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The Compositor

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: The Compositor

Postby Hooray » Sat Nov 09, 2019 4:03 pm

Icecode GL wrote in Tue Oct 08, 2019 11:52 am: it's supposed to work with multiple monitors.


FWIW, we were once talking about a new "canvas placement" to support native OSG windows, this would make the existing CameraGroup stuff optional if it's using the same Compositor/Canvas approach via properties and listeners. I believe Tom and James discussed this back in 2012 already, and more recently this came up when we talked about the Compositor, too.

This kind of infrastructure could also be considered to be the groundwork required for integrating OSG's CompositeViewer support.

Another useful thing to have would be headless support, i.e. without the UI window showing up at all, because that could be a great troubleshooting aid (think running regression tests on the build server),but this kind of feature could also be used to use FlightGear as a back-end to create all sorts of screen-shots in a headless way, e.g. think about updating the manual and its images in a scripted fashion on the build server, with only the startup/environmental settings needed to update arbitrary screen shots, akin to "nightly binaries".
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Re: The Compositor

Postby icecode » Sun Nov 10, 2019 12:53 am

This kind of infrastructure could also be considered to be the groundwork required for integrating OSG's CompositeViewer support.


I would classify CompositeViewer support as a completely different effort from the Compositor. If such change ever happens, the Compositor will very likely be compatible with it, so a supposed CompositeViewer FGViewer would replace CameraGroup.

Another useful thing to have would be headless support


Again, this is more related to CameraGroup than Compositor. The Compositor "hijacks" the whole rendering initialization process at a relatively late stage. The whole viewer setup and integration with the rest of the simulator is handled by CameraGroup and the "monolithic" FG init code.
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Re: The Compositor

Postby Hooray » Sun Nov 10, 2019 10:53 am

I don't think it's going to become important, until the Canvas/view-cam element is re-integrated, and even then, the first logical step is porting the legacy view-manager to use the PropertyBasedMgr infrastructure, so that arbitrary slave views can be rendered to an off-screen texture - at which point, revisiting the Compositor and CompositeViewer will make much more sense obviously ;-)
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Re: The Compositor

Postby Necolatis » Thu Nov 28, 2019 8:45 am

Just tested the latest Compositor. My FPS is at steady 60, it was 10 last time I tested it. Very cool.
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Re: The Compositor

Postby Necolatis » Thu Nov 28, 2019 9:30 am

Some ALS Compositor screenies.

The JA-37:
Image

Taxi light:
Image
Image

Specular taxilight in daylight.
Image
Image

Taxi light hitting another MP Viggen:
Image
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Re: The Compositor

Postby Thorsten » Thu Nov 28, 2019 10:21 am

Meh - Jenkins still seems to be refusing to produce a compositor Win binary for me. :(
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Re: The Compositor

Postby bugman » Thu Nov 28, 2019 10:37 am

Maybe try pushing James on the mailing list to fix the build type linking issue ;) I unfortunately don't have access to fix Jenkins myself.

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Re: The Compositor

Postby Necolatis » Thu Nov 28, 2019 5:05 pm

Image

Image

Image

I got a 18 FPS hit by increasing sun shadow atlas to 4096:
Image
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Re: The Compositor

Postby wlbragg » Thu Nov 28, 2019 7:41 pm

That's really cool, time to start using the compositor. How do you include compositor when compiling with d&c script?
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Re: The Compositor

Postby Necolatis » Thu Nov 28, 2019 9:42 pm

Dont know, I use cmake-gui.

In that its just called ENABLE_COMPOSITOR. There is a flag in simgear also.
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Re: The Compositor

Postby icecode » Thu Nov 28, 2019 9:48 pm

Great screenshots!


I got a 18 FPS hit by increasing sun shadow atlas to 4096:


The performance drop from increasing the shadow map resolution is highly dependent on the GPU. In my particular case I get the same performance in 2048px and 4096px.

That's really cool, time to start using the compositor. How do you include compositor when compiling with d&c script?


I guess you could add something like
Code: Select all
FG_CMAKEARGS="$FG_CMAKEARGS -DENABLE_COMPOSITOR=ON;"

somewhere around the beginning of the script to enable the Compositor.
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Re: The Compositor

Postby xcvb » Thu Nov 28, 2019 11:17 pm

Necolatis wrote in Fri Aug 30, 2019 7:58 pm:As in 2019.2 effects inside aircraft is no longer supported. :(


This is the first time I've heard of it. Is this a temporary bug or a intended feature?
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Re: The Compositor

Postby Necolatis » Thu Nov 28, 2019 11:19 pm

Icecode fixed it. Works fine now in 2019.2.0
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Re: The Compositor

Postby enrogue » Thu Nov 28, 2019 11:54 pm

For people able to get the nightly but unable to compile:

https://www.dropbox.com/s/0ziddbsjuggmh ... e.exe?dl=0

It's just the fgfs.exe with compositor enabled - move the old one out of the way, rename this one to fgfs.exe

current with next as of today (as the isodate in the name indicates)
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Re: The Compositor

Postby wkitty42 » Fri Nov 29, 2019 3:50 am

wlbragg wrote in Thu Nov 28, 2019 7:41 pm:That's really cool, time to start using the compositor. How do you include compositor when compiling with d&c script?

in the dnc script, you'll have to edit the script to add the option... somewhere around here i have a few patches that i need to rework for the latest version of dnc... at least one of them adds FG_CMAKEARGS near the top of the script with the other settable options... but since that is not an available option for you (yet), we'll do it this way...

1. make a copy of the dnc script that you can modify so there's no conflicts the next time you update it from the fgmeta repo.
2. about line 415, locate the line
Code: Select all
BUILD_TYPE="RelWithDebInfo"

3. below that line, add
Code: Select all
#FG_CMAKEARGS=""

4. below that new line, add
Code: Select all
FG_CMAKEARGS="-DENABLE_COMPOSITOR=ON"


that should be it... all you should have to do now is build FG and the compositor should be in play... if you decide to abandon the compositor, uncomment out the empty FG_CMAKEARGS line added in step 3 and comment the one added in step 4...

eg without compositor:
Code: Select all
BUILD_TYPE="RelWithDebInfo"
FG_CMAKEARGS=""
#FG_CMAKEARGS="-DENABLE_COMPOSITOR=ON"


eg with compositor:
Code: Select all
BUILD_TYPE="RelWithDebInfo"
#FG_CMAKEARGS=""
FG_CMAKEARGS="-DENABLE_COMPOSITOR=ON"


i've run with the compositor and no special options in play but i was also told that i could add
Code: Select all
--compositor=Compositor/ALS/als
to my command line so the compositor would also use the ALS pipeline (IIUC)... it might also work properly added to the launcher's additional options box... i've not tried that, though... once the compositor is more mainstream, i suspect there may be options added directly to the launcher to control it but that remains to be seen...
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