Fernando García Liñán
aa213b1c46
HDR: Separate fog from aerosols
2024-01-08 19:08:16 +01:00
Fernando García Liñán
6041eed8f7
HDR: Improve the parametrization of the atmosphere
2024-01-08 18:26:24 +01:00
Fernando García Liñán
7b0211031a
HDR: Improve stars rendering
...
Previously we did not take into account the atmospheric transmittance
to render the stars, leading to stars being incorrectly rendered in
low visibility conditions.
Also place the stars in the correct render bin.
2024-01-07 16:18:55 +01:00
Fernando García Liñán
746532f098
HDR: Render the Moon, stars and planets
...
Moon textures have been adapted from the following webpage:
https://svs.gsfc.nasa.gov/4720
NASA's Scientific Visualization Studio
2023-11-06 14:56:45 +01:00
Fernando García Liñán
e12afa0a7d
HDR: Fix "floating" shadows in Screen Space Shadows
2023-10-04 02:41:22 +02:00
Stuart Buchanan
ea982e075c
WS30 HDR: Use interface blocks
2023-05-08 19:44:37 +01:00
Fernando García Liñán
5f4f51c8ea
HDR: Add support for glTF emissive objects
2023-05-04 06:09:36 +02:00
Fernando García Liñán
1e66c4104a
HDR: Improved environment mapping
...
- Terrain and clouds and now rendered on the envmap, with correct aerial
perspective.
- Each face is rendered on a separate frame to help with performance.
- All faces are updated every 1.5 minutes. This can be changed through a
property.
2023-05-03 02:03:10 +02:00
Fernando García Liñán
d38e6bffd6
HDR: Fix building vertex attributes
2023-04-28 23:02:42 +02:00
Fernando García Liñán
649e2a0574
HDR: Simplify water shader
2023-04-28 04:58:24 +02:00
Fernando García Liñán
631bc13e94
HDR: Add tree shaders
2023-04-23 23:11:51 +02:00
Fernando García Liñán
4ab57b15c2
HDR: Add missing GL extension
2023-04-23 21:30:29 +02:00
Fernando García Liñán
8a28ac7131
HDR: Add support for random and OSG buildings
2023-04-23 21:26:26 +02:00
Fernando García Liñán
691337a00e
HDR: Add separate fog layer to atmosphere
...
Also use Nasal to feed the shaders' uniforms. Much better than running
the computations on the GPU.
2023-04-21 02:15:42 +02:00
Fernando García Liñán
10cd3fb8c4
HDR: Normal mapping without precomputed tangents
...
Also tidy up model and terrain shaders. Inputs and outputs to vertex and
fragment shaders are now interface blocks.
2023-04-17 05:09:24 +02:00
Fernando García Liñán
82d415cbd4
HDR: Add remaining aerosol types
...
Now the properties of the atmospheric medium can be changed through the
property tree.
2023-04-16 07:19:22 +02:00
Fernando García Liñán
e77e5bad9c
HDR: Fix aerial perspective banding
2023-04-13 05:57:01 +02:00
Fernando García Liñán
f53a170539
HDR: Better bloom effect
...
We also now pre-expose our lighting before writing to the HDR buffers.
This solves some precision issues and prevents the Sun from producing
infinite values.
2023-04-13 00:30:02 +02:00
Stuart Buchanan
ce24a3f05f
HDR: WS30 basic terrain shader
2023-04-12 18:11:41 +01:00
Fernando García Liñán
23b4e6e26f
Fix typo
2023-04-11 17:59:44 +02:00
Fernando García Liñán
8af67bfb2f
HDR: Complete refactoring of shader style and naming
...
See https://wiki.flightgear.org/Shader_Style_Guide .
2023-04-11 15:53:47 +02:00
Fernando García Liñán
c4d19877cf
HDR: Significant update
...
- New atmosphering rendering technique based on my own work.
- Attempt to fix some remaining transparency issues.
- Use a luminance histogram for auto exposure.
- Add support for clustered shading.
- Add WS 2.0 shaders.
- Add 3D cloud shaders.
- Add orthoscenery support.
2023-04-06 00:18:29 +02:00
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
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
...
- 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
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
b79d09d45f
HDR: Prevent materials with roughness=0 from blowing out the lighting
2021-08-22 18:01:30 +02:00
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
Fernando García Liñán
94f4007793
HDR: Use precomputed uniforms for atmospheric scattering
2021-08-19 12:50:16 +02:00
Fernando García Liñán
212f8fdab9
HDR: Add support for glTF transparent objects
2021-08-19 01:42:32 +02:00
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
Fernando García Liñán
13df616ca6
HDR: Support glTF models
2021-08-16 17:10:01 +02:00
Fernando García Liñán
4d34115177
HDR: Increase maximum distance of aerial perspective
2021-07-31 19:13:19 +02:00
Fernando García Liñán
467468ef3a
HDR: Improve exposure and bloom handling
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
5c1c28c536
HDR: Improve PBR Effect
2021-07-31 19:13:19 +02:00
Fernando García Liñán
871654c16f
HDR: Better handling of the Sun
...
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
a00f7ddfaf
HDR: Fix Earth appearing to be "rounder" than normal
...
We have to compensate for the fact that the sky-view LUT contains the view from the camera, but the skydome remains fixed on the ground.
2021-07-29 11:55:01 +02:00