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cryham committed Dec 3, 2024
1 parent e0020d1 commit 93102bd
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Showing 4 changed files with 24 additions and 17 deletions.
14 changes: 7 additions & 7 deletions data/gui/core_language_en_tag.xml
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Expand Up @@ -607,10 +607,11 @@
<Tag name="GraphicsAll_Ultra">Ultra</Tag>

<!-- Graphics info -->
<Tag name="NotDone">not done yet, ToDo</Tag>
<Tag name="NeedApply">need Apply</Tag>
<Tag name="Ignored">ignored</Tag>
<Tag name="RestartApply">Restart game, to apply *changes.</Tag>
<Tag name="Ignored">ignored</Tag>
<Tag name="NotDone">not done yet, ToDo</Tag>
<Tag name="WIP">WIP, work in progress</Tag>
<Tag name="GraphicsRightHQ">By default better quality (less Fps) is on right. Marked with + if on left.</Tag>


Expand Down Expand Up @@ -776,16 +777,15 @@
<Tag name="FOV">View angle</Tag>


<!-- Effects Main not used -->
<!-- Effects Main -->
<Tag name="Effects">Effects</Tag>
<Tag name="AllEffects">Effects Enabled</Tag>

<Tag name="SSAO">SSAO (Ambient Occlusion)</Tag>
<Tag name="GI">Global Illumination</Tag>

<Tag name="LensFlare">Lens flare</Tag>
<Tag name="SunBeams">Sunbeams</Tag>
<Tag name="GI">Global Illumination</Tag>

<!-- Effects not used -->
<Tag name="AllEffects">Effects Enabled</Tag>
<Tag name="Bloom">Bloom</Tag>
<Tag name="Intensity">Intensity</Tag>
<Tag name="OrigImage">Darken</Tag>
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8 changes: 6 additions & 2 deletions docs/Changelog.md
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Expand Up @@ -4,17 +4,21 @@ This section lists changes not yet released, but committed to repositories stunt
WIP means work in progress, unfinished, still being developed.

- 3 [New tracks](https://groups.f-hub.org/d/ZXVHk6du/new-tracks-in-sr-3-3)
- Compositor rewrite, created in code
- Effects
- **SSAO** (ambient occlusion, on Effects tab), needs Refractions
- WIP lens flare
- WIP sunbeams
- Compositor rewrite, created in code
- SplitScreen uses RTTs, smaller Hud fonts
- Refractions work, SSAO too
- Apply buttons work for Shadows and Reflections
- WIP try, *not useful*, no effect on terrain [issue](https://github.com/OGRECave/ogre-next/issues/475)
Global Illumination ([GI methods](https://ogrecave.github.io/ogre-next/api/latest/_gi_methods.html): IFD+VCT),
on new Gui tab Advanced after Effects, has also debug visuals.
- Game
- Sounds
- WIP ambient track sound (rain, etc)
- WIP dynamic object hit sounds
- Game
- Setup - Paints tab new *filter* slider, to show paints only from filter rating and above.
But editing paints list must be done w/o filter, on highest value.
Pressing Random (or Space) sets random from visible list.
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17 changes: 10 additions & 7 deletions docs/Roadmap.md
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Expand Up @@ -11,20 +11,23 @@ Marked: `crucial`, **Next or Big**, _Important_.
📽️ new game *video*
*editor videos*? all new

finish effects, and add sounds, WIP from [Changelog.md](Changelog.md)

----
### 🪄 Effects

- lens *flare*, [shaders](https://www.shadertoy.com/results?query=lens+flare), [code](https://nehe.gamedev.net/tutorial/3d_lens_flare_with_occlusion_testing/16007/)
- sunrays, [shaders](https://www.shadertoy.com/results?query=tag%3Dgodrays)
- HDR, bloom, [fix fireflies](https://catlikecoding.com/unity/tutorials/custom-srp/hdr/), adjust all tracks
- *Soft* Particles
- old motion blur
lens *flare*, [shaders](https://www.shadertoy.com/results?query=lens+flare), [code](https://nehe.gamedev.net/tutorial/3d_lens_flare_with_occlusion_testing/16007/)
sunrays, [shaders](https://www.shadertoy.com/results?query=tag%3Dgodrays)

HDR, bloom, [fix fireflies](https://catlikecoding.com/unity/tutorials/custom-srp/hdr/), adjust all tracks
*Soft* Particles
old motion blur


### 🔉 Sound

sound engine from [RoR PR](https://github.com/RigsOfRods/rigs-of-rods/pull/3182), branch sound fix..
or replace with [ogre-audiovideo](https://github.com/OGRECave/ogre-audiovideo))
meh, sound engine from [RoR PR](https://github.com/RigsOfRods/rigs-of-rods/pull/3182), fix branch *sound*..
merge **replace** with [ogre-audiovideo](https://github.com/OGRECave/ogre-audiovideo)
or add **new** code for:
- dynamic hit [sounds pool](https://github.com/kcat/openal-soft/issues/972#issuecomment-1934265230) (e.g. 10), auto removed after play
- more tire sounds, load only used (few, pool e.g. 2), or:
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2 changes: 1 addition & 1 deletion src/common/AppGui_Compositor.cpp
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Expand Up @@ -624,7 +624,7 @@ TextureGpu* AppGui::CreateCompositor(int view, int splits, float width, float he
}

//------------------------------------------------------------------------------------------------------------------------------------------
else // node 🖥️ Old no refract, no depth - - -
else // node 🖥️ Old no refract, no depth, no effects - - -
{ // meh todo ssao w/o refract
if (split)
rtt = AddSplitRTT(si, width, height);
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