Nehon
11562f88cf
Fixed shadow fade and zfar computation as it was breaking shadow border filtering.
8 years ago
Nehon
17a853e3a8
Fixed post shadow filter for glsl1.5
8 years ago
Nehon
cd70630502
Changed the order of import of the PBR.glsllib in the PBR material as it enables the texture lod extension and this fails on some GPU when it's not at the beginning of the shader.
9 years ago
Nehon
f642e56517
Clean up in the PBR j3md file to remove warnings
9 years ago
Nehon
9665b985e4
Fixed wrong alpha handling in the pbr shader
9 years ago
Rémy Bouquet
beb5033747
added GLSL compat to the pbr shader
9 years ago
Rémy Bouquet
5aa8af28cd
fixed Lod functions overload in GLSLCompat lib
9 years ago
Rémy Bouquet
85c119c132
Changed the way IBL is switched on and off in the PBR shader and in the technique def logic because the old way was causing some issues on mac... for some unknown reason.
...
Now it's toggled on and off with a define, but there might still be some issues on mac when there are several lighting passes.
9 years ago
Rémy Bouquet
8f701460aa
used enable instead of require for the textureCubeLod extension
9 years ago
Rémy Bouquet
aeb4daf04f
Fixed some issue with textureCubeLod in the PBR shader with early versions of glsl
9 years ago
Rémy Bouquet
662a0151e2
fixed glsl 1.0 version of the postShadowFilter shader
9 years ago
Rémy Bouquet
68c082c13d
fixed transparent shadows on mac.
9 years ago
Rémy Bouquet
7efbccfe4d
Changed the int value of EdgeFilteringMode.Nearest from 0 to 10 as it seems a define with a 0 value is now ignored.
9 years ago
shamanDevel
732e75fba6
fixed unmapping of buffer objects and an error in setArg in Lwjgl3's Kernel
9 years ago
shamanDevel
250c871cab
Added a library for Matrix4f
9 years ago
shamanDevel
4e55e0e5a0
added library for Matrix3f, fixed some bugs
9 years ago
shamanDevel
44899098e2
added dependency resolving and a random number library
9 years ago
Dokthar
256abb38fa
joystick : added mapping for two gamepads
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- the "GASIA CORP. PLAYSTATION(R)3 Controller"
- the "DragonRise Inc. Generic USB Joystick"
9 years ago
Nehon
0ecaa3bc8d
Remove the LightSpace entry in Lighting.j"md as it not needed anymore
9 years ago
Kirill Vainer
3f5cc4963e
FBX: use new loader by default
9 years ago
Kirill Vainer
f2f748ed7e
material: rename PostShadow15 -> PostShadow
9 years ago
Nehon
7101bbe1e0
Fixed the name of shadow shaders in PBRLighting.j3md, it has changed since the merge with master
9 years ago
Kirill Vainer
f3414acc73
MPO: fix unit test
9 years ago
Kirill Vainer
9d035f747a
Add the new material system
...
Also includes some unrelated tests
Conflicts:
jme3-core/src/main/java/com/jme3/renderer/RenderManager.java
jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
9 years ago
Jan Ivenz
4abba9b56c
Get normals and tangent synced with mikk tangent space.
9 years ago
Nehon
556aaa4396
Normalized the wNormal and wTangent before computing the TBN mat in the PBRLighting frag shader
9 years ago
Nehon
da9d38fee6
Updated the Tank maps, (SP2 generates smaller maps) also reverted last calibration changes as it was screwing up the real life models...
9 years ago
Nehon
e2f180811c
PBR calibration with recent changes
9 years ago
Nehon
7190da4df0
PBRLighting Uses the world normal fetched from the texture...
9 years ago
Nehon
65a8ee0f2e
PBRLighting now use the world normal to fetch irradiance instead of the reflection vector.
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Also added some comment for the parallax fix to explain what it does and where it comes from
9 years ago
Paul Speed
6e999aa79b
Tired of committing around the generated version.prpoerties
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file... so I'm remove it and fixing it with a .gitignore.
9 years ago
Nehon
07088452ff
Fixed binormal calculation in Single pass lighting
9 years ago
Paul Speed
2bdb3de2f5
Started implementing the JmeCloneable stuff for Spatial
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and Mesh. Still need to catch some of the outer subclasses of
Node and Geometry. Nothing is hooked up or tested yet.
9 years ago
Jan Ivenz
b87b582f98
Fix incorrect normal map shading in PBRLighting.
9 years ago
Nehon
5970444b9c
Fixed an issue with previous commit on shadows, in the glsl100 shader
9 years ago
Nehon
dff4befafb
Added an option to not render backfaces shadows with the shadow renderer and the shadow filter. It's the default for the renderer but not for the filter as it may have some edges artifacts.
9 years ago
Nehon
32be69f3e6
Remove a lot of duplicate code for shadows
9 years ago
Kirill Vainer
bc8ecc3bc3
Update Particle.vert
9 years ago
Kirill Vainer
2a959e17ab
particle: fix fading not working correctly
9 years ago
Pesegato
1df3c204f2
Added support to Logitech F310 with Xinput for Windows 10
9 years ago
Nehon
ab76585ff2
More fine tuning calibration of roughness, and various visual fixes for PBR
9 years ago
Nehon
9e1a1f6131
PBR, fixed the way metallic material base color was handled for indirect lighting.
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Also calibrated roughness so that it matches Substance painter renderer.
9 years ago
Nehon
6c2396f023
Used the proper Lod finction in the reflect debug material
9 years ago
Nehon
f010f1be59
Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
9 years ago
Nehon
31d271d972
Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit.
9 years ago
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.
9 years ago
David Bernard
2938acec51
opengl3: add GLSLCompat into Gui.j3md
9 years ago
Pesegato
539e49e109
Added support to Logitech F310
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For both DirectInput and XInput mode. Also tentatively added support of alternate version of xbox360 controller.
9 years ago
Nehon
7d07a63ebf
Changes the way the fresnel term is computed in the PBR.glsllib for direct lighting, fixing some artifact when having a point light
9 years ago
Kirill Vainer
01227d31b0
Lighting: fix colorramp feature
10 years ago