132 Commits

Author SHA1 Message Date
shadowislord
4050b7cbbf * Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader) 2014-11-04 16:52:17 -05:00
shadowislord
e225e6ff89 * Move certain render context specific fields from Renderer into RenderContext 2014-11-04 14:12:29 -05:00
Nehon
c55717141e Single pass lighting implementation.
Along with some light shaders refactoring and clean up
2014-11-04 20:09:14 +01:00
shadowislord
c274675660 FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs)
Post processing now works on Android again.
2014-11-02 19:12:58 -05:00
neph1
2c38efe051 A bunch of basic ShaderNodes 2014-11-01 13:27:19 +01:00
Nehon
6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore.
Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
2014-10-26 16:05:37 +01:00
Nehon
260eb128f6 fixed typo in MAterialDebugAppState 2014-10-26 16:05:36 +01:00
Nehon
8f43da58ae Better spotlight vs frustum intersection check and with a testcase 2014-10-26 16:05:35 +01:00
Nehon
d5c96d84ee Fixed initialization issues in ChaseCameraAppState 2014-10-26 16:05:34 +01:00
Nehon
24a971a186 Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer 2014-10-26 16:05:33 +01:00
Nehon
9cd1a514a6 Fixed an issue with cinematic that was causing the first frame of the cinematic to not be rendered.
Also fix some static constant calls the non static way in MotionPath
2014-10-20 15:10:44 +02:00
abies
9484f1f4b4 Added Iterable<Geometry> support for GeometryList, so it can be use with foreach statements 2014-10-12 22:11:52 +02:00
Nehon
dd7ea3d2a7 Fixed Spline and MotionPath init issue when setting a curve tension before adding way points 2014-10-10 18:43:51 +02:00
Normen Hansen
3a3145df09 Add RootNodeAppState, managing and updating a rootNode in an AppState 2014-09-29 13:56:29 +02:00
shadowislord
b1211e55a4 Implement spot light v. frustum culling by converting the spot light into an oriented-bounding box and then performing frustum v. OBB intersection. 2014-09-14 00:33:40 -04:00
shadowislord
e76559a847 Set the light filter's camera in RenderManager.setCamera() as it is more appropriate. 2014-09-14 00:32:10 -04:00
shadowislord
b51f015fb9 Add rudimentary cone v. frustum intersection test for light culling.
Restrict spot light angles to be between [0, pi/2]
2014-09-13 23:16:59 -04:00
shadowislord
1c0d798707 Add support for light culling or "filtering".
When rendering a geometry, light filtering is performed against the geometrys' world lights
to avoid rendering lights which will not effect the rendering outcome.
If the light is outside the camera frustum OR the light is outside the model's bounding volume,
then it will not be rendered.
2014-09-13 17:10:33 -04:00
shadowislord
75a67d0611 Particle.j3md now supports shadow casting (only for triangle-based particles) 2014-09-13 16:46:52 -04:00
shadowislord
bfc866774f Fix lighting crash when using environment mapping due to the addition of instancing 2014-09-13 16:06:11 -04:00
pspeed42
aea5e4af31 Added a basic AppProfiler implementation and corresponding
app state.  If the app state is attached then it's 'enabled'
state can be toggled with the F6 key.
It displays a continnuously updating bar graph of the application
wide frame timings for 'update' and 'render'... where 'update'
is all of the parts that aren't 'rendering', ie: running
enqueued tasks, updating states, updating controls, etc..
2014-09-12 02:09:36 -04:00
pspeed42
a517130528 Added hooks for detailed performance profiling.
Implementors can provide their own AppProfiler
implementation to collect and/or visualize timing
stats however they want, even at the viewport level
if they choose.
A basic profiler implementation will be following
shortly that does simple update vs render frame
timings.
2014-09-11 16:20:08 -04:00
pspeed42
3d32b012c2 Checking in the profiler classes separately as I work
around some commit issue with RenderManager.  Actually 
calling of these hooks will follow immediately.
Added hooks for detailed performance profiling.
Implementors can provide their own AppProfiler
implementation to collect and/or visualize timing
stats however they want, even at the viewport level
if they choose.
A basic profiler implementation will be following
shortly that does simple update vs render frame
timings.
2014-09-11 16:08:10 -04:00
pspeed42
70c10aac3a Added the base abstract app state class that was
originally from Lemur.  This provides more convenient
enabled-state management than the normal AbstractAppState
class.  In addition, it exposes convenience methods for
getting to other app states, the application instance,
etc..
2014-09-11 15:42:05 -04:00
Nehon
ead8393600 Made GeometryGroupNode.getGeometryStartIndex public 2014-09-11 21:23:05 +02:00
pspeed42
5a482e2b98 Added another Photoshop tyle blend mode: Exclusion
Performs a sort of color XOR with source and destination.
Very useful for UI highlighting but is a bizarre (and
potentially useful) effect in 3D.
2014-09-10 14:00:27 -04:00
shadowislord
dbd9ed9d78 Merge pull request #126 from kwando/screen_blendmode
Add Screen blend mode.
2014-09-07 16:54:23 -04:00
shadowislord
82715fbf8c Merge pull request #155 from blay09/bug/handleerrorheadless
Prevent error dialog from being displayed in a headless context
2014-09-07 16:53:03 -04:00
shadowislord
3a6e1c5044 Merge pull request #168 from kwando/color_changes
fromIntARG and fromIntRGBA now returns self.
2014-09-07 16:30:53 -04:00
shadowislord
57d4dbb1b1 Merge pull request #172 from kwando/master
Move update logic into DefineList.
2014-09-07 16:26:53 -04:00
shadowislord
cc9b22de4c Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error. 2014-09-07 15:54:33 -04:00
shadowislord
2b83b65f69 Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error. 2014-09-07 15:46:27 -04:00
shadowislord
73fc9bc1fd Revert 04f8956
The inconsistent compare function errors are due to user error, not engine error.
2014-09-07 15:38:07 -04:00
shadowislord
1d29bc3197 Make sure to throw exception if trying to use instancing but its not supported 2014-09-07 12:26:42 -04:00
Nehon
04f8956992 Revert back to merge sort for geometry sorting.
Some issues have been reported, and are difficult to track as they happen randomly.
2014-09-07 13:56:33 +02:00
Nehon
d17bdb6485 BatchNode and GeometryBatchFactory now can handle normalized buffers.
Also added a check in BatchNode that was present in GeometryBatchFactory
2014-09-06 20:55:58 +02:00
Hannes Nevalainen
3d6656463e Move update logic into DefineList. 2014-09-01 22:20:16 +02:00
Nehon
124b5e51da Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces.
Also made the error more explicit when the matching fail.
2014-08-28 10:52:35 +02:00
Nehon
d33853d393 MaterialDebugAppState now properly applies renderStates
Added a set method in RenderState
2014-08-27 20:15:35 +02:00
Rena4ka
f28c31d851 Fix and extend FBX file loader
Fix using AssetManager.loadModel() with fbx file causing to throw
AssetLoadException.
Implemented loading of new file format .fba - .fbx file with animation
mapping.
2014-08-18 06:19:28 +04:00
Hannes Nevalainen
b74e501fac fromIntARG and fromIntRGBA now returns self. 2014-08-17 11:16:01 +02:00
tort32
e5002c1428 Implemented FBX file loader 2014-08-16 05:35:02 +04:00
Nehon
b7433b99f7 Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte. 2014-08-14 15:14:43 +02:00
Rémy Bouquet
37b6a2063a Merge pull request #156 from ChristianGaertner/patch-1
[Bounding] Minor JavaDoc fix
2014-08-14 10:11:31 +02:00
pspeed42
2d549ea833 Modified to keep its projectionMatrixOverride around
to avoid garbage creation in setClipPlane().
2014-08-12 17:56:56 -04:00
pspeed42
ed443bcfa2 Modified Camera.setClipPlane() to avoid garbage
creation using tempvars.  Only a new matrix is 
created now and I think I can get rid of that, too.
2014-08-12 16:32:18 -04:00
pspeed42
e0ee685466 Added a second vect4f to tempvars so renamed the
first one to follow other conventions.  Seems like
Material is the only thing using it (and I think it
could get away with a vec3 really but no harm done).
2014-08-12 16:31:06 -04:00
pspeed42
079c4c6482 Only allocate the array list when there are results.
A small thing... but significant in some use-cases.
2014-08-12 04:38:03 -04:00
pspeed42
c98a348fd2 Was a little overzealous in my Float conversion and
converted some stuff that only needs to be float.
Undid that.
2014-08-12 03:54:48 -04:00
pspeed42
3cf0e35a17 Added a setFloat() that takes a Float to avoid
auto-boxing in the case where a Float is already
at hand.
2014-08-12 03:54:19 -04:00