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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 10:19:20 +02:00
Commit Graph

3370 Commits

Author SHA1 Message Date
0dae1f0b9f Give the fog volume a slice of the fog without its clouds for the sky 2026-10-17 19:56:35 +02:00
1730f400ad Let the base and the top of every cloud stand a little off those of its layer 2026-10-17 19:43:18 +02:00
df48637718 Switch the fog over the sky to the fog without the clouds as soon as the volume holds any cloud 2026-10-17 19:31:45 +02:00
56889679d9 Keep the clouds of the fog volume off the sky, where the ray march draws them already 2026-10-17 19:24:36 +02:00
1eeb5013cb Light the volumetric clouds by the sun three times as brightly 2026-10-17 19:03:46 +02:00
1152791e8c Space the steps towards the sun of the clouds geometrically and follow more orders of scattering 2026-10-17 19:01:39 +02:00
e1900a9cd3 Leave the finest octaves out of the cloud coverage noise so the sides of the clouds get no upright grooves 2026-10-17 18:41:15 +02:00
dd89aa5396 Fray the edges of the volumetric clouds with a finer noise and let their billows shade one another 2026-10-17 17:57:25 +02:00
22bf015939 Shade the volumetric clouds by the cloud over each point, not by the density at it 2026-10-17 17:24:51 +02:00
27e5c07837 Add screen-space contact shadows for the sun, lamps and headlights 2026-10-17 03:11:47 +02:00
c4da5c9867 Give the prefiltered environment map a texture unit of its own 2026-10-17 02:16:58 +02:00
97112b143b Draw the depth of the whole scene before its colour 2026-10-17 02:15:50 +02:00
f352718e4a Stream model data through persistently mapped buffers 2026-10-17 01:24:33 +02:00
8dd80c4d2e Even out the fog cells with their neighbours and stagger the points next to lamps 2026-10-17 00:37:58 +02:00
d07204db5c Take the light of a lamp in the fog along four rays in the cells next to it 2026-10-17 00:31:59 +02:00
f1c12ca651 Spread the light of a lamp in the fog over the size of a cell next to the lamp 2026-10-17 00:27:28 +02:00
e31a49f917 Sample the fog cells across their whole size and take their lamps from fixed clusters 2026-10-17 00:22:29 +02:00
e8dbaf70a9 Sample the fog cells in their middle across the view and dither the output 2026-10-17 00:11:27 +02:00
aa522d7376 Integrate the light of lamps across the fog cells instead of one point sample 2026-10-16 23:52:17 +02:00
0662df23a7 Copy the Python runtime next to the executable only when the Python install has changed 2026-10-16 23:37:27 +02:00
6ee628aaa5 Steady the volumetric fog and add a switch for the old headlight beams 2026-10-16 23:23:51 +02:00
8b929fc1da Give the volumetric clouds lumps, sky and ground light and a fog colour by the angle from the sun 2026-10-16 22:25:11 +02:00
2be85410ce Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer 2026-10-16 21:44:47 +02:00
d509775269 Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer 2026-10-16 14:13:36 +02:00
466cb5339e Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass 2026-10-16 12:54:52 +02:00
2f0a06b98e Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer 2026-10-16 11:32:45 +02:00
06d7b9e9f0 Cast shadows of the cab lamp from the cab in the GL 4.6 renderer 2026-10-16 02:43:27 +02:00
4d3a401aae Cull and assign LOD to instances in a compute pass 2026-10-16 01:08:44 +02:00
9277c28805 Cull instances by compact records and draw them from a shader storage buffer 2026-10-16 00:37:54 +02:00
fd98d4eea5 Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer 2026-10-16 00:07:08 +02:00
5f365a00c5 Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer 2026-10-15 23:03:50 +02:00
ce725c3d62 Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer 2026-10-15 22:16:41 +02:00
ea0dba6dae Add shader validator CI 2026-10-15 20:26:35 +02:00
2e02cf8137 Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created 2026-10-15 20:26:23 +02:00
624c7f4f0b Do not cap the reach of a light at 1 km in the cluster culling 2026-10-15 20:25:51 +02:00
f47172f34d Migration cleanup and renderer documentation 2026-10-15 19:05:35 +02:00
c77151979a Bind an empty shadow map instead of unbinding the shadow map unit 2026-10-15 17:11:31 +02:00
9f2ae071a6 Use clustered light lists in forward shading 2026-10-15 16:16:53 +02:00
6aa6e505e8 Cull lights into clusters in a compute pass 2026-10-15 15:21:21 +02:00
f85cf5fe52 Build view-space light cluster grid in a compute pass 2026-10-15 14:16:55 +02:00
c0f45184b8 Move light data from UBO to std430 SSBO 2026-10-15 13:20:59 +02:00
677a96c293 Add SSBO and compute shader support to gl wrappers 2026-10-15 12:13:44 +02:00
39d5df2ef3 Remove unused f_light_pos vertex shader output 2026-10-15 10:35:18 +02:00
4f72fd650c Remove glLineWidth probe and wide line calls that never take effect on core contexts 2026-10-15 10:35:08 +02:00
9186819363 Validate shaders against GLSL 4.60 including compute stage 2026-10-15 02:20:22 +02:00
9e64244ebd Require OpenGL 4.6 core context and regenerate glad 2026-10-15 01:39:32 +02:00
61bfc6eb1a Move modern OpenGL renderer to rendering/opengl46 and rename classes 2026-10-15 01:12:05 +02:00
0e10ce4d0b Remove OpenGL ES / ANGLE render path 2026-10-15 00:53:28 +02:00
3d3eef2e1c Remove legacy OpenGL 2.1 renderer 2026-10-15 00:06:31 +02:00
maj00r
05ffb9058c Merge pull request #212 from MaSzyna-EU07/fix/targetfps-default
fix(gfx): targetfps off by default again
2026-10-11 23:27:54 +02:00