Fernando García Liñán
96a6e6c9bf
HDR: Implement GTAO (Ground Truth Ambient Occlusion)
2021-09-01 04:26:03 +02:00
wlbragg
65c8a95dd8
Remove wildfire code from fgdata and move to fgaddons
2021-08-31 20:06:14 +01:00
Fernando García Liñán
c21951407d
HDR: Better technique ordering
2021-08-31 18:42:21 +02:00
Fernando García Liñán
e505c79618
Better handling of transparent objects in Classic
...
- model-combined-transparent is deprecated.
- model-transparent can be used to let some rendering pipelines know that
an object is transparent.
- In the case of Classic, model-transparent just inherits from model-default
and the object is rendered normally.
2021-08-31 18:25:28 +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
Julian Smith
68997879d3
Nasal/debug.nas: backtrace(): reinstate mechanism to truncate long filenames.
...
Also made it configurable.
2021-08-29 21:09:12 +01:00
Stuart Buchanan
bdedb1dcc4
Material changes for procedural streetlights
2021-08-29 18:26:16 +01:00
Julian Smith
b6da3872f1
Nasal/globals.nas: setlistener(): call die() if callback is not a function.
...
This avoids getting confusing errors later on, e.g. see bug 2641.
2021-08-26 23:24:46 +01:00
Julian Smith
89da92dd05
Nasal/debug.nas:backtrace(): don't truncate filename.
...
Truncating filenames in debug output is unhelpful.
2021-08-26 23:24:46 +01:00
Fernando García Liñán
9f39644199
HDR: Optimize the G-Buffer and do not separate the occlusion texture
...
- 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
a789c24209
HDR: Fix model-combined when not using a normal map
2021-08-25 16:49:08 +02:00
Fernando García Liñán
beb4381ad1
HDR: Fix model-combined objects without normal maps
2021-08-25 15:16:38 +02:00
Fernando García Liñán
aaf6bb9309
HDR: Improve ACES tone mapping curve
...
The previous one tended to over-expose the final image.
2021-08-25 15:15:57 +02:00
Fernando García Liñán
55410e9d35
HDR: Port chrome.eff
2021-08-25 14:32:22 +02:00
Fernando García Liñán
356ff8ff34
Fix indentation
2021-08-25 04:25:09 +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
Michael Danilov
249d5b6fcd
defaults.xml: Save "Use Shaders"
2021-08-23 22:29:02 +02:00
Michael Danilov
d394edb0a2
Local Weather: auto-enable 3D clouds and disable the checkbox.
2021-08-23 21:18:25 +02:00
James Hogan
ba9465972b
Add enable-vr and disable-vr options
...
Add command line options for enabling and disabling VR. These are placed
at the end of the features section for want of a better place.
2021-08-23 16:12:16 +01:00
James Hogan
7909da4db5
defaults: Add VR properties
...
Add important VR properties to defaults.xml so that they initialise
early and so that they are automatically saved.
2021-08-23 16:11:40 +01:00
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
2443c5bce7
HDR: Fix WS 2.0 ocean tiles and remove hdr-geometry fallback Effect
2021-08-22 18:15:23 +02:00
Fernando García Liñán
b79d09d45f
HDR: Prevent materials with roughness=0 from blowing out the lighting
2021-08-22 18:01:30 +02:00
Stuart Buchanan
164112a8c0
WS30: Properties for lit roads
2021-08-21 17:16:28 +01:00
Stuart Buchanan
a442615c68
WS30: Fix WS30 fragment shaders
2021-08-21 17:15:15 +01:00
Yves Tolosa-Joas
3b5a079470
MasAir Cargo traffic and Livery
2021-08-21 13:07:20 +01:00
Yves Tolosa-Joas
9f16d6859f
LATAM Cargo Traffic and Livery
2021-08-21 13:07:20 +01:00
Yves Tolosa-Joas
3b116079e8
Avianca Traffic and Liveries
2021-08-21 13:07:20 +01:00
Fernando García Liñán
b52fe3bf34
HDR: Remove glass.eff minimum alpha hack
2021-08-19 20:19:55 +02:00
Fernando García Liñán
7ff31e9004
HDR: Properly handle AC3D transparent materials
2021-08-19 18:20:37 +02:00
Fernando García Liñán
765a7d88f5
HDR: Use precomputed uniforms in the skydome shader
2021-08-19 14:06:25 +02:00
Stuart Buchanan
1093a3fa97
FG1000: TextElement setColor
2021-08-19 12:28:52 +01:00
Fernando García Liñán
94f4007793
HDR: Use precomputed uniforms for atmospheric scattering
2021-08-19 12:50:16 +02:00
Michael Danilov
d4dfafaac7
Weather dialog: stop resetting weather when Detailed Weather has been loaded but disabled (fix for Issue 1 in https://sourceforge.net/p/flightgear/codetickets/2486/ )
2021-08-19 02:33:29 +02:00
Fernando García Liñán
212f8fdab9
HDR: Add support for glTF transparent objects
2021-08-19 01:42:32 +02:00
Michael Danilov
0c82a1f59a
Replay: fix rewind for nonzero start-time.
2021-08-19 00:55:51 +02:00
Michael Danilov
c9709e2a62
Local Weather: auto-enable 3D clouds and disable the checkbox.
2021-08-19 00:16:46 +02:00
Stuart Buchanan
d363c35f4a
FG1000: EIS display Emergency Bus, Standby Battery
...
For the moment the default publisher just uses the the
/systems/electrical/[volts|amps], but aircraft with better
electrical simulations can define their own publisher to
pass in correct data as required.
2021-08-18 20:32:23 +01:00
Stuart Buchanan
c49c6a38c6
FG1000: GMA1347 Audio Interface and NAV/COM active
...
The G1000 highlights the active NAV and COM radios in cyan.
In the NAV case, this is the radio being used by the CDI.
In the COM case, this is the COM radio selected on the audio panel.
2021-08-18 20:18:57 +01:00
Fernando García Liñán
05994100ea
HDR: Better handling of model-combined for backwards compatibility
2021-08-18 12:27:03 +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
Yves Tolosa-Joas
8304298146
Added missing <heavy> tags
2021-08-17 09:10:43 +01:00
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
13df616ca6
HDR: Support glTF models
2021-08-16 17:10:01 +02:00
Yves Tolosa-Joas
d1b7bd154f
Removed Deprecated LAN & TAM Aircrafts and Liveries now replaced by LATAM
2021-08-16 12:03:19 +01:00
Yves Tolosa-Joas
186beaa644
Conslidated and Updated LATAM traffic to observed traffic for week of 02 AUG 2021
2021-08-16 12:03:18 +01:00
Fahim Imaduddin Dalvi
81af0f37c2
Shader-based scenery lights.
...
This commit implements shader-based scenery lights with support for
efficient rendering of a large number of lights, animations and
directionality. Detailed commit log can be found at [1]. Detailed
discussions can be found on the mailing list [2][3][4].
[1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-shader-lights/~/tree/
[2] (Timed animation stops working in certain configurations) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/4A7AC359-63B3-4D8A-815B-09823BCEFF27%40gmail.com/#msg37095923
[3] (Shader-based scenery lights) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/63E3C131-7662-4F59-B2E6-03208C78EF96%40gmail.com/#msg37190517
[4] (Shader-based scenery lights Part 2) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/74F18179-CA34-4901-A44E-15498ECC230A%40gmail.com/#msg37331695
2021-08-07 21:42:20 +03:00
Delta Echo
704ded6d7f
FLARM: Improve Startup logic to better handle power outage during startup
2021-08-07 18:24:20 +02:00