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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 LesterBoffo » Wed Dec 04, 2019 5:29 pm

How far backwards compatible is the new executable from Enroque, will it play OK with 2018.3.2?
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Re: The Compositor

Postby Icecode GL » Wed Dec 04, 2019 5:42 pm

The binary needs the latest FGData from a nightly, so 2018.3 won't work.
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Re: The Compositor

Postby legoboyvdlp » Wed Dec 04, 2019 6:20 pm

Edit - my bad, this was the wrong topic! It was about the nasal errors.
Last edited by legoboyvdlp on Wed Dec 04, 2019 6:29 pm, edited 2 times in total.
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Re: The Compositor

Postby Hooray » Wed Dec 04, 2019 6:21 pm

See the help/about dialog which should show the git hash, alternatively it's somewhere in the property tree under /sim/version (IIRC)
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
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Re: The Compositor

Postby Thorsten » Wed Dec 04, 2019 6:22 pm

The relevant commits are only in FGData 2019.2, so I assume 2019.1 also wouldn't give you what you need.
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Re: The Compositor

Postby wlbragg » Wed Dec 04, 2019 6:34 pm

The relevant commits are only in FGData 2019.2, so I assume 2019.1 also wouldn't give you what you need.

Yes, I had to go from 2019.1 to 2019.2 before I got exterior shadows.

Testing interior shadows, this is what I get. It doesn't appear to be well defined and the colors are suspect.

Last edited by wlbragg on Wed Dec 04, 2019 7:33 pm, edited 1 time in total.
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Re: The Compositor

Postby Icecode GL » Wed Dec 04, 2019 7:04 pm

2048 is not enough resolution for interior shadows. Try something like 4096 or 8192.
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Re: The Compositor

Postby wlbragg » Wed Dec 04, 2019 9:52 pm

OK, I changed --prop:int:/sim/rendering/als/shadows/sun-atlas-size=2048, I assumed that's the setting you were referring to.

This looks a little more reasonable. Still I'm not sure I am getting what I am supposed to be getting.

Also I still have this shader error

Code: Select all
22.48 [WARN]:OSG        FRAGMENT glCompileShader "/home/wayne/FGFS/install/flightgear/fgdata/Compositor/Shaders/ALS/clustered-include.frag" FAILED
   22.48 [WARN]:OSG        FRAGMENT Shader "/home/wayne/FGFS/install/flightgear/fgdata/Compositor/Shaders/ALS/clustered-include.frag" infolog:
0:4(12): warning: extension `GL_EXT_gpu_shader4' unsupported in fragment shader
0:6(20): error: syntax error, unexpected NEW_IDENTIFIER, expecting '{'


and wonder if this is an issue for the shadows? I think any call that requires the GL_EXT_gpu_shader4 extension is going to be problematic for me, even though I am running a relatively current card in the AMD RX480.

Also notice 2 things...

One: none of the interior objects such as the seat frame (legs) cast shadows even though a shadow is cast on the object from, I assume the fuselage or the rotor. Is there some definition I am missing for the interior models. I think they are basically inheriting from cockpit-interior?
Two: look at the back wall and notice the bluegreen shading that doesn't move when time is forwarded (starting 0:17+), but does appear to disappear when the time is retarded as the darker shadow crosses it from the top (starting 0:52+).

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Re: The Compositor

Postby Icecode GL » Thu Dec 05, 2019 7:20 am

If your driver doesn't support GL_EXT_gpu_shader4, you won't be able to get lights. For now there aren't separate techniques for clustered shading, so I'm afraid you won't be able to test things properly for now.
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Re: The Compositor

Postby bugman » Thu Dec 05, 2019 8:45 am

One of my older systems does not support 'GL_EXT_gpu_shader4'. But 'GL_ARB_gpu_shader5' is listed in the OpenGL core profile extensions. Would lights work on this system?

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Re: The Compositor

Postby Icecode GL » Thu Dec 05, 2019 11:04 am

Nope, GL_ARB_gpu_shader5 requires GLSL >150.
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Re: The Compositor

Postby LesterBoffo » Thu Dec 05, 2019 2:04 pm

What's funny about Will's first video is the shadows look more like reflection maps
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Re: The Compositor

Postby Icecode GL » Thu Dec 05, 2019 3:47 pm

I've just noticed that the Effects framework compiles shader sources independently, I thought it joined them together under a single string and then compiled it. We can basically use whatever GLSL version we want (with some restrictions that fortunately don't apply in this case) in the clustered shader and let ALS use 120 for its shaders as it's always been. This means we should have lights available for everyone whose hardware supports GL 3.3, which is much better than an extension which might be or might not be implemented by the driver. :D

@wlbragg, I've just updated my fork and the merge request with this fix. Feel free to try it and report if it works properly now.
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Re: The Compositor

Postby wlbragg » Thu Dec 05, 2019 10:14 pm

Haven't had a chance to work on light just yet. Interior shadows still not right but I think that more to do with my configuration of effects than anything. However, I thought this image interestingly hopeful of good things to come.

Image

Image
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Re: The Compositor

Postby Icecode GL » Thu Dec 05, 2019 11:07 pm

Cool screenshots! They really show how important shadows are when flying helis.

Interior shadows still not right but I think that more to do with my configuration of effects than anything.


Sorry, I forgot about mentioning that. model-interior hasn't been ported to the ALS pipeline yet so it's normal that it doesn't behave as it should.
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