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10236 commits

Author SHA1 Message Date
Chris Ringeval
650ab4489e Ack to ESA for providing Gaia satellite data used in making the Milky Way texture 2022-03-03 19:09:36 +00:00
Chris Ringeval
6f83fe0c34 Allows ALS filters for space shaders 2022-03-03 19:09:22 +00:00
Chris Ringeval
fe6c709214 Fix ALS gamma sliders for IR and night vision 2022-03-03 19:08:59 +00:00
Richard Harrison
ac21791b1e F-15 fallback - remove incorrect texture
Remove reference to a texture file on my disk that isn't needed.
2022-03-02 14:22:51 +01:00
Richard Harrison
8419dec54a Fix Tyre Smoke/Spray in air.
Previously it was possible that the smoke/spray would continue if the aircraft went weight off wheels whilst smoke was active.
2022-03-02 14:16:19 +01:00
Richard Harrison
09adb59959 Controls: Added trim to position for rudder and aileron 2022-03-02 14:16:18 +01:00
Yves Tolosa-Joas
1d8246f23c Remapped existing A330 NEO traffic files to new AI model 2022-03-01 18:43:32 +01:00
Yves Tolosa-Joas
64ffb8f075 Added A330 NEO AI Aircraf 2022-03-01 18:43:32 +01:00
Erik Hofman
6c61344f66 Add ctrl+F3 (make cubemap) and alt+F3 (make panorama map) 2022-02-28 09:52:34 +01:00
Erik Hofman
df2d39b905 Make sure that the viewer distance (z-offset-m) doesn´t affect the lights size 2022-02-19 23:29:01 +01:00
Erik Hofman
18ffa15107 Warn about untextured objects 2022-02-19 15:25:36 +01:00
Erik Hofman
6f53b6b2ab Support repeating normalmap-textures, so don't clamp 2022-02-17 15:36:54 +01:00
Erik Hofman
fcc83c65c3 Fix a mistake: default to civilian liveries to activate the glossy effect 2022-02-16 13:22:00 +01:00
Erik Hofman
9de823f452 Mention the effect of the shininess factory on glossyness 2022-02-16 11:59:52 +01:00
Erik Hofman
706afafb60 Add a more comprehensive standard fuselage reflection configuration
- use ALS shaders
- Add parameters to enable or disable the effect and influence the
  shininess and fresnel factor
2022-02-16 11:24:48 +01:00
Delta Echo
5c6ab27c98 Aircraft/Instruments-3d: Add a case for the AR-6201 COMM. This can be used by aircraft developers when e.g. the panel cover moves away with the canopy. 2022-02-13 18:24:52 +01:00
Erik Hofman
2184b6f284 New Cubemap images based on the curren state of affairs, not the ones from 2012 2022-02-11 15:51:09 +01:00
Erik Hofman
1012c49143 Add a copyright header and
make the heading relative to make it usefull for cockput cubemaps
2022-02-10 15:00:15 +01:00
Erik Hofman
216f3fbf0c Add a Nasal module to create a cubemap or panorama view
Inspiration taken from:
https://wiki.flightgear.org/Howto:Make_full_spherical_panorama
2022-02-09 15:49:23 +01:00
Erik Hofman
20d6299a6b Fix commit e505c79618
model-combined-transparent was replaced by calling model-transparent causing the ALS
externel canopy effects to get lost. Call model-combined instead which restores these
effects.
2022-02-07 14:06:03 +01:00
Stuart Buchanan
8bba60772f WS30: Initial shoreline shader
Using steepness to create a shoreline
2022-02-05 16:23:49 +00:00
Stuart Buchanan
98fda02e65 WS30: Combined land and water shader
Previously the water shader was separate and executed on a
different mesh.

This adds the water shader as a separate fragment function
(ws30-water.frag) and uses a material parameter passed in
as a Uniform to use it in preference to the usual texel
lookup.

Performance testing found a slight performance improvement
from having a single mesh, but a slight performance impact
from the extra fragment shader complexity.
2022-02-05 15:24:02 +00:00
Roman Ludwicki
d3b667c853 Corrections for Polish translations 2022-02-03 21:52:20 +01:00
Florent Rougon
9f25004cbc i18n: fix an ugly typo in the French translation 2022-02-03 15:52:00 +01:00
Stuart Buchanan
e6d6813ba8 WS30: Add property to control separate water mesh 2022-02-01 17:10:08 +00:00
Stuart Buchanan
a06298055a MR269 - Added the Milky Way onto the night sky
from Chris RINGEVAL

https://sourceforge.net/p/flightgear/fgdata/merge-requests/269/

Squashed commit of the following:

commit 23194c0fed49609999b4da67b2990af774f7df03
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Sun Jan 30 23:52:09 2022 +0100

    Remove CC-BY-SA 3.0 texture provided by EAS and replace it with one made by myself

commit cb30c7972ba3db6b4cb4ad5f9dcd12d7e0ddbc1a
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Sun Dec 5 15:49:31 2021 +0100

    Optimize shaders for vram usage and use new uniforms

commit 7541e49c6757a23b08684f1c4354e84b9af3bcc3
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Thu Dec 2 17:22:55 2021 +0100

    Reduce the oversized galaxy texture to 400kB

commit 0e6591907a9978077dc6dff1b53dea7c439a6cc4
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Tue Nov 30 23:49:24 2021 +0100

    Add Milky Way onto the night sky
2022-02-01 16:19:35 +00:00
Erik Hofman
ff3c6f2509 Fix ALS procedural light intensity_scale and add a Compositor light dim-factor for stobes. Amke pointlights non-directional for ALS 2022-01-30 10:27:21 +01:00
Erik Hofman
d02ce10801 Add generic combined ALS procedural lights and Compositor lights 2022-01-29 15:05:57 +01:00
James Turner
2d17217a01 Marker-pins FGData changes
From Tobias Dammers
2022-01-27 12:11:24 +00:00
Stuart Buchanan
1bd128bb63 WS30: Clean-up of the WS30 ALS Ultra shader 2022-01-23 15:21:56 +00:00
Stuart Buchanan
49b1b83be2 WS30: Better edge-hardness implementation 2022-01-22 15:48:02 +00:00
Stuart Buchanan
1d76ced7c7 WS30: Fix snow on ALS detailed level (again?) 2022-01-20 22:24:30 +00:00
Stuart Buchanan
4564b30eac WS30: Separate out haze calculations
Previously haze calculations were performed
in the main body of the ws30 shaders (inherited
from the ALS terrain shaders).  This change creates
a common applyHaze function to consistently apply haze.

This is not ws30 specific, and could be used to replace the
haze calculations of all ALS shaders for improved consistency.
2022-01-18 21:13:29 +00:00
Stuart Buchanan
d8110f0b38 WS30: Shader refactoring: common get_material func 2022-01-18 16:57:39 +00:00
Stuart Buchanan
68df0191c0 WS30: add edge-hardness parameter for landclass transitions
Also new use_edge_hardness_with_large_scale_transition const
for testing
2022-01-15 15:04:54 +00:00
Scott Giese
61bf4c2858 Canvas Map: Add outline to aircraft symbol 2022-01-14 01:12:26 -06:00
Roman Ludwicki
cb5f304668 Add --load-tape-create-video and --load-tape-fixed-dt options to verbose help 2022-01-13 04:18:50 +01:00
Stuart Buchanan
b35f5d6db2 WS30: Road Shader porting from osm2city 2022-01-12 21:32:55 +00:00
Stuart Buchanan
c7b73ff91b WS30: Workaround for ALS Ultra road effect
The terrain-default Ultra (n=3) technique
fails for the WS30 line feature.  This change
simply disables it ahead of re-implementing the
traffic shader.
2022-01-11 21:38:38 +00:00
Roman Ludwicki
ec807de719 Update Polish translations 2022-01-11 03:05:36 +01:00
James Turner
d1ff92fe54 Add POIs checkbox to map 2022-01-10 11:14:06 +00:00
Roman Ludwicki
d236c984e0 Add Polish translations for Qt
Remove unused translations from Qt
2022-01-09 04:37:48 +01:00
Julian Smith
e951ae9e9a Nasal/multiplayer.nas: append +/- to indicate change in distance. 2022-01-08 16:16:21 +00:00
Julian Smith
2a238a9de2 gui/dialogs/flight-recorder.xml: minor improvements to appearance. 2022-01-08 16:16:21 +00:00
Florent Rougon
1d095a92eb i18n: refresh the FlightGear-Qt.xlf files
This brings a developer comment to the FlightGear-Qt.xlf files that will
hopefully draw the translators' attention on the fact that they should
put the *up-to-date* address of the "getstart" manual in their language
(use correct address + two occurrences of 'en' to change).
2022-01-08 13:38:44 +01:00
Julian Smith
96ad1dc1f9 gui/menubar.xml: support greying-out of video-start/stop menu items.
Added enabled tags to video-start and video-stop. These are set to true/false
by C++ code depending on whether we are encoding to video or not. [There
doesn't seem to be a way of doing this directly in xml - expressions are not
supported in menu items?]
2022-01-06 22:18:38 +00:00
Julian Smith
e34ca35910 AI/foch_demo.xml: include code for nearest airport (LFTH) in description. 2022-01-06 22:18:38 +00:00
Florent Rougon
f9ab957a5c i18n: update the French translation 2022-01-06 09:26:09 +01:00
Jonathan Redpath
18eaba13f4 Apply patch by Tobias Dammers - correct RTE.lcontroller equals function to fix the infamous model not found error 2022-01-03 15:51:22 +00:00
Stuart Buchanan
3261f4a97c WS30: MR #267: Improved texture lookups from VS
Squashed commit of the following:

commit 115511888c20c53670eba17a82c81c9af99d7302
Author: vs <vs2009@mail.com>
Date:   Mon Dec 6 18:52:06 2021 +1000

    WS30 effects and shaders:

    Changelog:

    ws30-ALS-ultra.frag:

    - Ground textures lookups use their own coordinates separate from the landclass  texture lookup.

    - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple   multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy  = p and q components. These must be scaled properly for ground texture access as ground  texture stretching and detiling of tex coords mean textures are scaled differently.

    - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation.

    - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the  development tools section. Setting this to 1 will do a stress test of ground texture  array lookups. A fast random number generation function is used to assign each  landclass 4 random textures from the ground texture array - this is done by .  Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants.

    - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base  texture slots that typically have 256, 512, or 1024 textures. The resolutions of these  arrays should change based on the largest loaded texture size in the active regional  definitions - this will allow taking full advantage of smaller texture sizes in some  areas. The disadvantage is some texture duplication with more slots.

    - Possible optimisation: offer the option to shrink textures by 50% or 25% - for  texture slots that use large textures like base or mix slots.

    - Very temporary - reduce procedural normal map features with photoscenery active  without breaking profiling, as the inputs to shaders are effect defaults or  placeholder (by request on ML).

    ----

    ws30-ALS-ultra.vert:
    - Start of conversion of geocentic world space xyz into lat/lon coords used for ground  texture lookups. Currently commented out as it's unknown what model space coords are  in (not geocentric it seems).

    ws20-ALS-landclass-search-functions.frag:

    - Add control for changing the ground texture array lookup function for debugging in  case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1:  textureLod (manual Lod calculation), 2: texture() with no partial derivative  adjustment.

    - New get6_random_integers() will extract 6 limited random values from the full  precision of a 32 bit random value.

    - Old landclass_texel_size_m references are removed since textureSize() is used. There  are no 'const in float' arguments that may cause issues on AMD compilers.

    ----

    WS30-overlay effect (Inactive):

    - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff.  The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2.

    - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that  don't change with tiles.

    - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space  doesn't seem to match this.

    - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which  inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit  from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct).

    - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently.

    - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default.

    ----

    Changes after the multi-texture support commit:

    ws30-ALS-ultra.vert

    - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports.

    ws30-ALS-landclass-search-functions.frag:

    - For now, lookup_ground_texture_array() also looks up the relevant texture's index  based on an integer.

    - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders.

    Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete.

    ws30-ALS vert/frag and ws30-ALS-detailed vert/frag:

    - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders.

    - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures

    ----

    Changes after sending material parameters in uniform arrays commit:

    - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up.

    - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00