Commit Graph

31 Commits

Author SHA1 Message Date
x2048
c09a3a52ac Add antialiasing filters (FXAA, SSAA) () 2023-06-28 05:30:08 +02:00
sfan5
9d736e8b8b Drop ENABLE_GLES option
ENABLE_GLES predates forking Irrlicht. Its primary use was to distinguish Irrlicht-ogles from upstream version as Minetest could be compiled with either.
That's not necessary anymore and gets in the way sometimes.
2023-04-08 20:19:35 +02:00
x2048
6d45c243f8 Add dynamic exposure correction ()
* Add uniform for frame delta time
* Adjust exposure in logarithmic (EV) space
* Add network support and LUA API
* Add testing mod
2023-01-06 22:33:25 +01:00
lhofhansl
e84d259ec7 Remove shader caching hack. () 2022-11-30 13:56:14 -08:00
Abdou-31
d1b80b462e Fix typos and en_US/en_GB inconsistency in various files () 2022-11-09 11:57:19 -05:00
x2048
9df79a4b2d Bloom ()
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
2022-09-29 20:34:05 +02:00
Herman Semenov
038da00e79 Code optimizations / refactor ()
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
Co-authored-by: sfan5 <sfan5@live.de>
2022-09-06 11:21:09 +01:00
x2048
ff6dcfea82 Implement rendering pipeline and post-processing ()
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
2022-09-06 08:25:18 +02:00
x2048
dc45b85a54 Improve shadow filters ()
* Rewrite shadow filtering for the new distortion
* Calculate penumbra radius using a single sample
* Avoid peter-panning effect due to filtering of short shadows
* Add adaptive filter quality for soft shadows
* Avoid sharp shadows on surfaces without normals (e.g. plants)
* Increase default and maximum soft shadow radius
* Make line numbers in shader errors match the code
2022-05-21 16:49:30 +02:00
ShadowNinja
5683bb76cc Fix compiler warnings 2022-04-08 14:55:21 +01:00
x2048
48f7c5603e Adjust shadowmap distortion to use entire SM texture () 2022-04-07 22:13:50 +02:00
x2048
31578303a4 Tune shadow perspective distortion ()
* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
2022-03-31 22:40:06 +02:00
sfan5
51294163bb Use Irrlicht bindings for GL call 2022-03-09 22:37:34 +01:00
rubenwardy
c61998bd20 Revert "Disable dynamic shadows for the 5.5.0 release" () 2022-01-31 21:48:14 +00:00
SmallJoker
a27362de6a Disable dynamic shadows for the 5.5.0 release
The dynamic shadows are yet not in the desired state to justify the
inclusion into version 5.5.0. A stable release is long overdue, hence
this allows fixes to continue in 5.6.0-dev to finally release an
acceptable version of the dynamic shadows feature.

Reverting this commit is highly recommended to proceed in development.
2022-01-29 18:42:55 -05:00
sfan5
ea250ff5c5 Fix GLES2 discard behaviour (texture transparency) 2021-09-17 18:13:50 +02:00
x2048
f5706d444b Improve shadow rendering with non-default camera FOV ()
* Adjust minimum filter radius for perspective

* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp

* Read shadow_soft_radius setting as float

* Use adaptive filter radius to accomodate for PSM distortion

* Adjust filter radius for texture resolution
2021-07-11 08:15:19 -07:00
Liso
c47313db65 Shadow mapping render pass ()
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-06-06 18:51:21 +02:00
sfan5
0077982fb7 GLES fixes ()
* Consistently set float precision for GLES

* Enable DPI scaling on Windows+GLES
2021-04-18 16:07:13 +02:00
Vitaliy
ccbf8029ea Cleanup shader generation code ()
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
2020-12-19 20:57:10 +01:00
numzero
be59668f47 Allow missing shaders 2020-11-26 12:49:10 -08:00
sfan5
627c22c36e Fix integer-string conversion for shaders
closes 
2020-11-05 19:34:40 +01:00
Vitaliy
707c8c1e95 Shaders for Android (GLES 2) ()
Shader support for OpenGL ES 2 devices (Android)

Co-authored-by: sfan5 <sfan5@live.de>
2020-10-25 18:01:03 +01:00
Lars
ed22260822 Remove all bump mapping and parallax occlusion related code. 2020-10-17 13:09:16 -07:00
hecks
fcff9f2911 Remove "generate normal maps" feature ()
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
2020-09-14 19:27:25 +02:00
David CARLIER
62913b872e Darwin platform build fix ()
the event header seemingly being generic with libevent thus renaming it.
openal and opengl are deprecated on newer mac os releases thus suppressing the build warnings.
2020-09-09 19:12:03 +02:00
mntmn
44c98089cf shaders: Fix transparency on GC7000L ()
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
2020-08-25 20:49:51 +02:00
Danila Shutov
3a6dfda358 Make shading of CAOs optional () 2020-06-16 20:48:31 +01:00
Danila Shutov
6958071f49 Basic model shading () 2020-02-16 20:37:28 +01:00
Paramat
42e1a12714 Require 'waving = 3' in a nodedef to apply the liquid waving shader ()
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.

Derived from a PR by t0ny2.
2019-03-27 00:18:43 +00:00
Quentin Bazin
5f1cd555cd Move client-specific files to 'src/client' ()
Update Android.mk
Remove 'src/client' from include_directories
2018-11-28 20:01:49 +01:00