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
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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
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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
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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
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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
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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
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- 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
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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
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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
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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
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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
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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
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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
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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
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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