7134 Commits

Author SHA1 Message Date
AnotherCommander
7e1131a317 A much better solution for the orange-reddish terminator. 2018-10-19 16:06:08 +02:00
AnotherCommander
5196990c8e Adjustments to planet and atmosphere shaders to make the orange-reddish tinted terminator more visible. 2018-10-19 15:22:12 +02:00
phkb
b0aa06c049 Another attempt to fix priority AI timeout 2018-10-18 17:24:49 +11:00
phkb
4ffc64f7b8 Small fix to priority ai 2018-10-18 08:03:24 +11:00
AnotherCommander
4ba199c510
New atmosphere shader (#312) 2018-10-17 16:43:52 +03:00
phkb
4a98662e68 fix issue where Station JS AI was not triggering an alertConditionChanged event (#311) 2018-10-17 08:18:03 +03:00
AnotherCommander
73f5af67de Fixed planet shader compile error when no specular map is used. 2018-10-13 18:53:38 +02:00
AnotherCommander
28d4d5b031 Default planet shader now uses light energy conservation. Consequently, default ambient light level reduced to 0.015. 2018-10-13 12:26:49 +02:00
AnotherCommander
f245be9430 Fixed typo and at the same time a Mac build warning. 2018-10-10 08:15:49 +02:00
AnotherCommander
6405ecfffa Changelog updates. 2018-10-08 20:25:01 +02:00
AnotherCommander
7b73e990a9 Enabled blending when rendering visual effects. This should enable effects to have their transparency specified in their shaders. 2018-10-06 15:26:23 +02:00
AnotherCommander
a4d33aef75 Forgot to commit the default shader which actually uses the gamma_correct key setting. Here it is. 2018-10-01 13:41:45 +02:00
AnotherCommander
97f3e07041 Added the gamma_correct materials and shader materials key, which allows to specify whether the diffuse, specular, emmission and illumination maps of a material will be gamma corrected by the default shader or not. The default setting at this moment is YES and it can be adjusted in the .GNUStepDefaults file with the key no-gamma-correct. 2018-10-01 13:07:37 +02:00
AnotherCommander
9153b506d5 Fixed occasionally 'stuck' lighting when in witchspace. 2018-09-26 22:37:03 +02:00
AnotherCommander
aedc53e191 Brought tests to their latest revision. 2018-09-26 12:26:15 +02:00
AnotherCommander
0509f8d8c0 Ensure that gloss input in material dictionaries is always clamped between 0.0 and 1.0. 2018-09-26 12:21:09 +02:00
phkb
1e73156d2e Reworked bug fix for default shader 2018-09-26 12:17:11 +10:00
phkb
65306062fd One more default shader small bug fix 2018-09-25 17:49:40 +10:00
AnotherCommander
8570ecf793 Reverting tone mapping entry in shader until it can be determined why it makes things look weird. 2018-09-24 20:23:52 +02:00
AnotherCommander
d4ac047055 Emmission maps: Remove gamma correction at the correct place (texture, not result). 2018-09-24 12:52:31 +02:00
AnotherCommander
9178fa75c7 Added tone mapping and gamma correction steps in the default shader. Also, exponent calculations not used by the GGX part of the shader have now been optimized out and are available only in Blinn-Phong and legacy parts. 2018-09-23 12:14:38 +02:00
AnotherCommander
6224f61743 Brought again tests to their latest revision. 2018-09-20 20:45:06 +02:00
AnotherCommander
faac43b773 Bring tests to their latest revision. 2018-09-20 19:21:22 +02:00
AnotherCommander
2d5a40ad11 Fixed legacy specular light on default planet shader. 2018-09-01 10:41:02 +02:00
AnotherCommander
5b9acdc02b Deprecated IOR. 2018-08-29 18:52:41 +02:00
AnotherCommander
3066c4b035 Removed f suffixes from floats for compatibility with older GLSL versions and removed obsolete IOR uniform from the default shader. 2018-08-29 18:26:20 +02:00
phkb
e639490da7 Added 'use strict' to script file 2018-08-27 08:26:10 +10:00
phkb
faf52de069 Merge branch 'master' of https://github.com/OoliteProject/oolite 2018-08-27 08:11:20 +10:00
phkb
a128363a76 Another default shader small bug fix 2018-08-27 08:10:07 +10:00
AnotherCommander
b526cff5fd Light source color is now mixed with material specular if material is non-metal, not mixed if metal. Looks like we can deprecate IOR this way. 2018-08-26 20:33:33 +02:00
AnotherCommander
4287a8e827 Corrected specular BRDF (we were passing the specular color of the lightsource to the FresnelSchlick calculation, instead of that of the material). Energy conservation is now fully in. As a result, yet another re-calibration of material light values in shipdata.plist. 2018-08-24 10:52:18 +02:00
AnotherCommander
5ec808a512
Hopefully fixed not being able to set gloss from specmap's alpha channel. 2018-08-23 15:45:25 +03:00
AnotherCommander
b759505b15 Adjusted the planet shader to use the same specular BRDF as the standard one. 2018-08-22 10:57:44 +02:00
AnotherCommander
8b8cb27195 Adjusted the specular BRDF to be more physically compliant and increased slightly the default gloss values in shipdata to compensate for the change. 2018-08-22 08:48:50 +02:00
AnotherCommander
23af0abaa6 Fixed shader gloss and ior uniforms overriding material definitions of the same. Now both shaders and materials definitions of those uniforms should work nicwly together. 2018-08-19 23:55:14 +02:00
phkb
10df924f5d Default shader small bug fix 2018-08-20 06:56:08 +10:00
AnotherCommander
360fc66373 gloss and ior are now valid keys also in shader material dictionaries. 2018-08-18 22:09:43 +02:00
AnotherCommander
5232e0a993 Added the material parameters gloss and ior (which stands for Index of Refraction). Using shininess instead of proper gloss was a hack and is not used anymore for specifying glossiness. Gloss takes values in the range 0.0 to 1.0 and ior takes positive values. Also implemented basic light energy conservation for diffuse, thanks to now having access to the refraction index of materials. Default settings in shipdata for gloss is 0.375 (except for missiles, thargoids and police) and for default ior value is 2.95 (iron), except for missiles, which is set to 2.16 (titanium). 2018-08-18 18:48:41 +02:00
AnotherCommander
48ca2ea920 Adjusted planets Blinn-Phong as well to match the GGX setting. 2018-08-15 09:45:23 +02:00
AnotherCommander
2a29e91c31 Fine tuned planet specularity a bit so it does not look too different compared to previously. 2018-08-15 09:18:29 +02:00
AnotherCommander
17e47ab429 Yet another shininess re-calibration. Shininess is meant to be from 0 to 128 and the way it was it made it so that the gloss parameter passed to GGX could not be more than 0.78 or so. This is now corrected, with 128 generating the max cap gloss value of 0.95. GGX and new Blinn-Phong do not look similar with the same shininess value as a result. 2018-08-13 16:38:57 +02:00
AnotherCommander
0b480a9464 Oopsie! 2018-08-13 12:24:48 +02:00
AnotherCommander
239414b3cd GGX specular model now applied also on the planet shader. 2018-08-13 11:57:18 +02:00
AnotherCommander
9111bedd89 Removed comment about default spec model, since it has been switched. 2018-08-11 13:11:29 +02:00
AnotherCommander
2383afcf2f Fixed GGX specular properly this time. GGX is now the default specular model. 2018-08-11 12:47:50 +02:00
AnotherCommander
9d592a47c5 Fixed (I think) bug with GGX specular rendering in dark areas and calibrated further the shininess of the default shipset. 2018-08-11 10:34:03 +02:00
AnotherCommander
4f3249555e Adjusted shininess values in shipdata so that defaults look similar to the old spec model and made new Blinn-Phong and GGX look more alike with those default values. 2018-08-11 08:37:24 +02:00
AnotherCommander
715e1b8e5d Changed parameter order in the new specular calculation methods for reasons of uniformity with the old method. Also, now using macros to select the desired specular model. Define OOSPECULAR_NEW_MODEL to 0 to use the old method, define OOSPECULAR_NEW_MODEL_GGX to use GGX or define nothing to use the new Blinn-Phong. 2018-08-10 22:26:12 +02:00
AnotherCommander
2237a8f272 Added two more physically accurate specular light models. The default shader can now support also GGX specular light, but we still default to Blinn-Phong. Spec intensity intentionally increased so that the effect can be seen immediately (can be lowered at a later stage). 2018-08-10 19:09:31 +02:00
AnotherCommander
89d301b0ce Oopsie, forgot to include PlayerEntityControls.h in previous commit. 2018-07-28 18:13:22 +02:00