5.2 KiB
OpenGL 4.6 renderer
The default renderer (gfxrenderer default, the modern backend, rendering/opengl46/) runs on an
OpenGL 4.6 core profile context. There is no fallback to an older version, and the OpenGL 2.1 (legacy)
renderer and the OpenGL ES / ANGLE path no longer exist.
For how the lights are handled, see clustered-lighting.md.
Requirements
- A graphics card and driver that provide OpenGL 4.6 (core profile). What the driver offers is written to
the log at start:
Renderer:,Vendor:andGL version:. - A CPU with AVX2, as before.
- Windows and Linux. macOS provides OpenGL only up to 4.1, so the renderer does not run there.
- The experimental Better Renderer (
gfxrenderer experimental) is a separate renderer and is not affected.
On Linux, glxinfo -B should report an OpenGL core profile version string of 4.6 or newer.
If the simulator does not start
When the context cannot be created, the log (log.txt) contains a line like
Bad init: failed to create OpenGL 4.6 core profile context (<GLFW error>); the graphics card/driver provides: OpenGL X.Y ..., <renderer> (<vendor>)
On Windows the same text is shown in a message box. Updating the graphics driver is the usual fix; a card which does not support OpenGL 4.6 cannot run this renderer. The process ends with a non-zero exit code.
eu07.ini
Removed options
Old eu07.ini files still load. These entries are read and ignored, with a line in the log:
| Entry | What happens now |
|---|---|
gfxrenderer legacy, simple or any other value except default, full and experimental |
the default renderer is used (eu07.ini: gfxrenderer "X" is no longer supported, using "default") |
usevbo |
ignored (eu07.ini: "usevbo" is no longer supported and was ignored) |
gfx.usegles |
ignored, same message |
gfx.angleplatform |
ignored, same message |
gfxrenderer full is still taken for default.
New options
| Entry | Default | Meaning |
|---|---|---|
gfx.lights.clustered yes/no |
yes |
yes: every lit vehicle headlight within 1 km lights the surroundings (see below). no: the shading goes through the first dynamiclights headlights only, as the old renderer did; useful to compare images or to work around a problem |
gfx.lights.clusterheatmap yes/no |
no |
debug view: the number of lights in each cluster, drawn over the image |
Changed option
dynamiclights (0..7) used to limit the number of headlight sets that light the surroundings. It is still
read, but it only takes effect with gfx.lights.clustered no.
What looks different from the previous renderer
- No limit of 7 lit headlights. All lit headlights within 1 km take part in the lighting (each lit end of a vehicle counts separately), up to 255 in the buffer and 64 reaching any one part of the view. Beyond these capacities the farthest and dimmest lights are dropped, and the statistics show how many.
- Outside the beam texture a headlight adds nothing. Before, the edge of the texture was stretched
beyond the beam, which could leave a faint glow around vehicles. This also applies with
gfx.lights.clustered no. - Reflections (environment map) are lit with the sun as seen from the reflection itself, and vehicle headlights no longer light the scene in them.
- Motion blur and SSAO read the real depth of the scene. Before, the depth texture was read in a way the specification leaves undefined, and the result depended on the driver.
- Lines are 1 pixel wide, as they always were on this kind of context. The widths the code asked for (catenary wires, map tracks) never took effect.
The editor (F11, orthographic view), the reflection pass and the model previews do not use clusters. The
editor goes through the first dynamiclights headlights, the reflections through the sun only.
Statistics and debugging
- Shift+F12, Gfx Renderer: the
lights:row gives the number of lit headlight sets, how many did not fit, andclusteredorfirst N. With clusters on,clusters:(rebuilding of the grid, which happens when the projection or the draw range change) andcull:(assigning lights to clusters, every frame) show the GPU time, andcluster lists:the size of the lists and the number of dropped (cluster, light) pairs (overflow, with its peak). A non-zero overflow means some cluster held more than 64 lights. - Light clusters window (in debug mode, menu Windows, item Headlight config opens the renderer debug windows): the switch for clustered lights, the heat map, the grid state and the same counters.
gfx.gldebug yesturns on the OpenGL debug output (KHR_debug); messages go to the log.
Building
-DWITH_OPENGL_MODERN=ON (default) builds this renderer; WITH_OPENGL_LEGACY and the GLES / ANGLE options
are gone. Linux builds still use -DWITH_BETTER_RENDERER=OFF.
All shaders in shaders/ can be checked without a graphics card against GLSL 4.60, compute stage included:
ci_shadervalidator/build.sh
cd ci_shadervalidator && ./validateshaders
It needs g++ with C++20, glslangValidator (Debian/Ubuntu: glslang-tools) and the ref/glm submodule.
The same check runs in CI for changes to shaders and the gl/ wrappers.