494304903f
Draw the instances from the GPU with multi draws, the model block of each draw read by its number
2026-10-18 00:47:05 +02:00
435110cef9
Place the sun and the moon where they are and light the night by the phase of the moon
2026-10-17 22:47:24 +02:00
5a5c67aaaf
Let the instances drawn from the GPU hide one another, in two phases
2026-10-17 21:50:23 +02:00
802e356c91
Curve the bases of the clouds up towards their edges and start every billow at a height of its own
2026-10-17 20:03:26 +02:00
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
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
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
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
624c7f4f0b
Do not cap the reach of a light at 1 km in the cluster culling
2026-10-15 20:25:51 +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
39d5df2ef3
Remove unused f_light_pos vertex shader output
2026-10-15 10:35:18 +02:00
9e64244ebd
Require OpenGL 4.6 core context and regenerate glad
2026-10-15 01:39:32 +02:00
0e10ce4d0b
Remove OpenGL ES / ANGLE render path
2026-10-15 00:53:28 +02:00
7b9eaf1ccb
Editor terrain: area fill with blurred or sharp edge, texture rotation
2026-10-10 17:35:52 +02:00
35bda3778c
Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
2026-10-09 21:02:25 +02:00
1d9c608396
light_common: add normal offset to shadow lookups
2026-09-19 21:56:02 +02:00
cb6b97b904
light_common: weight textureGather shadow PCF by sub-texel position
2026-09-19 21:15:49 +02:00
306c7eaf26
Adjust param values
2026-09-19 17:09:58 +02:00
468ea1d747
Add shader diffuse multiply
2026-09-19 16:56:39 +02:00
8df81eb46d
Improve skybox
2026-09-14 21:11:08 +02:00
766a957527
Fix relfections on default shader and tonemapping
2026-09-01 20:41:06 +02:00
3b4df9bb6d
Fix default shader reflection
2026-08-17 18:51:36 +02:00
Sebastian Krzyszkowiak
b323d78c34
light_common: Adjust ambient and sun diffuse scale
...
Sun needs some oomph.
2026-06-30 01:37:47 +02:00
Sebastian Krzyszkowiak
473eae53d2
tonemapping: Reduce saturation boost in AgX
...
1.4 is quite extreme with our textures. Boost it up, but not as much.
2026-06-30 00:21:40 +02:00
Sebastian Krzyszkowiak
321edfcf10
tonemapping: Fix up AgX application
...
We're supposed to output linear values there, as sRGB transfer function
gets applied either by GL framebuffer or FBOUT later on.
min_ev and max_ev also need to be adjusted, as they're tweaked for
a pipeline with exposure compensation. The current values lead to a very
washed-out image, which was "hidden" by subsequently applying gamma twice.
It may make sense to revisit these values in the future to better match
the rendering pipeline.
2026-06-30 00:20:38 +02:00