Joshua Barretto
423e6f0348
Adjusted particle offset
2023-05-19 15:05:18 +01:00
Joshua Barretto
2893f400f8
Better particle lighting
2023-05-19 14:58:59 +01:00
Joshua Barretto
4961ca2f6d
Fixed particle effect UB
2023-05-19 14:46:22 +01:00
Joshua Barretto
c73848b932
Fixed minor issues with walls, better particles
2023-05-19 14:25:49 +01:00
Joshua Barretto
c94d6c502a
Added one-way wall sprites
2023-05-19 13:24:45 +01:00
Joshua Barretto
a634da2d07
Addressed review comments
2023-05-17 22:22:54 +01:00
Joshua Barretto
aeb72bcf22
Added support for block kinds in shaders
2023-05-15 17:31:21 +01:00
Joshua Barretto
4253833aaf
Add photorealistic experimental shader
2023-05-12 14:02:23 +01:00
Joshua Barretto
1924c67033
Adjusted night ambience
2023-05-12 13:47:01 +01:00
Isse
f6f332af6a
send full matrix to shader
2023-05-09 19:43:10 +02:00
Isse
c4cffff92f
apply shader changes from zesterer
2023-05-09 19:43:10 +02:00
Isse
1710dcc111
fix shadows
2023-05-09 19:43:09 +02:00
Isse
fcb7011cde
sprites on volumes
2023-05-09 19:43:09 +02:00
Joshua Barretto
79dd1e2629
Fixed ambient lighting
2023-05-04 19:57:28 +01:00
Isse
1494d93fc8
fix cloud tearing
2023-04-19 22:46:35 +02:00
Isse
1442dd29f1
fix NaN issue in apply_point_glow_light
2023-04-19 21:14:19 +02:00
Isse
4b831f884e
reduce the offset of clouds on the horizon
2023-04-19 21:01:30 +02:00
Imbris
b58a8a9ec3
Ensure in-world UI elements are snapped to pixel borders.
2023-04-13 00:10:12 -04:00
Samuel Keiffer
7aa43e9e8a
Merge branch 'taoist/better-dullahan' into 'master'
...
taoist&floppy/cyclops&dullahan
See merge request veloren/veloren!3859
2023-04-12 22:53:38 +00:00
Tao In Way
e32460f9ee
taoist&floppy/cyclops&dullahan
2023-04-12 22:53:38 +00:00
Joshua Barretto
efbab102a5
Make LoD towns glow
2023-04-09 19:25:58 +01:00
Imbris
5881e44e61
Address review on 3573
2023-04-08 02:19:14 -04:00
Imbris
2a9a63a60e
Clippy fixes
2023-04-08 00:51:50 -04:00
Imbris
63096b2042
Complete GPU based alpha premultiplication impl and make the CPU version
...
even faster.
* GPU based version started in previous commit, but this fixes errors
and bugs and gets it actually compiling and running.
* Add a way to batch together images to use the same render pass for GPU
premultiplication if they all target the same texture.
* Pending premultiplication uploads are automatically done when calling
`Drawer::third_pass`.
* `fast-srgb8` dep removed, we no longer convert to `f32`s to do the
premultiplication. Two `[u16; 256]` tables are combined to compute the
alpa premultiplied color within the same error bounds used by the
`fast-srgb8` crate. We also no longer use explicit simd.
* Remove explicit lifetimes from `PlayState::render` since `&self` and
`Drawer<'_>` don't need to have the same lifetime.
* Fix existing bug where invalidated cache entries were never set to
valid when reusing them.
* `prepare_graphic` now runs some heuristics to determine whether
premultiplication should be executed CPU side or GPU side and then
returns a bool indicating if GPU premultiplication is needed.
2023-04-08 00:28:31 -04:00
Imbris
efd932c71e
Progress on GPU premultiplication.
...
* General progress in setting up code paths to support GPU
premultiplication.
* Created `PremultiplyUpload` type to represent an initiated image
upload where the premultiply pass needs to be ran to complete it.
* Converted from compute pass to render pass since current limitations
make it difficult to write directly to a srgb image from a compute
shader.
* Replace `CachedDetails::Immutable` with keeping track of the
parameters used to create the texture (i.e. the border color).
* Create `TextureRequirements`, `TextureParamters`, and `CacheKey` types
to encode parameters that go into texture creation and image caching
and to determine when the space in texture memory should be reused
when replacing a graphic.
* Add custom texture creation logic for the UI textures since those need
certain usage combinations.
2023-04-08 00:28:31 -04:00
Imbris
1d51aae3b2
Start attempt to premultiply alpha on the GPU.
2023-04-08 00:28:31 -04:00
Imbris
eb6d16b02c
Rename draw_graphic -> prepare_graphic since it is no longer always
...
specifically rendering an image at the provided dimensions. Start
working on alpha premultipication which is necessary for being able to
properly sample colors on the GPU with bilinear filtering. Various
tweaks to comments and misc changes.
2023-04-08 00:28:31 -04:00
Imbris
69a1a661b6
fixes and tweaks (various minor changes related to UI image scaling on
...
GPU)
2023-04-08 00:28:31 -04:00
Imbris
d62bf8a790
init (scaling UI images during sampling on the GPU instead of on the CPU)
2023-04-08 00:28:28 -04:00
Joshua Barretto
9645172135
Slightly smoother FxUpscale
2023-04-01 18:06:20 +01:00
flo
bf81ffc029
frost_gigas
2023-02-15 00:10:37 +00:00
Joshua Barretto
75e07c04f0
Merge branch 'zesterer/glowing-sprites' into 'master'
...
Added support for glowing sprites
See merge request veloren/veloren!3771
2023-01-19 22:31:30 +00:00
Joshua Barretto
d9552f7ff4
Added support for glowing sprites
2023-01-19 21:59:02 +00:00
Avi Weinstock
aba6f6654e
Add a new particle mode for potion sickness.
2023-01-19 15:06:14 -05:00
Joshua Barretto
c12e6426fa
Fixed rain drop normals and wind direction for sprites
2023-01-15 19:13:18 +00:00
Isse
5378d1b11d
Fix doors
2023-01-15 05:13:02 +00:00
Joshua Barretto
fc564f5313
Fixed internal water reflections and improved underwarper
2023-01-13 11:37:27 +00:00
Joshua Barretto
b127cff26c
Merge branch 'zesterer/gbuffers-ssr' into 'master'
...
Use normal and material gbuffer to improve quality of SSR
See merge request veloren/veloren!3734
2023-01-12 20:26:41 +00:00
Joshua Barretto
49749c86a7
Made emissive figures behave correctly
2023-01-12 18:44:26 +00:00
Joshua Barretto
4d7526b920
Made point shadows with shadow mapping an experimental shader
2023-01-12 15:39:11 +00:00
Joshua Barretto
0bdc66b10a
Addressed review comments, minor fixes
2023-01-12 15:30:13 +00:00
Joshua Barretto
0067825187
Reflection smearing
2022-12-31 19:19:52 +00:00
Joshua Barretto
f48e1ca951
Make wind sway change according to weather wind velocity
2022-12-31 17:40:40 +00:00
Joshua Barretto
1f2d56c032
Better reflections
2022-12-31 13:04:28 +00:00
Joshua Barretto
313527cf46
Correct material for LoD water
2022-12-30 19:22:07 +00:00
Joshua Barretto
6e344f58e8
Remove unnecessary cloud sampling from shiny water
2022-12-30 17:33:54 +00:00
Joshua Barretto
799bb17d75
Fixed underground sky blend test
2022-12-30 17:24:36 +00:00
Joshua Barretto
4bd7ec26d3
Fixed drop shadows
2022-12-30 17:01:26 +00:00
Joshua Barretto
367ec3e8f4
Added ViewMaterials experimental shader
2022-12-30 16:42:56 +00:00
Joshua Barretto
9098abc3d2
Merge reflections on horizontal border
2022-12-30 16:30:29 +00:00
Joshua Barretto
78fbaa82b3
Fixed ViewNormals
2022-12-30 16:26:32 +00:00
Joshua Barretto
c6fc833acb
Don't blend sky for underwater reflections
2022-12-30 16:23:38 +00:00
Joshua Barretto
d50bda8d09
Better SSR sky blending
2022-12-30 16:01:06 +00:00
Joshua Barretto
26a98a3d9b
Use normal and material gbuffer to improve quality of SSR
2022-12-30 15:33:23 +00:00
Joshua Barretto
dcc4762106
Fixed moon lighting of clouds
2022-12-17 15:04:57 +00:00
Joshua Barretto
5cf3aefb87
Better storm clouds
2022-12-17 14:57:55 +00:00
Joshua Barretto
94c0e3749e
Improved cloud visuals and performance
2022-12-15 23:56:28 +00:00
Justin Shipsey
420e824a3e
Merge branch 'train-track-shadows' into 'master'
...
Train track shadows
See merge request veloren/veloren!3688
2022-11-12 13:00:24 +00:00
Avi Weinstock
18657fdb66
Render train tracks to the shadow map.
2022-11-06 20:54:58 -05:00
Avi Weinstock
db251273ed
Apply shadow map shadows to train tracks.
2022-11-06 18:09:07 -05:00
Samuel Keiffer
72bffe0df8
Merge branch 'train-tracks' into 'master'
...
Train tracks
See merge request veloren/veloren!3679
2022-11-05 22:56:07 +00:00
Avi Weinstock
f5c1293e9f
Address review comments for MR 3679:
...
- Fix normal vectors/lighting for train tracks.
- Adjust chat command logging statement.
- Remove train tracks when their chunks get unloaded.
- Create a struct for the 6-tuple returned from `get_nearest_ways`.
- Move code that creates the train tracks into `layers::apply_trains_to`.
2022-11-03 15:20:53 -04:00
Joshua Barretto
b64ca9e698
Tweaked door opening, many entities push grass
2022-11-02 14:44:18 +00:00
Avi Weinstock
ff5acf18d7
Doors now animate opening when entities are near them.
2022-11-01 19:29:51 -04:00
Avi Weinstock
08a50afd9f
Mostly working train tracks.
2022-10-28 21:36:42 -04:00
Joshua Barretto
29d40cf509
Added graphics presets
2022-10-27 01:15:40 +01:00
Joshua Barretto
4db88bb22c
Better sampling of noisy regions
2022-10-27 01:15:21 +01:00
Joshua Barretto
589f59b771
Improve FxUpscale quality for distant objects
2022-10-27 01:15:21 +01:00
Joshua Barretto
f29b1da583
Implemented FxUpscale
2022-10-27 01:15:20 +01:00
Joshua Barretto
428816c65e
Addressed review comments
2022-10-23 23:54:55 +01:00
Joshua Barretto
1521b6165f
Prettier cheap water
2022-10-23 21:41:45 +01:00
Joshua Barretto
40e47b4f3e
Added reflection mode settings
2022-10-23 20:03:21 +01:00
Joshua Barretto
b85fd11443
Added refraction
2022-10-23 15:15:25 +01:00
Joshua Barretto
c072dc4082
Place puddle details behind extra experimental shader
2022-10-23 01:42:01 +01:00
Joshua Barretto
d0894a189e
Added SSR to wet surfaces
2022-10-23 01:42:01 +01:00
Joshua Barretto
a7c24ed518
Added figure noise
2022-10-23 01:42:01 +01:00
Joshua Barretto
ae66432a1e
Make cheap water look better underwater
2022-10-23 01:42:01 +01:00
Joshua Barretto
764adb67c7
Fixed no SSR shaders
2022-10-23 01:42:01 +01:00
Joshua Barretto
51c3a25b9a
Handle obscured SSR elements better
2022-10-23 01:42:01 +01:00
Joshua Barretto
be8ef302bc
Make SSR water verticals behave better
2022-10-23 01:42:01 +01:00
Joshua Barretto
d40be0ea5f
Apply clouds more correctly
2022-10-23 01:42:01 +01:00
Joshua Barretto
d4c81cf8b8
Handle SSR transition better
2022-10-23 01:42:01 +01:00
Joshua Barretto
9285e48ff0
Don't reflect rain
2022-10-23 01:42:01 +01:00
Joshua Barretto
8dd63940b0
Fixed SSR at distance
2022-10-23 01:42:01 +01:00
Joshua Barretto
bc4c93bc5e
More accurate SSR
2022-10-23 01:42:00 +01:00
Joshua Barretto
0561a168de
Added tracing to SSR
2022-10-23 01:42:00 +01:00
Joshua Barretto
387d7e65d2
Improved SSR quality
2022-10-23 01:42:00 +01:00
Joshua Barretto
daef86d813
Make screen-space reflections an experimental shader
2022-10-23 01:42:00 +01:00
Joshua Barretto
f00cc5f2de
The worst SSR
2022-10-23 01:42:00 +01:00
Joshua Barretto
81ac4f9125
Various water-related lighting fixes
2022-10-23 01:42:00 +01:00
Joshua Barretto
b45586902a
Made cheap water display velocity
2022-10-23 01:42:00 +01:00
Joshua Barretto
ce7dda3e2f
Substantially faster water shaders
2022-10-23 01:42:00 +01:00
Joshua Barretto
30de7b4fb8
Better attenuation
2022-10-23 01:42:00 +01:00
Joshua Barretto
db4cc21ec3
Fixed seams
2022-10-23 01:42:00 +01:00
Joshua Barretto
3f2efea4f2
Experimental river velocity in shaders
2022-10-23 01:42:00 +01:00
Joshua Barretto
0b0fde5254
Faster wave shader
2022-09-23 00:08:23 +01:00
Joshua Barretto
34522b39bd
Balance caustics with depth better
2022-09-22 23:45:16 +01:00
Joshua Barretto
3b195fbd55
Improved shiny water shader
2022-09-22 23:08:32 +01:00
Joshua Barretto
4bb5660f40
Fixed incorrect specular light in water
2022-09-22 22:40:16 +01:00
Joshua Barretto
b48b3eea02
Improved caustic shaders
2022-09-22 21:12:20 +01:00