0 none, 1-4 the quality (low, medium, high, ultra); the farthest they are drawn (metres); the shadows
// they cast (a map around the camera: its size in texels and in metres)
int gfx_clouds { 2 };
float gfx_clouds_distance { 40000.f };
bool gfx_clouds_shadows { true };
int gfx_clouds_shadows_size { 512 };
float gfx_clouds_shadows_range { 16000.f };
// stars from the catalogue, and their brightness
bool gfx_stars { true };
float gfx_stars_brightness { 1.f };
// brightness of the sun disc against the radiance its sunlight gives it (1: physical, held within the range of the image),
// and of the moon disc
float gfx_sun_disc { 1.f };
float gfx_moon_disc { 1.f };
// how much the moon lights the scenery at night (its direct light, the night light that comes with it and the moonlit sky)
float gfx_moonlight { 1.f };
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;
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 );
// sky light and exposure switches of the opengl 4.6 renderer (gfx.ambient.*, gfx.envmap.ggx, gfx.atmosphere*, gfx.postfx.autoexposure*, gfx.postfx.bloom*, gfx.postfx.ao*)
bool ConfigParse_gfx_sky( 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())