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Author SHA1 Message Date
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
portree_kid
43fa71b70c Replace ATC-freq-search 2021-12-28 20:48:13 +01:00
portree_kid
fe894466bf Remove C++ ATC Dialog 2021-12-28 19:54:38 +01:00
Erik Hofman
d240a9b138 Improved frozen-lake texture without snow 2021-12-25 10:55:09 +01:00
Erik Hofman
a36a7c96ac Make a distinction between ocean and non-ocean, for which a flag was already available, when animating moving ice-texures. 2021-12-23 14:50:26 +01:00
Erik Hofman
b43a04895c Prevent water ice-textures from moving around. 2021-12-23 14:22:48 +01:00
Erik Hofman
0ef38014ad Introduce a step-size of 0.05 for ice-cover to make sure inland-ice will be activated when the slider in non-zero. 2021-12-23 13:00:29 +01:00
Roman Ludwicki
c164b04460 Remove unused Qt translations 2021-12-20 14:31:53 +00:00
Erik Hofman
a1dab5709f Add a frozen-lake texture based in the packice textures 2021-12-20 15:00:22 +01:00
Erik Hofman
e618f92a8a Add annual precipitation to the blue channel 2021-12-20 11:44:17 +01:00
Erik Hofman
1bbe5a952b Set inland water bodies icing when the icing slider >= 0.05 2021-12-20 10:00:57 +01:00
Michael Danilov
5915acf7d5 Select Airport partial fix for #2661: spurious enabling of helipad mode, showing N0E0 instead of nearest airport, strange zoom units 2021-12-19 23:26:01 +01:00
Stuart Buchanan
6a917a68b3 WS30: Revert to green channel for texture atlas 2021-12-18 21:55:17 +00:00
Yves Tolosa-Joas
37a1804ad6 Corendon Traffic update 2021-12-16 15:08:42 +00:00
Gonzalo Pesquero
eda516e1b8 Update of Spanish translation files 2021-12-11 23:04:24 +01:00
Julian Smith
16d96b3b17 gui/dialogs/flight-recorder.xml: various improvements.
Use buttons for Continuous record start/stop instead of checkbox.

Grey-out Continuous settings checkboxes if we are already doing a Continuous
recording.

Added button to (re)show the Replay dialogue; greyed-out if we are not
replaying.

Various other tweaks.
2021-12-09 23:19:53 +00:00
Julian Smith
eee11c00b0 Translations/default/options.xml: document load-tape-create-video and load-tape-fixed-dt. 2021-12-09 23:19:53 +00:00
Julian Smith
b055deeb90 gui/dialogs/flight-recorder-load.xml: added support for create-video and fixed-dt.
This makes it easy to create video from a recording - video is
auto-started/stopped etc.

Also show tape filesize in preview.
2021-12-09 23:19:53 +00:00
Julian Smith
3699884297 gui/dialogs/time-mode.xml: added control of fixed-dt.
If /sim/time/fixed-dt is not zero and time mode is simple-time, we use the
specified fixed dt value regardless of framerate. Useful for creating videos.
2021-12-09 23:19:53 +00:00
Julian Smith
0395b916c9 defaults.xml: added sim/replay/record-continuous-compression 2021-12-09 23:19:53 +00:00
Julian Smith
f2a724adcb defaults.xml: added sim/time/simple-time/enabled. 2021-12-09 23:19:53 +00:00
Julian Smith
05f7b034d0 Added user interface for video encoding.
Translations/default/menu.xml
defaults.xml
    Added /sim/video/ items.
gui/dialogs/video.xml
    New, allows one to select the video container, codec, quality, speed and
    bitrate to be used when encoding videos. Radio buttons are provided for
    common containers and codecs.
gui/menubar.xml
    File menu now has 'video start' and 'video stop' items, plus an item that
    opens new 'video control' dialogue. [We use menu items for video start/stop
    to minimise the visual affect at the beginning and end of the generated
    video.]
2021-12-09 23:19:53 +00:00
Florent Rougon
483a0dda07 i18n: refresh the FlightGear-nonQt.xlf files 2021-12-09 20:44:10 +01:00
Florent Rougon
1b0e2147ad i18n: add splash screen translatable strings
Add the following translatable strings to sys.xml: license-url,
units-kbytes, units-kbytes-per-sec, units-mbytes, and
units-mbytes-per-sec.

I know that the SI prefix for kilo is 'k', not 'K', and that these KB
and MB "units" have no well-defined meaning. This is not my choice; just
trying to help with
<https://sourceforge.net/p/flightgear/fgdata/merge-requests/273/>.
2021-12-09 20:43:01 +01:00
Roman Ludwicki
96ca6e6a4d Update Polish translation 2021-12-07 22:45:33 +01:00
Gonzalo Pesquero
5affbac384 Update of Qt translation files for all languages 2021-12-07 10:48:26 +00:00
Stuart Buchanan
6b4d88e01e Fix not working multi-key commands.
Squashed commit of the following:

commit 87dde155b2ee472a5a2c12cc1f395256a68fbf7c
Author: Roman Ludwicki <romek21@op.pl>
Date:   Fri Nov 19 18:18:44 2021 +0100

    Fix not working multi-key commands.

    Replace the nonexistent @pop command with @delete0 to delete the first waypoint in the route.

    Fix "position on ground" dialog.
2021-12-05 14:35:41 +00:00
Stuart Buchanan
650ec1ce70 Delete obsolete multi-key weather scenarios and replace them with the current ones.
Squashed commit of the following:

commit bc270c30de615a0dff8a4ba422f8181ae18643f6
Author: Roman Ludwicki <romek21@op.pl>
Date:   Thu Nov 18 19:02:45 2021 +0100

    Delete obsolete multi-key weather scenarios and replace them with the current ones.

    Add multi-key to change weather engine.
2021-12-05 14:34:03 +00:00
Stuart Buchanan
889d0cb915 Fix Softkey 10, 11 and 12 for FG1000 multi-keys
commit afb9f752028c3083ff9f78c419e639dc4ce254d5
Author: Roman Ludwicki <romek21@op.pl>
Date:   Fri Nov 19 18:22:14 2021 +0100

    Fix Softkey 10, 11 and 12 for FG1000 multi-keys
2021-12-05 14:29:46 +00:00
Stuart Buchanan
eaf03b6005 Add object shadows to water
commit 918aa4402143638133153dff722ef3a6b4feead7
Author: vs <vs2009@mail.com>
Date:   Sat Nov 20 23:38:52 2021 +1000

    ALS water effect & shaders:

    Add object shadows for water in a similar fashion to terrain.

    Add commented out code of what should be the shader part of clustered lighting for the compositor. getClusteredLightsContribution() normally multiplies the texel by light contributions. It is fed input such that the light contribution term is similar to secondary lights in the water lighting equation, and both are added together.
2021-12-05 14:15:27 +00:00
Stuart Buchanan
97ea17ea4f Fix to overlays issue 2648
Squashed commit of the following:

commit c5b72beed4f79675191507a31757b698b6e856d8
Author: vs <vs2009@mail.com>
Date:   Sun Nov 21 20:46:05 2021 +1000

    Terrain shaders: Fix terrain overlays not rendering correctly with overlays enabled (WS2 terrain shaders, not WS3). Fixes issue 2648: https://sourceforge.net/p/flightgear/codetickets/2648/ . The 1st pass for the overlays technique is a copy of the ALS ultra shaders pass, and it needed an update adding a new uniform.
2021-12-05 14:09:27 +00:00
Stuart Buchanan
dcf8641329 WS30: Full ALS Detailed and Ultra implementation
Including mix, detailed, grain, dot, gradient textures
2021-12-05 13:45:46 +00:00
Henning
1890502283 Add argument validation in canvas_efis/eicas-message-sys.nas 2021-12-04 14:50:01 +01:00
Henning
28e865f1e6 Bugfix for aircraft.nas: declare missing member variable 2021-12-04 14:47:22 +01:00
Stuart Buchanan
d4bd49f5f9 WS30: Multi-texture support, global coordinates
- Use fixed fg_modelOffset for global coordinates.  Fixes haze, snow,
noise
- Use updated texture atlas for mix, deetail, frain, dot, gradient
textures
- Hack transition_model until it is added as Uniform.
2021-11-28 19:31:07 +00:00
Roman Ludwicki
f0d29c347e Set the dialog "Metar description" larger for more convenient use 2021-11-23 11:12:27 +00:00
jimishol
f5a5ba60ca Fix Equipment-Instrument Settings inconsistency toward Altimeter Indicator.
Altimeter Indicator seems to respect even rounding. So, if on settings
appear 29.9299 it shows 29.93. Equipment-Instrument Settings do not and
shows 29.92. If user sets 29.93 then settings keep the rest previous digits
and shows 29.9399. So, altimeter indicator shows 29.94 but instrument
settings keep the difference of 0.01 and shows 29.93.
Same phenomenon happens to hpa value too.

In code with '+0.05' we create even rounding and because the coversion
of one unit to the other many times leaves decimals of values to end
to series of 9, thus Instrument Settings keeps showing 29.929999 as 29.92,
we add artificial small value 0.00001 so as to make significant digits exact.
2021-11-23 11:06:59 +00:00
Gonzalo Pesquero
7b13c2da25 Update of Spanish translation files 2021-11-20 13:10:49 +01:00
Stuart Buchanan
688bbbc167 WS30: Add zUpTransform and modelOffset, fix snow 2021-11-19 22:06:34 +00:00
Roman Ludwicki
e0fb796bad Corrections for Polish translation 2021-11-15 00:17:20 +01:00
Roman Ludwicki
dbbd89a05b Add missing --igc protocol option displayed in help
Update "nonQt" files for all languages for igc
Update "nonQt" Polish transaltions for igc
2021-11-14 22:17:33 +01:00
Stuart Buchanan
d723b0b518 WS30 - Uniform Arrays and lighting model
Use Uniform Arrays instead of Texture1D.

Use ambient/diffuse/specular/shininess material
properties consistently across all WS30 shaders.

Use consistent shading model for photoscenery vs.
landclass to minimize visual difference.
2021-11-10 22:58:44 +00:00
Stuart Buchanan
6b943c5e5c WS30: Photoscenery shaders 2021-11-09 20:27:23 +00:00
jimishol
fb6da32cec Fix in code definition of hpa.
In current code hpa is indirectly defined as 10^5 pascals.
The present commit indirectly defines it as 10^2 pascals.
2021-11-09 20:14:25 +00:00
jimishol
7a7b875b58 Fix hpa displayed values at KAP140 2021-11-09 20:12:46 +00:00
Yves Tolosa-Joas
84c45c2bd6 Traffic and Liveries update for Royal Air Maroc 2021-11-09 20:08:11 +00:00
vs
64e5abda41 WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.

Shader selection based on terrain quality setting:

- Ultra - ws30-ALS-ultra frag/vert.

- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.

- Low - ws30-ALS frag/vert.

Changelog:

ws30-ALS vertex shaders:

- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.

ws30-ALS.frag:

- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.

ws30-ALS-ultra.frag and ws30-ALS-detailed.frag

- World pos is assigned a value to allow noise functions to compile.

- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.

- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.

Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-10 00:25:09 +10:00
Stuart Buchanan
851f47f576 WS30: Fix errors on AMD 2021-11-07 18:08:49 +00:00