Merge remote-tracking branch 'upstream/master'

experimental
Daniel Johansson 10 years ago
commit d3da4a7266
  1. 8
      jme3-core/src/main/java/com/jme3/collision/bih/BIHTree.java
  2. 3
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
  3. 4
      jme3-core/src/main/java/com/jme3/renderer/opengl/TextureUtil.java
  4. 2
      jme3-core/src/main/resources/Common/MatDefs/Misc/Unshaded.frag
  5. 25
      jme3-core/src/main/resources/Common/MatDefs/Misc/Unshaded.j3md
  6. 1
      jme3-core/src/main/resources/Common/MatDefs/Misc/Unshaded.vert
  7. 2
      jme3-core/src/main/resources/Common/ShaderLib/GLSL150Compat.glsllib

@ -48,6 +48,7 @@ import com.jme3.math.Vector3f;
import com.jme3.scene.CollisionData;
import com.jme3.scene.Mesh;
import com.jme3.scene.Mesh.Mode;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.mesh.IndexBuffer;
import com.jme3.scene.mesh.VirtualIndexBuffer;
@ -114,8 +115,13 @@ public class BIHTree implements CollisionData {
bihSwapTmp = new float[9];
FloatBuffer vb = (FloatBuffer) mesh.getBuffer(Type.Position).getData();
VertexBuffer vBuffer = mesh.getBuffer(Type.Position);
if(vBuffer == null){
throw new IllegalArgumentException("A mesh should at least contain a Position buffer");
}
IndexBuffer ib = mesh.getIndexBuffer();
FloatBuffer vb = (FloatBuffer) vBuffer.getData();
if (ib == null) {
ib = new VirtualIndexBuffer(mesh.getVertexCount(), mesh.getMode());
} else if (mesh.getMode() != Mode.Triangles) {

@ -401,7 +401,7 @@ public class GLRenderer implements Renderer {
}
}
if (hasExtension("GL_ARB_draw_buffers")) {
if (hasExtension("GL_ARB_draw_buffers") || gl3 != null) {
limits.put(Limits.FrameBufferMrtAttachments, getInteger(GLExt.GL_MAX_DRAW_BUFFERS_ARB));
if (limits.get(Limits.FrameBufferMrtAttachments) > 1) {
caps.add(Caps.FrameBufferMRT);
@ -1080,6 +1080,7 @@ public class GLRenderer implements Renderer {
if (linearizeSrgbImages) {
stringBuf.append("#define SRGB 1\n");
}
stringBuf.append("#define ").append(source.getType().name().toUpperCase()).append("_SHADER 1\n");
stringBuf.append(source.getDefines());
stringBuf.append(source.getSource());

@ -90,9 +90,11 @@ final class TextureUtil {
}
public GLImageFormat getImageFormatWithError(Format fmt, boolean isSrgb) {
//if the passed format is one kind of depth there isno point in getting the srgb format;
isSrgb = isSrgb && fmt != Format.Depth && fmt != Format.Depth16 && fmt != Format.Depth24 && fmt != Format.Depth24Stencil8 && fmt != Format.Depth32 && fmt != Format.Depth32F;
GLImageFormat glFmt = getImageFormat(fmt, isSrgb);
if (glFmt == null && isSrgb) {
glFmt = getImageFormat(fmt, false);
glFmt = getImageFormat(fmt, false);
logger.log(Level.WARNING, "No sRGB format available for ''{0}''. Failling back to linear.", fmt);
}
if (glFmt == null) {

@ -1,3 +1,5 @@
#import "Common/ShaderLib/GLSL150Compat.glsllib"
#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
#define NEED_TEXCOORD1
#endif

@ -13,7 +13,7 @@ MaterialDef Unshaded {
Color GlowColor
// For instancing
Boolean UseInstancing
Boolean UseInstancing
// For hardware skinning
Int NumberOfBones
@ -54,8 +54,8 @@ MaterialDef Unshaded {
}
Technique {
VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.frag
VertexShader GLSL150: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL150: Common/MatDefs/Misc/Unshaded.frag
WorldParameters {
WorldViewProjectionMatrix
@ -76,6 +76,25 @@ MaterialDef Unshaded {
}
Technique {
VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.frag
WorldParameters {
WorldViewProjectionMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
INSTANCING : UseInstancing
SEPARATE_TEXCOORD : SeparateTexCoord
HAS_COLORMAP : ColorMap
HAS_LIGHTMAP : LightMap
HAS_VERTEXCOLOR : VertexColor
HAS_COLOR : Color
NUM_BONES : NumberOfBones
DISCARD_ALPHA : AlphaDiscardThreshold
}
}
Technique PreNormalPass {

@ -1,3 +1,4 @@
#import "Common/ShaderLib/GLSL150Compat.glsllib"
#import "Common/ShaderLib/Skinning.glsllib"
#import "Common/ShaderLib/Instancing.glsllib"

@ -1,4 +1,4 @@
#if _VERSION_ >= 150
#if __VERSION__ >= 130
out vec4 outFragColor;
# define texture1D texture
# define texture2D texture

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