17 Commits

Author SHA1 Message Date
joliver82
d935347bde Android buffer allocator implementation (#1214)
* Implemented basic android buffer allocator for newer wrapped buffer classes to be used instead of the default ReflectionAllocator
2019-11-19 08:39:43 +03:30
joliver82
663c9776e8 Android openGL ES 3 support (#1147)
* Update GLImageFormats.java

* Added basic support for openGL ES 3.0 and GLSL300 for android

Added instancing support for android which is core feature in GLES3.0

Added fix for shadows in android

* Fixed required types of GLES30.glDrawElementsInstanced

* Properly check GLES3 version and setting precision for shaders for all GLSL ES versions

* Added support for Opengl ES 3.1 and 3.2 and their shader versions
Added proper checkings for new OpenGL ES versions
Fixed some issues with shadow rendering in GLES 3.0 or better (strict type checking, OpenGL ES specific extensions and percision definition)
Added GLSL320 and GLSL300 to Unshaded and Lighting materials

* Added depth texture 24bit for OpenGL ES

* Added geometry shaders and tessellation to GLES 3.1 as extension and GLES 3.2 as core
Modified test materials to use GLSL310

* Added FB blit for android GLES30

* Added GlSL300 or better to all effects not able to run in GLSL100
Mods on Shadows.glsllib to try to fix android shadow rendering
Fixed ssaoBlur.frag that was using a reserved word
Fixed precision type missmatch from vertex to fragment shader

* Partial multisample support
Framebuffer MRT support

* Temporarily removed texture multisampling (not being able to compile using GLES31)

* Updated android.jar to api28
Enabled multisampling

* Better checking for GLES3

* Removed insert precision for all shaders. This avoided some random precision missmatch error but created rendering issues

* Removed border check for GLES, caused filtered shadows not to render on GLES2.0 devices

Added texture compare mode for GLES3.0 and better to be able to use sampler2DShadow

Modified base materials (Lighting and Unshaded) to use only GLSL100 for post shadow pass

* Corrected texture comparison function that were incorrectly changed

* Added precision to samplers for GLESSL300 also

* Created a subclass of Glsl150ShaderGenerator (Glsl300ShaderGenerator) to support ShaderNodes in GLES SL30 and included it's usage in DesktopAssetManager. Nowadays just copied and overwrote the version string. Needs a full review
Added image format RGB16F to be used as texture format only in GLES30 (cannot be used as FB format)
Added GLSL300 and/or GLSL310 to different materials

* Cleaned GLSL300 generator
Fixed shadows glsl lib removing use of GL_EXT_gpu_shaders5

* Fixed usag of textureCubeLod in fragment shader of envMapping which is unsupported in GLES2.0
Modified PBRLighting frag to properly compile on GLES3

* Added GLSL300 and 310 to PostShadowFilter material definition

* Make post shadow filter use GLSL100 for GLSL300
Set highp as default precision to fix glitched shadows caused because not enough precision

* Changed water_normalmap.dds to uncompressed RGB8 because DXT1 is mostly unsupported in GLES

* Fixed GLES30 compilation issues in Water shaders and added GLSL300 to LightScattering material. ** Not fully tested

* Added RGB8 dds formatted FullskiesSunset to be used in any platform. Previous file moved to _dtx1.dds

* Set GL_TEXTURE_MAX_LEVEL in GLES30 contexts fixing issue with not fully mipmapped images and PBR rendering

* Fixed compilation of jme3-android-examples and upgraded sdk version to use

* Fixed Geometry Shader and Tessellation Shaders in testdata package to properly compile on GLES320

* Added non-compressed textures to be able to run all examples on android

Enabled texture arrays and 3d textures on opengl es 3.0. Peding to implement wrappers to android gl functions (currently getting NullPointerException)

* More GLES30 functions included to properly support texture arrays, 3d textures and multisampling matching jme core code

* Fixed 3D texture tests for GLES30
Fixed texture 3D and texture array example shader compilation on GLES30
Fixed some random missing precision compilation errors on GLES30

* Fixed TestTextureArray for GLES30

* Some multisample additions and removal of GLES3 multisampling enable caps
Added RGBA16F as valid format for GLES32 and using it by default in env camera instead of RGB16F. kept fall back to RGB8

* added float and half float formats for gles30
added rgb10a2 format for gles30
fixed usage of glTexImage2D
removed EnvironmentCamera fallback image format as it's useless now

* Added more image formats for GLES30
Fixed rgb8 if having Caps.Rgba8

* Enabled RadialBlur for gles30

* Fixed luminance texture formats for gles

* Added more depth image formats for gles3

* Enabled multisampling in gles3

* Added GLES30 functions to GLDebugES
Reverted TestTexture3D and TestTextureArray to use RGB8 format
Updated EnvMapping100.frag to use EXT_shader_texture_lod in gles sl 100 if available

* Removed all aditional not used compressed dds files
Removed also Pond and rock png files previously used in TestTextureArray

* Removed compressed water_normalmap_dxt1.dds

* Changed GLES_30 and AndroidGL implementing GL2 to avoid duplicated code checking GL2 vs GLES30

* Added aditional checking to avoid gles30 calls from gles20 only devices
2019-11-16 08:24:30 +03:30
Stephen Gold
b159c847cc comment corrections: mostly spelling and grammar 2018-01-16 18:35:07 -08:00
Kirill Vainer
6127f7eb7a Miscellaneous OpenGL ES fixes (#720)
* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
2017-09-17 23:00:29 -04:00
shamanDevel
5e098b0493 worked on LWJGL3 support 2016-05-08 17:05:43 +02:00
Kirill Vainer
5b95f8a4b0 GLRenderer: Improve compatibility with OpenGL 3.2 core profile
* Separate GLFbo and GLExt implementations. GLFbo can now be implemented either via vanilla OpenGL3 calls or GL_EXT_framebuffer_*** extensions (OpenGL2.1- only).
 * Use modern way of getting supported extensions in core profile.
 * Luminance and Alpha formats are not available when running in core profile.
 * Bind a dummy vertex array object (VAO) when running in core profile.
 * Point sprite mode is always enabled. Since both OpenGL ES 2.0 and OpenGL 3.2 core require it, jME3 is no longer capable of rendering regular points.
2015-04-25 16:57:24 -04:00
iwgeric
61ba11d872 Rework of Android input system to support future expansion and gamepad support.
Gamepad support is still a work in progress, but functions.
2015-04-17 19:02:19 -04:00
iwgeric
22d3f7f9f4 Android: Refactor joystick support to prepare for upcoming gamepad support. 2015-04-07 18:35:48 -04:00
shadowislord
aaac8cb613 URA is now used by default on Android 2015-01-19 18:18:45 -05:00
iwgeric
3a82c9eca1 Add frame rate limitiing on Android.
If frameRate is set in MainActivity, the application will limit the frame rate to the value defined.  This can be used to save battery life.
2015-01-06 08:46:19 -05:00
iwgeric
47477daa05 Forgot to update the commit text 2015-01-06 08:38:39 -05:00
iwgeric
5948479de4 comment out android show keyboard. Now using JmeSystem method to show/hide android soft keyboard. 2015-01-06 08:34:49 -05:00
iwgeric
858fd433ca Implement showSoftKeyboard for Android.
Also changed JmeAndroidSystem to store the view instead of the activity.
When users call JmeSystem.showSoftKeyboard(true), the default Android soft keyboard is displayed and any key presses are sent to jME as touch events.  Key events are also generated so the user can use the same key listeners as Desktop to keep the user code common between Desktop and Android platforms.
2014-12-12 08:42:13 -05:00
shadowislord
6bdebb937a Assume OpenGL ES 2.0 is supported on ICS and higher devices
Fixes running jME3 in Android Emulator
2014-11-18 22:05:14 -05:00
shadowislord
14bfc7e166 Minor cleanups (no functionality change) 2014-11-09 17:34:36 -05:00
shadowislord
18b9ef5540 Refactor Android system
* Minor clean in context creation
 * Remove AndroidGLSurfaceView (it wasn't doing anything)
 * Delete AndroidTimer. Now android will be using NanoTimer
2014-11-04 22:28:23 -05:00
Normen Hansen
a16857c8f4 switch to gradle layout 2014-03-21 02:32:11 +01:00