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1730f400ad
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Let the base and the top of every cloud stand a little off those of its layer
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2026-10-17 19:43:18 +02:00 |
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df48637718
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Switch the fog over the sky to the fog without the clouds as soon as the volume holds any cloud
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2026-10-17 19:31:45 +02:00 |
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56889679d9
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Keep the clouds of the fog volume off the sky, where the ray march draws them already
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2026-10-17 19:24:36 +02:00 |
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1eeb5013cb
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Light the volumetric clouds by the sun three times as brightly
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2026-10-17 19:03:46 +02:00 |
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1152791e8c
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Space the steps towards the sun of the clouds geometrically and follow more orders of scattering
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2026-10-17 19:01:39 +02:00 |
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e1900a9cd3
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Leave the finest octaves out of the cloud coverage noise so the sides of the clouds get no upright grooves
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2026-10-17 18:41:15 +02:00 |
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dd89aa5396
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Fray the edges of the volumetric clouds with a finer noise and let their billows shade one another
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2026-10-17 17:57:25 +02:00 |
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22bf015939
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Shade the volumetric clouds by the cloud over each point, not by the density at it
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2026-10-17 17:24:51 +02:00 |
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27e5c07837
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Add screen-space contact shadows for the sun, lamps and headlights
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2026-10-17 03:11:47 +02:00 |
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c4da5c9867
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Give the prefiltered environment map a texture unit of its own
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2026-10-17 02:16:58 +02:00 |
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97112b143b
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Draw the depth of the whole scene before its colour
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2026-10-17 02:15:50 +02:00 |
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f352718e4a
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Stream model data through persistently mapped buffers
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2026-10-17 01:24:33 +02:00 |
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8dd80c4d2e
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Even out the fog cells with their neighbours and stagger the points next to lamps
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2026-10-17 00:37:58 +02:00 |
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d07204db5c
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Take the light of a lamp in the fog along four rays in the cells next to it
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2026-10-17 00:31:59 +02:00 |
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f1c12ca651
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Spread the light of a lamp in the fog over the size of a cell next to the lamp
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2026-10-17 00:27:28 +02:00 |
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e31a49f917
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Sample the fog cells across their whole size and take their lamps from fixed clusters
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2026-10-17 00:22:29 +02:00 |
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e8dbaf70a9
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Sample the fog cells in their middle across the view and dither the output
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2026-10-17 00:11:27 +02:00 |
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aa522d7376
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Integrate the light of lamps across the fog cells instead of one point sample
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2026-10-16 23:52:17 +02:00 |
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0662df23a7
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Copy the Python runtime next to the executable only when the Python install has changed
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2026-10-16 23:37:27 +02:00 |
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6ee628aaa5
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Steady the volumetric fog and add a switch for the old headlight beams
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2026-10-16 23:23:51 +02:00 |
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8b929fc1da
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Give the volumetric clouds lumps, sky and ground light and a fog colour by the angle from the sun
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2026-10-16 22:25:11 +02:00 |
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2be85410ce
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Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
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2026-10-16 21:44:47 +02:00 |
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d509775269
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Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer
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2026-10-16 14:13:36 +02:00 |
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466cb5339e
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Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
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2026-10-16 12:54:52 +02:00 |
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2f0a06b98e
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Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer
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2026-10-16 11:32:45 +02:00 |
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06d7b9e9f0
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Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
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2026-10-16 02:43:27 +02:00 |
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4d3a401aae
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Cull and assign LOD to instances in a compute pass
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2026-10-16 01:08:44 +02:00 |
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9277c28805
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Cull instances by compact records and draw them from a shader storage buffer
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2026-10-16 00:37:54 +02:00 |
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fd98d4eea5
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Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer
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2026-10-16 00:07:08 +02:00 |
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5f365a00c5
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Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer
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2026-10-15 23:03:50 +02:00 |
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ce725c3d62
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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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2026-10-15 22:16:41 +02:00 |
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ea0dba6dae
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Add shader validator CI
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2026-10-15 20:26:35 +02:00 |
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2e02cf8137
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Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created
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2026-10-15 20:26:23 +02:00 |
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624c7f4f0b
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Do not cap the reach of a light at 1 km in the cluster culling
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2026-10-15 20:25:51 +02:00 |
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f47172f34d
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Migration cleanup and renderer documentation
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2026-10-15 19:05:35 +02:00 |
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c77151979a
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Bind an empty shadow map instead of unbinding the shadow map unit
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2026-10-15 17:11:31 +02:00 |
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9f2ae071a6
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Use clustered light lists in forward shading
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2026-10-15 16:16:53 +02:00 |
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6aa6e505e8
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Cull lights into clusters in a compute pass
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2026-10-15 15:21:21 +02:00 |
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f85cf5fe52
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Build view-space light cluster grid in a compute pass
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2026-10-15 14:16:55 +02:00 |
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c0f45184b8
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Move light data from UBO to std430 SSBO
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2026-10-15 13:20:59 +02:00 |
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677a96c293
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Add SSBO and compute shader support to gl wrappers
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2026-10-15 12:13:44 +02:00 |
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39d5df2ef3
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Remove unused f_light_pos vertex shader output
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2026-10-15 10:35:18 +02:00 |
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4f72fd650c
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Remove glLineWidth probe and wide line calls that never take effect on core contexts
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2026-10-15 10:35:08 +02:00 |
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9186819363
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Validate shaders against GLSL 4.60 including compute stage
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2026-10-15 02:20:22 +02:00 |
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9e64244ebd
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Require OpenGL 4.6 core context and regenerate glad
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2026-10-15 01:39:32 +02:00 |
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61bfc6eb1a
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Move modern OpenGL renderer to rendering/opengl46 and rename classes
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2026-10-15 01:12:05 +02:00 |
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0e10ce4d0b
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Remove OpenGL ES / ANGLE render path
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2026-10-15 00:53:28 +02:00 |
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3d3eef2e1c
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Remove legacy OpenGL 2.1 renderer
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2026-10-15 00:06:31 +02:00 |
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maj00r
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05ffb9058c
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Merge pull request #212 from MaSzyna-EU07/fix/targetfps-default
fix(gfx): targetfps off by default again
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2026-10-11 23:27:54 +02:00 |
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maj00r
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eaf7e787b8
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fix(gfx): targetfps off by default again, draw range stays at heightbase instead of being driven by measured fps (with vsync on a 60 Hz monitor it sank to half); targetfps in eu07.ini still turns the regulator on
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2026-10-11 23:20:08 +02:00 |
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