hiker
396e3bb54e
Merge remote-tracking branch 'origin/master' into new_login
2014-04-29 09:10:37 +10:00
hiker
812da3e0c0
Some work on new login screen, though wip atm.
2014-04-29 09:02:44 +10:00
Guillaume P
03fbdc260d
Add a new option for high-definition textures.
2014-04-28 18:42:23 +02:00
hiker
2f17264f39
Very eary first version of a new login screen.
2014-04-28 16:41:47 +10:00
Vincent Lejeune
18aa119890
Tweak light attenuation.
...
Doesnt really change the look of the light but reduce their extent.
2014-04-27 18:31:00 +02:00
Vincent Lejeune
9ac57c3919
Tigher fit of light extent
2014-04-27 18:04:39 +02:00
Daniel Butum
a769563878
Fix back button size in guest login screen
2014-04-26 14:03:14 +03:00
Marianne Gagnon
924e09b3e9
Very slight tweak
2014-04-25 20:02:16 -04:00
vlj
2ca11c3166
Auria provided tonemap coefficients
2014-04-26 02:00:50 +02:00
vlj
3e4254b3a7
Tonemap: Use J. Hable filmic operator
...
It gives better result on stk enterprise, slightly saturating blacks.
2014-04-25 17:57:10 +02:00
Vincent Lejeune
84ddd7119e
Use glPolygonOffset to remove shadow acne
...
It's a 2002 trick from M. Kilgard
2014-04-24 21:02:24 +02:00
vlj
85e720a58f
Shadow: tweak bias to remove acnee
2014-04-24 18:33:05 +02:00
vlj
ef07b25202
Make possible to tweak exposure/lwhite in adm
2014-04-24 17:47:17 +02:00
hiker
370e2e4935
Merge remote-tracking branch 'origin/master' into new_login
2014-04-24 12:26:29 +10:00
samuncle
ba3cce6046
Limit the DoF influence
2014-04-24 02:44:34 +02:00
Marianne Gagnon
2e53328847
Add debug sliders for vlj
2014-04-23 19:03:23 -04:00
hiker
d7684668db
Fixed comments.
2014-04-24 08:16:19 +10:00
vlj
b939d06be5
Properly add Depth of Field
2014-04-23 22:08:37 +02:00
vlj
22d993dfbe
Merge branch 'tonemap'
...
Conflicts:
data/shaders/tonemap.frag
2014-04-23 18:20:30 +02:00
vlj
f83eb399fd
Revert "Revert "Fix a typo in tonemap.frag""
...
This reverts commit 812b2afcd8
.
2014-04-23 18:19:46 +02:00
vlj
19d2f1f9ac
Revert "Revert "Use a less intrusive delta value""
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This reverts commit 230076ffcb
.
2014-04-23 18:19:00 +02:00
vlj
77795c796f
Revert "Revert "Enable tonemap.""
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This reverts commit e57339841b
.
2014-04-23 18:18:43 +02:00
vlj
fb56a4086f
Fix normalmap roughness
2014-04-23 18:09:48 +02:00
Vincent Lejeune
eb0c948e41
Tweak exposure/whiepoint/saturation
2014-04-23 18:09:47 +02:00
hiker
7bab6fdb82
Removed swap file added accidentally.
2014-04-23 14:39:16 +10:00
Vincent Lejeune
da15aebcda
SSAO: Clamp to 0.
2014-04-22 18:22:39 +02:00
Vincent Lejeune
6f16831d00
Revert "Some color are negative, clamp them in loglum"
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This reverts commit 43df357cfb
.
2014-04-22 18:18:18 +02:00
hiker
2e3adee1a2
Merge branch 'master' of https://github.com/whichrakesh/stk-code into whichrakesh-master
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Fix counting of bananas only for current player. Fixed conflicts.
Conflicts:
src/achievements/achievement_info.hpp
2014-04-22 17:20:40 +10:00
Vincent Lejeune
17ba0f515c
Revert "Use some realist order of magnitude of light"
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This reverts commit 2aa6676050
.
2014-04-22 02:32:42 +02:00
Vincent Lejeune
b0e56ca2b0
Use some diffent value/equation for tonemap
2014-04-22 02:29:22 +02:00
Vincent Lejeune
e57339841b
Revert "Enable tonemap."
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This reverts commit a0e63dea46
.
2014-04-22 00:44:58 +02:00
Vincent Lejeune
230076ffcb
Revert "Use a less intrusive delta value"
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This reverts commit d7e3976ef5
.
2014-04-22 00:44:49 +02:00
Vincent Lejeune
812b2afcd8
Revert "Fix a typo in tonemap.frag"
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This reverts commit b8d5719a82
.
2014-04-22 00:44:39 +02:00
Vincent Lejeune
d4718df127
Revert "Use some realist order of magnitude of light"
...
This reverts commit 2aa6676050
.
2014-04-22 00:44:08 +02:00
Vincent Lejeune
b8d5719a82
Fix a typo in tonemap.frag
...
Also tweak whitepoint and exposure. They should be manually set by track
somehow.
2014-04-21 22:37:26 +02:00
vlj
2aa6676050
Use some realist order of magnitude of light
2014-04-21 19:40:10 +02:00
vlj
d7e3976ef5
Use a less intrusive delta value
2014-04-21 19:39:39 +02:00
vlj
43df357cfb
Some color are negative, clamp them in loglum
...
I have yet to investigate how the pipeline can produce negative values
somewhere.
2014-04-21 19:29:13 +02:00
vlj
a0e63dea46
Enable tonemap.
2014-04-21 02:33:12 +02:00
vlj
2e1b0ac9f4
Avoid negative value when Yxy->RGB
2014-04-21 02:19:09 +02:00
vlj
8947242de4
Add proper tonemap, although disabled.
...
It currently generates way too much HDR.
2014-04-21 01:52:44 +02:00
vlj
d0afcce32d
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2014-04-20 02:56:10 +02:00
vlj
878a639a84
Another ssao tweak.
2014-04-20 02:56:07 +02:00
Marianne Gagnon
8e579d4874
Add UBOs flag to graphics options
2014-04-19 20:23:49 -04:00
vlj
e8b36f2490
Fix for shadow acne in chocolate.
2014-04-20 02:20:09 +02:00
vlj
87248b46f3
Tweak shadows CSM split.
2014-04-20 02:01:29 +02:00
vlj
1291d0cc93
Increase shadow fidelity.
2014-04-20 00:21:30 +02:00
vlj
a457b9f423
Shadows: Clean shaders.
2014-04-20 00:04:49 +02:00
vlj
dd3e15b298
Debug: display cascade in shadow debug mode
2014-04-19 23:57:27 +02:00
Vincent Lejeune
d7eaaf4885
Add a m_ubo_disabled switch in user config file.
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This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
c695875654
PointLight: Use a 1/(1 + d + k d^2) attenuation
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This is not physically accurate, but a 1/d^2 attenuation makes light
extend too broad, and went too high if close from the source.
2014-04-19 02:04:39 +02:00
Marianne Gagnon
583d65d988
Update video settings dialog
2014-04-18 18:16:27 -04:00
samuncle
1620f87dd8
Add a new particle system
2014-04-16 01:19:03 +02:00
Marianne Gagnon
e4afea5cca
Reduce rimlight effect to a more reasonable strenght
2014-04-14 19:56:26 -04:00
Marianne Gagnon
70cb9cec59
Update graphics options screen
2014-04-14 19:32:44 -04:00
Marianne Gagnon
9993e31601
First pass to update video options menu
2014-04-14 19:05:33 -04:00
Vincent Lejeune
5b47891514
Apply MLAA after color_in.
2014-04-14 03:30:42 +02:00
Vincent Lejeune
ba27eb42ef
Bloom: Weight the different sized contribution.
2014-04-14 02:45:15 +02:00
Vincent Lejeune
59df5a90bc
Bloom: Tweak the threshold.
2014-04-14 02:15:28 +02:00
Vincent Lejeune
123a192963
Use half res FBO for SSAO
...
SSAO is a medium frequency effect, using half res fbo is fine and
improve performance and look by doing an additionnal bilinear filtering.
Also tune up some values.
2014-04-14 01:01:36 +02:00
Vincent Lejeune
f98ff2a5fc
Fix skid mark color
...
We convert the vertex color value to srgb, optimally the vertex color
should already be corrected on cpu side but it would break fallback
colors...
2014-04-13 18:00:15 +02:00
Vincent Lejeune
3cd85a829e
Compress/convert to srgb per material basis.
...
This allows to remove manual conversion in normalmap shader.
2014-04-13 17:53:52 +02:00
Vincent Lejeune
59c50ebbdd
Use ITexture instead of GLuint in GLMesh
2014-04-12 22:33:27 +02:00
vlj
42482e0c41
Some more conversion
2014-04-10 23:03:57 +02:00
vlj
3a55bbe796
Generalize use of UBO.
2014-04-10 21:16:44 +02:00
Vincent Lejeune
9ba636f661
Gather View Projection and shadows matrix generation.
2014-04-10 21:16:42 +02:00
Vincent Lejeune
55489bc188
Use UBO instead of copying Shadow VP matrixes.
2014-04-08 21:45:04 +02:00
Vincent Lejeune
eb0dfb4530
Bigger light extend wrt energy.
2014-04-07 22:20:43 +02:00
vlj
e00ce85d7c
Support FresnelSchlick factor.
2014-04-07 21:35:10 +02:00
vlj
858c8c7605
Fix normalmap too
2014-04-07 21:35:10 +02:00
vlj
79c6424703
Use specularmap as glossiness map.
2014-04-07 21:35:09 +02:00
vlj
cafc07680a
Use Blinn Phong model.
2014-04-07 21:35:09 +02:00
Vincent Lejeune
0b318b9c7e
Improve quad's fit of pointlight extend
2014-04-07 21:04:03 +02:00
vlj
ca2b5a7237
Fix normal map and srgb
2014-04-07 01:03:14 +02:00
Vincent Lejeune
ca214230e3
MLAA: Load the right shader for step 2
...
No wonder why it didnt work as expected before...
2014-04-04 19:42:05 +02:00
vlj
6a3556b4ba
Shaders'outputs use premultiplied alphas
2014-04-03 14:46:35 +02:00
vlj
8552ddae1c
MLAA: Fix gamma in the shaders.
...
MLAA looks correct now.
2014-04-03 14:15:51 +02:00
Vincent Lejeune
964d9a25f1
Some port fixes for MLAA
2014-04-03 00:27:46 +02:00
Vincent Lejeune
33b44c8c97
Port MLAA to new pipeline.
2014-04-03 00:14:58 +02:00
Vincent Lejeune
26c797e79e
Fix kart shadows.
2014-04-02 00:09:49 +02:00
Vincent Lejeune
5573ee4e34
Follow more closely Crysis subsurface scatt.
2014-04-01 23:35:32 +02:00
Vincent Lejeune
f41b737913
Merge grass_pass*.vert
2014-04-01 23:16:30 +02:00
Vincent Lejeune
23e5ec709d
Add a fake subsurface scattering for grass.
2014-04-01 23:13:16 +02:00
vlj
0fb6515bca
Instancing: Support for alpha ref shadow.
2014-03-31 22:06:37 +02:00
vlj
52018bbdea
Instancing: Support shadow.
2014-03-31 21:52:42 +02:00
Vincent Lejeune
7ebeaa45e8
Some cleaning.
2014-03-31 20:04:34 +02:00
Vincent Lejeune
bb311618e3
Instancing: Add support for scale transformation.
2014-03-31 18:10:45 +02:00
Vincent Lejeune
33f31dbf30
Disable auto exposure for now.
2014-03-31 17:25:04 +02:00
vlj
251e7f669e
Using formula from an article suggested by samuncle
2014-03-31 17:25:04 +02:00
vlj
af93a04987
Improve bright attenuation although not perfect
2014-03-31 17:25:03 +02:00
vlj
58615c0207
Plug in brightness adaptation
2014-03-31 17:25:03 +02:00
vlj
6e8b45a6d8
Add some code to average log luminance.
2014-03-31 17:25:02 +02:00
vlj
a2ab6fc80c
Write a shader to convert CIE to RGB.
2014-03-31 17:25:01 +02:00
Vincent Lejeune
881d0b9954
Factorize luminance computation.
2014-03-31 17:24:53 +02:00
vlj
8fc383206f
Improve ao and bloom.
2014-03-30 23:47:19 +02:00
vlj
0dae1cf911
Fix negative value that introduces a bug on nvidia
2014-03-30 21:57:01 +02:00
vlj
91c4e9de94
Fix orientations.
2014-03-29 02:19:08 +01:00
vlj
1bac60c48a
Attempt to fix orientations.
2014-03-29 02:04:20 +01:00
vlj
f4eeb68fd4
Merge branch 'Instancing'
2014-03-29 01:22:57 +01:00
vlj
ca1a1e37d9
Fix normals for normal object.
2014-03-29 01:22:08 +01:00
vlj
81b1e9fb94
Move the wind portion into the world matrix
...
It should make the normal correct although I didnt notice any visual difference.
2014-03-28 02:39:20 +01:00
vlj
c70b9ba0f8
Explicitly build the inverse matrix
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Some drivers does not support inverse function although they advertise
glsl 140 support, and it's faster to do it manually as we know the
structure of the matrix.
2014-03-27 19:12:55 +01:00
vlj
3538fd46d2
Look like instance orientation was wrong.
2014-03-27 01:33:02 +01:00
Marianne Gagnon
348a20288f
Apply patch by Marc Coll to have better progress reports during long GPs, thanks!
2014-03-26 20:14:29 -04:00
Vincent Lejeune
1740407e1e
Use GS instancing to speed up shadow gen a little.
2014-03-26 22:27:11 +01:00
Vincent Lejeune
f49dfbc51f
Fix flip particle shader.
2014-03-26 20:58:13 +01:00
Vincent Lejeune
9f0620c122
Add a #define to switch between dof and non dof
2014-03-26 19:42:25 +01:00
vlj
8b652ababb
Merge object_pass*.vert
2014-03-26 19:04:46 +01:00
vlj
ae5c7b8c3d
Implement UI single color overload
2014-03-26 19:04:45 +01:00
vlj
71881ac64d
Add orientation to grass material
2014-03-25 16:49:03 +01:00
vlj
a866b3f416
Add Grass material support for instancing.
2014-03-24 16:40:40 +01:00
Vincent Lejeune
5c8ef365a5
Merge instanced_object_pass vertex shaders.
2014-03-23 19:28:07 +01:00
Vincent Lejeune
5dd2d28134
Merge branch 'master' into Instancing
2014-03-23 19:20:23 +01:00
vlj
73755a3431
clamp overload was ambiguous.
2014-03-23 01:09:14 +01:00
samuncle
f7f3cb1cbe
Add depth of field to the color_level shader. As vincent requested. Something cleaner need to be done
2014-03-23 00:59:06 +01:00
Marianne Gagnon
5750b860c9
Add missing icon
2014-03-22 19:49:48 -04:00
vlj
6538d16eb3
Fix a shader compile failure on nvidia.
2014-03-22 22:32:52 +01:00
Vincent Lejeune
29749d5dbd
Merge commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81'
...
* commit 'f3e2da881a4d394c4ca902548e788f5b4c0bdd81':
Do not build shadow shader without gs support.
Add a function to query supported glsl ver
Some drivers dont support const array
2014-03-22 18:54:51 +01:00
Vincent Lejeune
ae3cf30070
Add a function to query supported glsl ver
2014-03-22 18:36:20 +01:00
Vincent Lejeune
aa39246404
Some drivers dont support const array
2014-03-22 18:36:19 +01:00
Unitraxx
c647fa5081
Merge pull request #1252 from mcsab/master
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Reset-per-lap achievement support
2014-03-22 01:12:28 +01:00
Vincent Lejeune
320558c205
Merge branch 'master' of https://github.com/supertuxkart/stk-code
2014-03-22 00:52:53 +01:00
Csaba Molnar
3a5812dd6c
Merge branch 'master' of https://github.com/supertuxkart/stk-code
...
Conflicts:
data/achievements.xml
2014-03-22 00:52:33 +01:00
Marianne Gagnon
33b3880320
Add the author of the GP editor to the credits
2014-03-21 18:56:47 -04:00
Vincent Lejeune
340eaa9352
Factorize getLightFactor
2014-03-21 18:36:47 +01:00
Vincent Lejeune
01b88fde9d
Factorize DecodeNormal from misc shaders.
2014-03-21 18:17:21 +01:00
Vincent Lejeune
77e5f413c7
Factorize EncodeNormal from Pass1 shaders.
2014-03-21 18:10:54 +01:00
Marianne Gagnon
2f2547420d
Apply Marc Coll's Grand Prix editor, thanks! There will be refinements to come for sure, but this is a very nice start
2014-03-20 21:13:05 -04:00
auriamg
dee2a0300e
Merge pull request #1259 from cosmincav/master
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Added achievement: unstoppable
2014-03-20 20:08:43 -04:00
vlj
f06ad3c785
Reenable transparent + fog material.
2014-03-20 18:25:44 +01:00
cosmin.crecana
8616ce546a
achievement_unstoppable
2014-03-20 15:30:11 +02:00
Vincent Lejeune
9a6d15a865
Attempt to fix skidding mark's color
2014-03-19 01:25:54 +01:00
Marianne Gagnon
4948f5acb2
Merge branch 'master' of https://github.com/sudip1401/stk-code
...
Conflicts:
data/achievements.xml
src/achievements/achievement_info.hpp
2014-03-18 19:16:43 -04:00
Vincent Lejeune
dd5997d277
Start working on instancing library node
2014-03-18 23:47:53 +01:00
Csaba Molnar
806da15a12
Skidding achievement
2014-03-18 23:47:38 +01:00
hiker
3d5fbaa92f
Merge branch 'master' of https://github.com/gupascal/stk-code into gupascal-master
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Fixed some merging issues.
Conflicts:
data/achievements.xml
src/achievements/achievement_info.hpp
2014-03-18 10:44:11 +11:00
Csaba Molnar
e8eabc80c9
Fixing achievement description
2014-03-17 22:26:53 +01:00
Csaba Molnar
60f1d8ae20
Achievement reset-after-lap beta
2014-03-17 22:07:55 +01:00
sudip1401
89d7663112
Poweruplover achievement
2014-03-18 02:04:01 +05:30
auriamg
847ceca671
Merge pull request #1243 from mcsab/master
...
Skidding achievement
2014-03-15 15:01:41 -04:00
Marianne Gagnon
0425cf2ef4
Implement color variation in particle system
2014-03-15 13:35:51 -04:00
Guillaume P
8a34be1ab3
Add a new Gold Driver achievement.
2014-03-15 15:12:28 +01:00
Csaba Molnar
385f108b16
Skidding achievement
2014-03-15 00:38:16 +01:00
Vincent Lejeune
cb344520ef
Merge branch 'BatchedDrawCalls'
2014-03-14 16:57:18 +01:00
Vincent Lejeune
0c5d5ce96e
IBL: Fix sampling ignoring cubemap rotation
2014-03-14 16:51:07 +01:00
Vincent Lejeune
740c251808
Use Instancing for lights.
2014-03-14 16:51:06 +01:00
Rakesh Ranjan Nayak
9b50c9f8bd
merged code with upstream master
2014-03-13 22:47:06 +05:30
Rakesh Ranjan Nayak
8f55faeed3
added achievement banana lover
2014-03-13 22:28:52 +05:30
Guillaume P
955b27bf75
Add a Marathoner achievement.
2014-03-12 14:15:16 +01:00
Vincent Lejeune
e9e60339bf
Fix non compiling shader on mesa
2014-03-09 21:06:02 +01:00