681 Commits

Author SHA1 Message Date
shadowislord
3a19a2bb12 Shader: make sure uniform name starts with either m_ or g_ 2015-02-24 21:52:00 -05:00
shadowislord
fd0832af98 SinglePass Lighting: fix light color not being used for specular highlight 2015-02-24 21:50:45 -05:00
shadowislord
957801ea12 SinglePass Lighting: Comment out color ramp - doesn't seem to work 2015-02-24 21:50:03 -05:00
shadowislord
550255b1d5 HttpZipLocator: fix unsupported exception on HTTPS URLs 2015-02-24 21:49:06 -05:00
shadowislord
02322d04cc J3MLoader: fix negative signs ("-") inside mat params
- Also move the "-LINEAR" directive to be associated with the parameter declaration instead of parameter default value
2015-02-24 20:36:24 -05:00
Kirill Vainer
5508dc05f5 Merge pull request #196 from Bebul/collideWithOptimization
Collide with optimization
2015-02-24 13:21:40 -05:00
Bebul
75a801f0f7 CollideWith optimization with CollisionResult allocation avoided 2015-02-24 18:02:29 +01:00
michael
1ad8ff154c Fixed uploading of all shader stages 2015-02-23 22:39:46 +01:00
Rémy Bouquet
6fdf0dffd3 Merge pull request #211 from Bebul/optimizeRenderShadow
Optimize RenderShadow to use scene hierarchy for culling
2015-02-23 21:52:59 +01:00
michael
46a48f466d Added loaders to ShaderCheck 2015-02-23 20:27:08 +01:00
michael
1949a7d831 Added GL4 Interface,
Added GL_*_SHADER constants
Added Caps to the Renderer
Added required converters
2015-02-23 20:23:18 +01:00
michael
0d3292c83a Refactoring of the shader system to allow addition of new shaderstages 2015-02-23 19:59:11 +01:00
michael
ab4d665b3e Fixed typo 2015-02-23 18:46:16 +01:00
michael
3ced941c53 Added geom,tsctrl and tseval to the GLSLLoader 2015-02-23 18:45:56 +01:00
michael
a1146f7676 Added TesselationEvaluation and TesselationControl enums 2015-02-23 18:41:14 +01:00
michael
0c35b20412 Added Patch as MeshMode
Added private variable patchVertexCount
2015-02-23 18:38:11 +01:00
michael
e45d5c093d *Added Caps:
GL3.3
 GL4.0
 GLSL400
 TesselationShader
2015-02-23 18:33:40 +01:00
shadowislord
14ff6e4f29 SinglePass Lighting: support two sided lighting
- also added test case with both regular per pixel lighting and bump mapping
 - NOTE: two sided lighting is not supported with vertex lighting
2015-02-22 15:47:56 -05:00
shadowislord
270f4957ef SinglePass Lighting: fix GLSL syntax error when parallax mapping is used 2015-02-22 15:45:23 -05:00
shadowislord
d6a4ba41b4 Image: request mipmaps to be re-generated if image data is modified
- fixes ImageRaster modification not updating mipmaps bug
2015-02-22 15:43:54 -05:00
shadowislord
50f0eca3e6 Skeletal Animation: remove shared mesh support
- shared meshes in J3O / OgreXML are automatically de-shared on import, so this functionality is no longer used in the engine
2015-02-22 15:42:48 -05:00
shadowislord
5760a48eea Skeletal Animation: remove deprecated SkeletonControl ctor
- it is not useful, because targets / materials are gathered on every update() call
2015-02-22 15:41:10 -05:00
shadowislord
c5359c7359 Animation Track interface: add getKeyFrameTimes() method 2015-02-22 12:49:31 -05:00
shadowislord
d281920e60 GLSL Lighting Lib: fix flickering on directional lights in sRGB mode 2015-02-22 12:47:55 -05:00
shadowislord
9d715cdd2b Lighting GLSL library: use inverse square falloff for lighting in sRGB mode
- It is a slightly modified equation that actually terminates the light's influence at the light radius
2015-02-21 22:50:29 -05:00
shadowislord
4e7d7fd2f1 GLRenderer: inject SRGB define if texture linearization is enabled 2015-02-21 15:52:42 -05:00
shadowislord
8b300f5109 jME3 tools: delete triangle stripper 2015-02-21 15:43:26 -05:00
Bebul
ed369135fa fix renderShadow optimization to work on multiple scenes attached to viewPort properly 2015-02-20 11:58:49 +01:00
Nehon
21179dc132 Changed standard lighting to blinn phong instead of phong only 2015-02-18 20:39:45 +01:00
shadowislord
6c770d524d Application: add waitFor flag to start()
Allows user to wait for app to initialize first before doing other actions
2015-02-15 16:47:11 -05:00
shadowislord
d9cc9003ba GLRenderer: update viewport even if FBO ID already set
The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly
2015-02-15 16:45:07 -05:00
shadowislord
ec2f47225c RenderContext: remove obsolete state from GL1 renderer 2015-02-15 16:44:10 -05:00
shadowislord
9651d6d822 GL interface: add support for PBO, FB readback, and fences (ARB sync) 2015-02-15 16:42:42 -05:00
shadowislord
fb7708af24 GLRenderer: Fix modifyTexture(). Clarify documentation. 2015-02-15 16:38:23 -05:00
Nehon
9500b43aa9 some clean up in the ShaderGenerator 2015-02-13 10:43:01 +01:00
Nehon
53a40c887e Fixed shader error output. the shader source code was appended twice in the log. 2015-02-12 22:43:03 +01:00
Nehon
5b6b33c8f5 The shader generator now supports swizzle on the left variable of a mapping :
input mapping vec3 v3.xy = v2
will generate
vec3 v3 = vec3(0.0);
v3.xy = v2;
As this statement can't be done in one line.
2015-02-12 22:32:59 +01:00
Nehon
a04a304954 Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy 2015-02-12 22:29:44 +01:00
Nehon
3acd6b2f33 Fixed the error message when types/swizzles in a variable mapping do not match 2015-02-12 22:27:51 +01:00
shadowislord
629c007cd4 DDSLoader: fix loading 16-bit images (as exported by PVRTexTool) 2015-02-10 20:16:51 -05:00
shadowislord
809092c236 Allow application to be a resizable window.
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
2015-02-10 20:14:36 -05:00
shadowislord
1fc730c78a Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus 2015-02-10 20:12:38 -05:00
shadowislord
8ae04fd1fb PlaceholderAssets: when assets fail to load, try to make the error appear visually 2015-02-10 20:10:43 -05:00
Nehon
0ebb3acb16 Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x' 2015-02-10 22:41:23 +01:00
shadowislord
4b079ea480 DesktopAssetManager: remove weird logging in loadTexture 2015-02-09 21:09:22 -05:00
shadowislord
253c3ac80d JmeSystem: print build info on initialization 2015-02-09 21:07:59 -05:00
shadowislord
eda5e983da context/renderer: let renderer print out graphics hardware info 2015-02-09 21:06:50 -05:00
shadowislord
bbbfdb851a GLRenderer: log texture formats as Level.FINE 2015-02-09 21:03:05 -05:00
Nehon
963c3d7e61 Fixed some typo in some comments in Material.java 2015-02-10 00:48:41 +01:00
Nehon
4cb007f3b3 Fixed issue exposed in this thread http://hub.jmonkeyengine.org/t/found-bug-in-jme-xmlexporter-vector3f-zero-abuse/31430
Thanks to AXELTOPOLINO
2015-02-10 00:48:12 +01:00