628f8215df
Semi working
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Signed-off-by: fly <merspieler@airmail.cc>
2021-12-11 21:37:21 +01:00
2c518b8889
Merge next for changed Compositor layout
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Signed-off-by: fly <merspieler@airmail.cc>
2021-12-11 21:37:21 +01:00
Fernando García Liñán
96a6e6c9bf
HDR: Implement GTAO (Ground Truth Ambient Occlusion)
2021-09-01 04:26:03 +02:00
Fernando García Liñán
3459e7ddfe
HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes
2021-08-31 18:02:38 +02:00
Fernando García Liñán
9f39644199
HDR: Optimize the G-Buffer and do not separate the occlusion texture
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- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24
unused bits that can be used for extra material parameters later (like
clearcoat).
- Add better debug views for the G-Buffer.
- Use octahedron normal encoding. This yields the same results as the previous
method but uses 16 bits less.
- Use rg11fb10f for the environment mapping cubemaps.
- Tweak the shadow mapping parameters and add a colored debug mode.
- Only render shadow maps for objects that inherit from model-default.eff or
model-pbr.eff instead of having a fallback Effect. Now transparent objects
should be ignored (if they are marked as such with model-transparent or
similar).
- Remove the separate occlusion texture. Now the PBR Effect expects a single
texture where R=occlusion, G=roughness and B=metallic.
2021-08-27 00:03:43 +02:00
Fernando García Liñán
9983a0c68c
HDR: Water rendering
2021-08-25 04:17:09 +02:00
Fernando García Liñán
eea955168e
HDR: Organize shadow-related files and add screen space shadows
2021-08-24 23:38:56 +02:00
Fernando García Liñán
eed433ce9f
HDR: Use stencil buffer for optimization purposes
2021-08-23 12:44:26 +02:00
Fernando García Liñán
8662ce0a86
HDR: Add SMAA as the default antialiasing technique
2021-08-23 01:05:41 +02:00
Fernando García Liñán
212f8fdab9
HDR: Add support for glTF transparent objects
2021-08-19 01:42:32 +02:00
Fernando García Liñán
f5bc6df9fb
HDR: Use a reversed depth buffer to increase precision and avoid Z-fighting
2021-08-17 20:58:48 +02:00
Fernando García Liñán
f16372ac7e
HDR: Add property to show debug views of the GBuffer
2021-08-16 21:51:37 +02:00
Fernando García Liñán
4d34115177
HDR: Increase maximum distance of aerial perspective
2021-07-31 19:13:19 +02:00
Fernando García Liñán
526491790e
HDR: Improve envmap pre-filtering
2021-07-31 19:13:19 +02:00
Fernando García Liñán
871654c16f
HDR: Better handling of the Sun
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Add transmittance to the Sun illuminance value to get correct colors at every time of day.
Also improved the Sun disk rendering.
2021-07-31 19:13:19 +02:00
Fernando García Liñán
46b1cd62f7
Fix shadows on Mac OS
2021-07-29 15:49:43 +02:00
Fernando García Liñán
af29642423
HDR: miscellaneous changes
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- Add an utility linearizeDepth function to help visualize the depth buffer for debug purposes.
- Use 'color0' instead of 'color' for all color attachments.
- Do not write to the HDR buffer if a fragment doesn't need shading (depth = 1).
2021-07-29 08:45:17 +02:00
Fernando García Liñán
9b9ae5cf38
HDR pipeline: even better atmospheric scattering
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Implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique" by Sébastien Hillaire (2020).
2021-07-28 09:40:04 +02:00
Fernando García Liñán
016585e176
HDR pipeline: Use MRT to prefilter the environment map
2021-07-26 17:21:20 +02:00
Fernando García Liñán
873ae6b3d5
Add clear masks to all compositor passes
2021-07-26 17:21:20 +02:00
Fernando García Liñán
9eaef501c7
HDR pipeline: a lot of improvements to atmospheric scattering
2021-07-26 12:11:37 +02:00
Fernando García Liñán
d58ab0d82c
Change all Compositor passes implicit attachments
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The default implicit attachments are color and depth now.
2021-07-24 19:23:10 +02:00
Fernando García Liñán
784c89dd61
HDR pipeline: do not use the r11g11b10f format
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Not every GPU supports it under a compatibility context. This is an optimization to reduce bandwidth anyway, so we should be fine using rgb16f for now.
2021-07-24 07:04:39 +02:00
Fernando García Liñán
96313e7eb0
Initial commit of the HDR pipeline
2021-07-23 07:46:05 +02:00
Fernando García Liñán
9a9ece5054
Do not let OSG implicitly attach a color renderbuffer to the shadowmap pass
2021-05-24 23:52:02 +02:00
Fernando García Liñán
04f2ccc16b
Support choosing the number of lights being displayed
2021-04-01 03:16:08 +02:00
Fernando García Liñán
21a6e20701
Tweak shadow offset parameters and cascade ranges
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This should hopefully fix some shadow acne edge cases.
2021-01-05 11:24:19 +01:00
Fernando García Liñán
a5e8ffa450
Use a 16 bit depth texture for the shadow map
2021-01-05 11:23:36 +01:00
Fernando García Liñán
916322d0ed
Add clustered shading support to most Effects and shaders
2020-12-23 11:10:34 +01:00
Fernando García Liñán
7158dfdff3
Revert "Add clustered shading support to most Effects and shaders"
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This reverts commit b3237e207a
.
2020-12-22 17:22:05 +01:00
Fernando García Liñán
b3237e207a
Add clustered shading support to most Effects and shaders
2020-12-22 10:53:31 +01:00
Fernando García Liñán
00b465b84f
Decrease shadow mapping bias and better 3rd cascade depth range
2020-12-06 14:44:03 +01:00
Fernando García Liñán
a3a8f9123e
Make Compositor default
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- Remove all Compositor Effects and Shaders.
- Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'.
- Readd shadow mapping.
- Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
2020-11-16 13:46:30 +01:00
Stuart Buchanan
3cace276d2
WS3.0: Add tile_level, tile_width, tile_height
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Add Uniforms to WS3.0 fragment shader to provide
LoD information and make sampling of adjacent points
in the landclass texture easier.
2020-11-14 21:04:30 +00:00
Stuart Buchanan
605f0e3c74
WS3.0: Add forest texture to shader
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Interm shader update until texture array support available.
2020-11-12 20:47:08 +00:00
Stuart Buchanan
4aff635cdb
WS3.0: Initial commit of WS3.0 rendering
2020-11-08 22:44:34 +00:00
Stuart Buchanan
d9244ac724
Fix interior effect for Compositor ALS model<2
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Compositor/ALS/generic-base.vert requires shadows-include.vert
2020-05-26 20:26:05 +01:00
Stuart Buchanan
414188138d
Fix terrain-overlay under Compositor/ALS
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Previously this rendered as black.
Fix from Thorsten Renk and vnts on the forum.
https://forum.flightgear.org/viewtopic.php?f=5&t=37161&p=368384#p368384
2020-05-23 18:48:48 +01:00
Stuart Buchanan
10d7165c54
Set correct depth ranges for randing buildings
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Unlikely that we'll enable shadows for them, but they
should have logarithmic depth set anyway.
2020-04-13 17:56:49 +01:00
Stuart Buchanan
1d877850b9
Fix OSM2city buildings for Compositor using model shader
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Previously osm2city buildings did not render under the
Compositor/ALS pipeline with /sim/rendering/shaders/model>0
Now it does. Thanks to merspieler for assistance in
diagnosing the problem.
2020-04-13 17:17:45 +01:00
Fernando García Liñán
c0e2b243f6
Compositor: Fix EarthView with ALS pipeline
2020-04-04 18:12:20 +02:00
Fernando García Liñán
e1e0cf5997
Compositor: Port remaining ALS Effects to use a logarithmic depth buffer
2020-04-04 17:57:33 +02:00
Fernando García Liñán
f0ee8f23d2
Compositor: Use #version 140 for clustered shading
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This fixes compatibility issues with AMD graphics cards that support a OpenGL
3.1 compatibility profile. Integrated Intel GPUs using the Mesa drivers should set the environment variable:
MESA_GL_VERSION_OVERRIDE="3.1COMPAT"
2020-04-02 21:32:05 +02:00
Fernando García Liñán
6ef32c6dac
Compositor: Use depth partitioning in the low spec pipeline.
2020-03-30 19:24:04 +02:00
Stuart Buchanan
9e7afc7291
Fix random buildings in Compositor
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Update Compositor Effects and Shaders with latest random/osm2city
buildings implementation.
2020-03-28 14:27:08 +00:00
Fernando García Liñán
84f0530a1d
Compositor: Use a logarithmic depth buffer in the ALS pipeline.
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This might not be a definitive solution to fix z-fighting issues, but it's a
good solution meanwhile and can be implemented easily on any shader just by
adding a few lines.
2020-03-22 17:27:12 +01:00
Fernando García Liñán
dd2ac0a32e
- Changed location of Compositor pipelines.
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- 1-bit transparency for shadow mapping.
- Several effects ported to the Compositor.
- Miscellaneous fixes to Compositor Effects.
2020-03-22 17:27:12 +01:00
Fernando García Liñán
d3e3c55fd6
Compositor: Initial support for clustered shading under the ALS pipeline
2020-03-22 17:27:12 +01:00
Fernando García Liñán
daeea22999
Compositor: Added shadow mapping to the ALS pipeline
2019-11-03 20:52:22 +01:00
Fernando García Liñán
d1ab981110
Compositor: Fixed render order of child effects
2019-10-30 20:12:55 +01:00