1087 Commits

Author SHA1 Message Date
Teencrusher
b4737b0206 Fixed indirect light extraction in Material 2016-02-16 13:38:37 -05:00
john01dav
f9a9839228 Added enqueue runnable 2016-02-14 15:16:45 -06:00
javasabr
718b66ba62 Added support of overriding 2016-02-09 07:07:54 +03:00
Paul Speed
a0261e78fb Added meaningful messages to the exceptions. 2016-01-30 07:15:04 -05:00
Paul Speed
d4c94bc7c0 Added a vector4f based populate method. 2016-01-30 04:32:19 -05:00
Paul Speed
8cfe537625 Fix clone to account for the update list added for update
optimization.  The updateList was cloned also and needs to
be cleared out and the update flag reset as if freshly
initialized.  Thanks for lightbringer for pointing out the
problem and solution.
2016-01-26 19:28:23 -05:00
Pesegato
1df3c204f2 Added support to Logitech F310 with Xinput for Windows 10 2016-01-08 10:06:49 +01:00
Kirill Vainer
2ca55c8b3a LWJGL3 improvements
* Added key remapping for GLFW key constants
 * Rename AppSettings.getGammaCorrection() to isGammaCorrection()
 * Use LWJGL3 artifacts from maven
 * Minor compatibility changes for LWJGL 3.0.0b
 * Fixed some minor bugs in LwjglWindow
2015-12-29 00:00:39 -05:00
Kirill Vainer
72423b682e Merge pull request #392 from NemesisMate/patch-4
Fixed a possible bug in TextureAtlas.java
2015-12-26 15:36:41 -05:00
Daniel Johansson
69c17d72c8 Reverted statistics code for tracking number of lights in the scene. Not counting correctly. Maybe this can be added back in later on. 2015-12-23 20:49:25 +00:00
Daniel Johansson
25b9691e32 Added support for toggling lights on and off via Light.setEnabled(boolean). This implements #393
This commit also contains some minor changes to TestManyLightsSingle which now has a key trigger (L) for toggling lights on and off.
2015-12-22 11:10:47 +00:00
Daniel Johansson
67eb998ef4 Added numLights to statistics. This tells us how many lights are left to render after filtering has occurred. Also did some tidy up of javadoc in RenderManager. 2015-12-22 10:55:43 +00:00
Daniel Johansson
e0c24cd73a Added a guard to ensure setSinglePassLightBatchSize() is set to a minimum of at least 1. 2015-12-22 10:37:08 +00:00
NemesisMate
19577c3288 Fixed a possible bug in TextureAtlas.java
It seems that the variable was the wrong one when adding the normal texture to the atlas.
2015-12-15 19:13:12 +00:00
Nehon
ab76585ff2 More fine tuning calibration of roughness, and various visual fixes for PBR 2015-12-12 15:26:42 +01:00
Nehon
9e1a1f6131 PBR, fixed the way metallic material base color was handled for indirect lighting.
Also calibrated roughness so that it matches Substance painter renderer.
2015-12-08 23:57:08 +01:00
Paul Speed
b006204c0f Various warning-related cleanups. Added @Overrides
and removed some manual unboxing.
2015-12-05 22:14:36 -05:00
Paul Speed
3189323c2f Converted manual array + list management over to just use SafeArrayList.
It was a class added after this code.
2015-12-05 20:00:52 -05:00
Paul Speed
46794e251d Allow the caller to override the axis' default dead
zone configured at startup.
2015-12-05 06:27:17 -05:00
Paul Speed
2a2c71dadf Modified to pay attention to the joystick axis'
dead zone if it is larger than the globally defined
dead zone.
2015-12-05 06:26:55 -05:00
Paul Speed
84ccd71873 Added additional information to the range check exception. 2015-12-05 04:16:56 -05:00
jmekaelthas
8958459ef9 Bugfix: fixed a bug that caused NURB lines did not use their proper
resolution.
2015-12-01 22:31:54 +01:00
Nehon
1276dc583e Point Of Interest light probe blending start of implementation : basic structure, probes selection and blend factor computation. 2015-11-29 16:09:32 +01:00
Nehon
9fd90ab799 Merge branch 'master' into PBRisComing 2015-11-26 21:00:39 +01:00
Nehon
6b262e56c8 Fixed the javadoc fixes :D 2015-11-26 21:00:27 +01:00
Nehon
e5608d6e38 Merge branch 'master' into PBRisComing 2015-11-26 20:48:01 +01:00
Nehon
2648f67b34 Javadoc in RenderManager : Fixed some typos and added some for light mode methods. 2015-11-26 20:47:44 +01:00
Nehon
52154e1cea Introduced a LightProbeBlendingStrategy, that can be passed to the default light filter upon construction.
It sets how multiple LightProbes will be blended or selected for the final render.
This is meant to be highly customizable as there are already several strategies with pros and cons in the industry and some may arise in the future.
2015-11-26 20:45:07 +01:00
Nehon
cedb4d3c3e Merge branch 'master' into PBRisComing 2015-11-20 09:00:23 +01:00
Nehon
50a9a8636b HDRLoader, reverted the change that loaded the HDR files in sRGB space, since the specs says that data is in linear space for this format. 2015-11-20 08:59:42 +01:00
Nehon
ec8e7d6713 The LightProbe is now treated apart from other lights in the rendering pass as the Ambient light is and is always rendered on the first pass if there are several passes. 2015-11-19 22:33:45 +01:00
Nehon
6c2396f023 Used the proper Lod finction in the reflect debug material 2015-11-19 19:05:53 +01:00
Nehon
f010f1be59 Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps. 2015-11-19 19:05:20 +01:00
Nehon
31d271d972 Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit. 2015-11-19 19:04:14 +01:00
Nehon
e438ad0928 LightProbe maps can now be re rendered in the engine and in the SDK 2015-11-19 11:39:41 +01:00
Nehon
20ec2f0797 Merge branch 'master' into PBRisComing 2015-11-18 15:07:48 +01:00
Nehon
822d327236 Image now properly save it's colorSpace when saved 2015-11-18 15:06:58 +01:00
Nehon
d92171b153 Fixed LightProbe Saving and Loading 2015-11-18 13:54:26 +01:00
Nehon
aa067ef60d Merge branch 'master' into PBRisComing 2015-11-17 14:55:36 +01:00
Nehon
ad4634ce04 .hdr files are now loaded in sRGB color space as there is no reason it should be loaded in linear space. 2015-11-17 14:54:59 +01:00
Paul Speed
d57147e392 A small optimization. The BitmapTextPage does not
require custom updates so it now signifies that.
2015-11-17 02:39:46 -05:00
Paul Speed
cde35a005a Just fixing an indent. 2015-11-17 01:46:38 -05:00
Paul Speed
31cab674b3 Removing the dodgy 'optimization' that broke some people and caused other 'makeup' changes to better support the dodginess.
(And I do realize I have the benefit of analyzing the aftermath, hindsight is 20/20, etc.)  Included a big long comment about the right way to implement this optimization.
2015-11-16 03:03:53 -05:00
Nehon
ab981b76fc Added a define to toggle indirect lighting on or off, depending if there is a light probe in the light list or not.
However, this is not ideal, as this code will trigger a recompilation of the shader on each pass, in case there is more than 1 lighting pass.
Another way could be to multiply the indirect lighting contribution by the Ambient light color in the shader, and always perform the indirect lighting code (even without light probe).
As in the second pass ambient light is forced to 0, the indirect lighting contribution would be nullified. However we'd have to force ambient light to 0 if there are no light probe.
This would also have the nice side effect of having a way to dim or boost indirect lighting with the ambient light color.
2015-11-15 18:43:50 +01:00
William Linna
c8a16c940f Only interpolate if particles are in world space 2015-11-14 16:32:44 +02:00
William Linna
6075e4639d Interpolate particle positions
NOTE: This change is not invented by me. All credit goes to methusalah.
See this thread:
http://hub.jmonkeyengine.org/t/interpolation-of-particle-spawning-point/30385/7
2015-11-14 16:19:54 +02:00
Daniel Johansson
dc0bcb5d13 Resolves #378, adding support for detecting ARMv8 on Android. 2015-11-12 15:11:41 +00:00
Nehon
4726da1e41 Merge branch 'master' into PBRisComing 2015-11-11 18:57:15 +01:00
Kirill Vainer
79638b7434 Merge pull request #377 from davidB/fix_opengl3
opengl3: add GLSLCompat into Gui.j3md
2015-11-09 20:44:50 -05:00
David Bernard
2938acec51 opengl3: add GLSLCompat into Gui.j3md 2015-11-09 21:19:59 +01:00