1009 Commits

Author SHA1 Message Date
Kirill Vainer
0a4a439745 optimize pssm split calculation 2017-09-17 22:05:48 -04:00
Kirill Vainer
a3145885d9 Support dynamic number of shadow maps 2017-09-10 18:36:16 -04:00
Kirill Vainer
77e552f551 Implement static pass in the lighting material 2017-09-09 16:33:49 -04:00
Kirill Vainer
9c4fcac876 Add PreShadowArrayRenderer 2017-09-09 16:31:39 -04:00
Kirill Vainer
d159e1746c Combine forced render state with the one in the technique 2017-09-09 16:29:12 -04:00
Kirill Vainer
8a747276d7 Make sure apply = false for all forced render states 2017-09-09 16:28:11 -04:00
Kirill Vainer
ce28e35393 Fix additional render state missing apply = false 2017-09-09 16:27:02 -04:00
Kirill Vainer
42051b045b StaticPass supports setting shadow map index on light 2017-09-09 14:01:20 -04:00
Kirill Vainer
cfcec44b9a Add ShadowMap interface 2017-09-09 13:58:05 -04:00
Kirill Vainer
55e9fd067a Remove scale from updateFrustumPoints since its always 1.0 2017-09-09 13:53:39 -04:00
Kirill Vainer
f5ad0274b3 Make tech logic impls responsible for light filtering 2017-09-09 13:51:57 -04:00
Kirill Vainer
2ce2995956 Don't reset lights that were never checked in light filter 2017-09-09 13:47:35 -04:00
Kirill Vainer
4d60b2df70 Merge remote-tracking branch 'origin/opengles2-fixes' into in-pass-shadows 2017-09-09 13:46:05 -04:00
Kirill Vainer
16e472678a Support shadow maps in GLES 2017-09-09 13:45:40 -04:00
Kirill Vainer
bc50b09bf4 Don't upload NULL texture slices 2017-09-09 13:43:46 -04:00
Kirill Vainer
134c3651c8 Merge remote-tracking branch 'origin/master' into opengles2-fixes 2017-09-09 13:40:37 -04:00
Kirill Vainer
7441865307 Print the object with the problem in NativeObjectManager 2017-09-09 13:32:15 -04:00
Kirill Vainer
88aaa079e3 Use the same depth format in all places in FPP 2017-09-09 13:30:43 -04:00
Kirill Vainer
b0316e419c Avoid RGB111110F in filters unless its actually supported 2017-09-09 13:30:06 -04:00
Kirill Vainer
af3a0c70ce Move glFramebufferTextureLayer to GLFbo 2017-09-09 13:16:21 -04:00
Kirill Vainer
7a22f8c940 Support ABGR8 using swizzle extension 2017-09-09 13:10:38 -04:00
Kirill Vainer
23700d5140 Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES 2017-09-09 13:08:37 -04:00
Kirill Vainer
69139a1e95 Support instancing in GLTracer 2017-09-09 13:07:52 -04:00
Kirill Vainer
259694605e Support GLTracer and GL debug in Android 2017-09-09 13:07:08 -04:00
Kirill Vainer
406c3144d8 Use correct HALF_FLOAT constant for GLES 2017-09-09 13:05:36 -04:00
Nehon
d606c30a52 Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class 2017-09-09 14:58:27 +02:00
Kirill Vainer
bf18ef3048 Use MPOs for skinning 2017-09-09 14:36:20 +02:00
Kirill Vainer
7f8fa4d74c Fix depth texture support in OpenGL ES 2.0 2017-09-09 14:33:59 +02:00
javasabr
0a9a76e46d missed one collection 2017-09-04 18:04:46 +03:00
javasabr
94f542912b Fixed NPE and ConcurrentModificationException during cloning TechniqueDef. 2017-09-03 18:33:53 +02:00
Nehon
32b947a0ac Fixed an issue where loaded glTF models couldn't use software skinning 2017-09-03 16:18:09 +02:00
Nehon
510562a62d Fixed a crash when loading a gltf file where textures has no sampler entry.
Also adapted how the light map is handled
2017-09-02 23:51:52 +02:00
Nehon
5e79ae3c36 fix bad import in Mesh 2017-08-31 21:39:54 +02:00
Nehon
1bdebd5505 Added support for attachment nodes.
JME now supports byte buffers for index buffer
2017-08-31 21:39:54 +02:00
Nehon
f14acf305b Added support for extensions, implemented PBR spec gloss extension 2017-08-31 21:39:54 +02:00
Nehon
ea6c406979 Implemented bone animation. This is still in WIP state, currently working for the most simple cases. 2017-08-31 21:39:54 +02:00
Nehon
d7b2e08d95 Spatial tracks now can keep a reference to the spatial they apply to. This allows to group multiples spatial tracks in a single animation. 2017-08-31 21:39:54 +02:00
Rémy Bouquet
6b3093aa3e GLTF: armature loading. 2017-08-31 21:39:54 +02:00
Rémy Bouquet
b129d2954f Added a better skeleton debugger 2017-08-31 21:39:54 +02:00
Nehon
40c4f7936d Implemented texture loading and PBR metalness/roughness pipeline support
Fixed  some mesh loading issues.
2017-08-31 21:39:54 +02:00
Nehon
7951f5a987 Gltf loader can load mesh data and scene structure. 2017-08-31 21:39:54 +02:00
empirephoenix
50eaa34143 Update ParticleEmitter.java
allow easy manipulation of particleemmite via subclasses
2017-08-31 21:39:54 +02:00
javasabr
fac8266b5c fixed two problems with asset manager:
1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
2017-08-31 21:39:54 +02:00
b00nation
06b23ec6ca Fixed: If Instancing is activated you only see shadows
When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
            ViewProjectionMatrix
            ViewMatrix
I added these.
2017-08-31 21:39:54 +02:00
Nehon
de009e2ea7 Added the Glow technique to PBR material so that it can work with the bloom filter. 2017-08-08 19:44:55 +02:00
Sebastian Weiß
3a7dedeba0 formatting, as always :( 2017-08-06 16:31:13 +02:00
Sebastian Weiß
28e4c9848f Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted. 2017-08-06 16:27:16 +02:00
Alexandr Brui
6785087057 Added a possibility to resize env cameras. (#699) 2017-08-05 16:01:50 +02:00
Alexandr Brui
3058c218c5 Added missed imports. (#691)
Used GLSL compat on the post shadow filter
2017-07-27 16:27:41 +02:00
Alexandr Brui
10bc250db7 Fix of the one parameter of shadows render. (#688)
* fixed applying the render back faces shadows option during creating a shadow filter.
2017-07-23 17:51:23 +02:00