yvt
f2f56ff4fa
feat(draw): reduce the temporal AA's effect near the fog distance
2021-07-03 11:27:47 +09:00
yvt
f9da7da1b0
feat(client): make tracers less conspicuous
2021-06-20 16:15:18 +09:00
yvt
536c8687b1
feat(client): scale tracers in proportion to their distances to the camera
2021-06-20 16:15:18 +09:00
yvt
ce1c7cfc19
feat(client): display bullet tracers fired by the local player
2021-06-20 16:15:18 +09:00
yvt
c51f1453cc
feat(client): spawn bullet tracers at the current weapon skin's muzzle position
2021-06-20 16:15:17 +09:00
yvt
c1b5781752
feat(client): support specifying the muzzle and case ejection positions in the weapon skins
2021-06-20 16:15:17 +09:00
yvt
3b5d7ecf33
feat(client): randomize the starting position of a bullet tracer
2021-06-20 16:15:16 +09:00
yvt
70feb0870b
feat(client): revamp the flashlight
2021-06-20 16:13:02 +09:00
yvt
3bda029e34
feat(client): remove the lens flare effect of the flashlight
...
It had caused severe banding when HDR is enabled.
2021-06-20 16:13:02 +09:00
yvt
14de74ac1f
perf(client): use the VP-screen matrix to calculate the result of Client::Project
2021-06-20 16:11:47 +09:00
yvt
9a758f27f7
refactor(client): add SceneDefinition::{ToOpenGLProjectionMatrix, ToViewMatrix}
2021-06-20 16:11:45 +09:00
yvt
8ac141daf4
feat(draw): support linear lights
2021-06-20 16:11:39 +09:00
yvt
a35dab4e61
fix(core): handle the cases where start
is inside correctly in OBB3::RayCast
2021-06-20 16:11:29 +09:00
yvt
690520040e
feat(core): implement Line3::{Project, GetDistanceTo}
2021-06-20 16:11:26 +09:00
yvt
a70ed62a63
fix(core): OBB3::RayCast
now uses a consistent origin for hitPos
for all cases
2021-06-20 16:11:24 +09:00
Pablo-Dallegri
b6e0153e62
Rename new cvar
2021-05-07 11:52:16 -03:00
Pablo-Dallegri
4fd3329c1d
Revert cg_alerts renaming
2021-05-07 11:46:14 -03:00
Pablo-Dallegri
3349ac54ab
Add alerts volume slider
2021-05-07 11:00:17 -03:00
Pablo-Dallegri
b9001dfb55
Rename cg_alerts to cg_alerts_show
2021-05-07 10:29:49 -03:00
Pablo-Dallegri
bb751ebebb
Use unit inteval
2021-05-05 07:32:23 -03:00
Pablo Dallegri
e59acb67ab
Change chat beep from toggle to slider
2021-05-05 04:12:08 -03:00
yvt
18f8b77c4a
feat(gui): indicate the usage of a pre-release version in the startup window
2021-05-03 00:38:12 +09:00
yvt
52d579cf16
Merge branch 'master' into feat-vfog2
2021-05-03 00:04:52 +09:00
yvt
b1022213f3
Merge branch 'master' into patch-modernize
2021-05-02 23:39:03 +09:00
yvt
28a283cc82
Merge branch 'master' into feat-vfog2
2021-04-10 21:39:52 +09:00
yvt
e4e38d85c0
fix(core): remove the exception specification of IStream::~IStream
...
The exception specification isn't really useful.
Fixes build failure on Windows + MSVC.
2021-04-10 12:09:01 +09:00
yvt
12364d4151
feat(draw): add r_scaleFilter
...
- 0: Nearest neighbor
- 1: Bi-linear
- 2: Bi-cubic
2021-04-10 00:12:18 +09:00
yvt
5e9835c0fa
fix(draw): do not blit depth bits from a framebuffer lacking a depth attachment
...
Fixes the visual corruption of the level 3 water rendering after
live-editing `r_scale` cvar.
2021-04-09 23:11:35 +09:00
yvt
6ccd397681
Fix an issue causing the first frame to be corrupted
2021-04-09 20:49:39 +09:00
yvt
a27caab565
3D render scaling (r_scale)
2021-04-09 20:14:10 +09:00
yvt
d2b9a2defc
feat(draw): use jittered sampling
...
Dithered sampling turned out to be insufficient to remove banding.
2021-04-09 19:45:10 +09:00
yvt
43c857b201
refactor(draw): store a long-lived instance of GLFogFilter2
in GLRenderer::fogFilter2
2021-03-04 01:20:49 +09:00
yvt
d2daa7537c
Merge branch 'master' into feat-vfog2
2021-02-10 01:23:03 +09:00
yvt
b6f70c3619
perf(draw): lower the AO sample count and ray distance
...
This doesn't severely affect the output quality thanks to the denoising
pass.
2021-02-10 01:21:06 +09:00
yvt
95c73193d1
feat(draw): alleviate the AO blurring artifact on chunk boundaries
2021-02-10 00:55:07 +09:00
yvt
0d53d6fcc8
feat(draw): mitigate the AO under-shadowing by limiting the blurring from airborne voxels into by-surface voxels
2021-02-10 00:38:57 +09:00
yvt
1d23d22a44
Merge branch 'master' into feat-vfog2
2021-02-09 02:46:27 +09:00
yvt
62930e4d9e
feat(draw): compensate for the under-shadowing caused by sampling AO terms away from surfaces
2021-02-09 02:45:13 +09:00
yvt
cc2c4c623b
Merge branch 'master' into feat-vfog2
2021-02-08 23:13:33 +09:00
yvt
2e5cf93ab0
feat(draw): calculate the contribution of each factor (direct sunlight, ambient, radiosity) more physically-correctly
2021-02-08 23:12:11 +09:00
yvt
98da38e1da
feat(draw): sample the pre-computed AO at the center, not the corner, of each voxel
2021-02-08 22:14:28 +09:00
yvt
2d232da163
feat(draw): do not blur the pre-computed AO across walls
2021-02-08 21:23:12 +09:00
yvt
ed73991abf
feat(draw): raise the AO quality
2021-02-08 20:38:58 +09:00
yvt
a517f5aefc
feat(draw): do not require r_temporalAA
to use r_fogShadow 2
...
I thought it would look bad without `r_temporalAA`. It wasn't that bad,
actually.
2021-01-29 19:45:56 +09:00
yvt
20a4972237
refactor(draw): use a preprocessor definition to pass USE_RADIOSITY
to shaders
2021-01-29 19:22:23 +09:00
yvt
9a0f4d0f9a
feat(draw): do not turn off GLFogFilter*
when the fog color is pitch black
...
`GLFogFilter2` applies GI, so it does something even if the fog color
is black.
2021-01-29 19:17:45 +09:00
yvt
86f2e8630e
feat(draw): take the fog GI into consideration when applying the sharpening effect
2021-01-29 19:16:43 +09:00
yvt
cdc8bf9546
feat(draw): apply GI to GLFogFilter2
...
It's incredibly beautiful and slow.
2021-01-29 18:42:48 +09:00
yvt
1e87f8e81e
feat(draw): implement dithered sampling
...
The result is ...meh. Maybe we should switch to bi-lateral filtering?
2021-01-29 18:15:24 +09:00
yvt
d5152eda48
feat(draw): gate GLFogFilter2
by r_radiosity
and r_temporalAA
...
I intend the volumetric fog to receive GI. To simplify the
implementation, I decided not to support other cases.
I'd like to exploit temporal AA to reduce the sample count per pixel
by dithered sampling. It would perplex the users if the unfiltered
dither pattern was visible because temporal AA was turned off.
2021-01-29 17:39:22 +09:00