2056 Commits

Author SHA1 Message Date
Pablo-Dallegri
a4f3e067d8 Fix displayed string 2021-05-07 11:56:17 -03:00
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
yvt
7f5c203222
Merge pull request #952 from Pablo-Dallegri/chat-beep-volume
Add volume adjustment for chat beeps
2021-05-06 21:34:27 +09:00
Pablo-Dallegri
de21f9ea6c Create UI volume slider 2021-05-05 14:57:09 -03:00
Pablo-Dallegri
bb751ebebb Use unit inteval 2021-05-05 07:32:23 -03:00
Pablo-Dallegri
fb9edc11e0 Create and use prescale constructor 2021-05-05 07:23:55 -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
52681ea7fb Bump version to 0.1.5-beta 2021-05-03 00:15:43 +09:00
yvt
59f34b5f5a
Merge pull request #941 from yvt/feat-vfog2
Volumetric Fog Level 2

> This PR adds a new volumetric fog implementation, which can be selected by `r_fogShadow 2`.
> 
>     * The new implementation calculates the fog density in the same way as the original client does (#409).
> 
>     * The influence factors of shadow casters are weighted according to their distances to the camera. Shadows don't "pop up" like they do in the Level 1 implementation.
> 
>     * It's significantly more demanding compared to the Level 1 implementation but not as much as current-gen games.
> 
>     * It supports global illumination. (The non-GI path is unimplemented, so it'll fall back to Level 1 if GI is disabled.)
> 
>     * Being implemented by naive ray marching, its code is much simpler compared to the Level 1 one.
2021-05-03 00:13:20 +09:00
yvt
52d579cf16 Merge branch 'master' into feat-vfog2 2021-05-03 00:04:52 +09:00
yvt
f141208322
Merge pull request #844 from yvt/patch-modernize
Modernize
2021-05-02 23:57:20 +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
4d71214d04 feat(draw): extrapolate depth values using a tangent in the bilateral filter
Improve the SSAO quality of surfaces seen from a grazing angle.
2021-04-10 19:36:38 +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
2d972c00c7
Merge pull request #945 from hourai-dev/shader-fix
Fix crash due to shader program linking error
2021-03-07 14:14:08 +09:00
hourai-dev
0cda35b616
Fix crash due to shader program linking error
When built from master, Openspades would crash at startup with the
following error:
```
Error while linking a program: 'Shaders/BasicBlock.program'

error: unresolved reference to function 'PrepareForRadiosityForMap_Map'
```
The culprit was said function's definition in `MapRadiosityNull.vs`
which was missing a parameter. Fixes #944
2021-03-07 00:03:19 -05:00
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
533e1028c1 feat(draw): mitigate light leaks near corners by modifying AO texture coordinates in VS
This only mitigates the light leaks on terrain surfaces. It remains to
be seen how to do the same on other surfaces.
2021-02-10 00:41:02 +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
83ae6e7589 feat(draw): adjust for the change made in feat-improve-gi 2021-02-08 23:27:18 +09:00
yvt
cc2c4c623b Merge branch 'master' into feat-vfog2 2021-02-08 23:13:33 +09:00
yvt
d3d46d0881 feat(draw): apply cheap soft shadowing in r_fogShadow 2 2021-02-08 23:12:11 +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
2614f66c30 feat(draw): take the wavelength-dependent fog density into account in r_fogShadow 2 2021-02-08 23:12:10 +09:00
yvt
2f721d26c8
Merge pull request #942 from yvt/feat-improve-gi
Improve precomputed AO
2021-02-08 23:11:34 +09:00
yvt
b7ee51167f fix(draw): avoid zero division 2021-02-08 23:07:19 +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
94ab95ce8d feat(draw): add gradient to the ambient fog term based on the angular distance to the sun 2021-01-29 20:11:32 +09:00
yvt
f6912b7a1d feat(draw): increase the effect of GLFogFilter2 in a near field 2021-01-29 20:01:28 +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
d8b06b63b9 feat(gui): add r_fogShadow 2 to the startup screen, move r_fogShadow to the top level
Since it can apply GI, it no longer belongs to "Local Illumination".
2021-01-29 19:35:22 +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