Kirill Vainer
aee7d1f195
GLSLCompat.glsllib: fix incorrect preprocessor define
10 years ago
Kirill Vainer
cb7d139488
GLSLCompat: support GLES compatibility
10 years ago
Kirill Vainer
616dadc498
Deprecate ColoredTextured.j3md
10 years ago
Daniel Johansson
8f77dca931
Added jme3-lwjgl3 module which ultimately adds support for LWJGL 3.x and GLFW.
10 years ago
Daniel Johansson
89f10eca58
Added jme3-lwjgl3 module which ultimately adds support for LWJGL 3.x and GLFW.
10 years ago
Nehon
a35b499ee7
Big refactoring to how PBR is handled.
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- Introduced a new Light type : LightProbes that are lights holding Image based Lighting information that are sent to the shader. For now, only the closest LightProbe from a geometry is sent to the shader. This will be enhanced later as it's obviously not the best way to handle this.
- Added a LightProbeFactory for easy creation and rendering of LightPorbes and associated maps. The maps generation process can also be monitored through a Listener class.
- Added various utility classses for debuging purpose.
- Added a new test case for environment with multiple LightProbes.
- Adapted the previous test case to the new system.
10 years ago
Kirill Vainer
17887b1fb0
build: new build version info system
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* JmeVersion is no longer autogenerated, instead it pulls info from version.properties
* Added version.gradle script to generate version info and expose it to other gradle scripts
* Embed version info inside JAR manifest
* Refactor NDK finding to use the same way as the version generation
10 years ago
Nehon
6d1ab7af65
Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader.
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Added a stress test for unshadedNodes.
Changed the name of the texture parameter to textureMap in TextureFetch shaderNode as it was conflicting with the texture function used to fetch a texel from a a texture in glsl 1.5
10 years ago
Nehon
596954b056
Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader.
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Added a stress test for unshadedNodes.
Changed the name of the texture parameter to textureMap in TextureFetch shaderNode as it was conflicting with the texture function used to fetch a texel from a a texture in glsl 1.5
10 years ago
David Bernard
568ee09d17
add GLSL150 compatible Unshaded
10 years ago
Nehon
6d3377a2a8
Fixed Parallax without normal map in lighting.j3md
10 years ago
Nehon
485af7cf2a
TextureFetch shader node now works with glgl1.5
10 years ago
Nehon
719a683c2c
Fixed Parallax for PBR lighting
10 years ago
Nehon
4342d97439
Fixed roughness fetch in the spec / gloss pipeline
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See issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/281
10 years ago
Kirill Vainer
b8fe36ed76
glsllib with macros to convert glsl 1.1 shaders to 1.5
10 years ago
Nehon
14c5304f27
Fixed defines tests in multisample.glsllib so that one can have a single sampled beck buffer and a multisampled depth buffer without having the shader to crash.
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Also optimized the way glsl 150 texture vs texture2D is handled
10 years ago
Kirill Vainer
6760771b20
SPLighting: vertex lighting fixes
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- remove useless varyings
- fix alpha from diffuse color
10 years ago
Kirill Vainer
f2e0a15edb
AssetConfig: remove duplicates from Desktop.cfg
10 years ago
Kirill Vainer
1fec72605f
SPLighting.frag: fix syntax error with vertex lighting enabled
10 years ago
Kirill Vainer
0c846eaf6a
SPLighting: fix syntax errors with vertex lighting + color ramp
10 years ago
iwgeric
fecfa8ccd0
Android: add joystick compatibility mapping for XBOX 360 controller connected to Android device using USB dongle
10 years ago
Nehon
81c995edc4
PBR shader and PBR test case with custom model
10 years ago
shadowislord
414e1b3fff
Lighting.glsllib: Use quadratic spotlight falloff in SRGB mode
10 years ago
shadowislord
26109fcbac
(SP)Lighting.vert: clarify comment regarding material colors
10 years ago
Nehon
cecf355c70
SinglePass now uses the TechniqueDef LightSpace.
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The single pass material definition LightSpace has been set to View until we implement it in world space.
10 years ago
shadowislord
d6a19c4c66
Lighting.j3md: remove fixed function bindings
10 years ago
shadowislord
a2fc435167
SPLighting: fix issue #239
10 years ago
shadowislord
25b1780e09
AssetManager: remove useless subclasses
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* All platforms now use asset configuration files. Subclasses of DesktopAssetManager no longer required.
* Added general asset config file which is included by all
* JmeSystemDelegate now always returns DesktopAssetManager
* JmeSystem is now responsible for providing the platform-specific asset config path
* Deprecate JmeSystem.createImageRaster(), it is simpler to create a DefaultImageRaster
10 years ago
shadowislord
331e71f261
SinglePass Lighting: fix colorramp feature
10 years ago
shadowislord
fd0832af98
SinglePass Lighting: fix light color not being used for specular highlight
10 years ago
shadowislord
957801ea12
SinglePass Lighting: Comment out color ramp - doesn't seem to work
10 years ago
michael
ab4d665b3e
Fixed typo
10 years ago
michael
3ced941c53
Added geom,tsctrl and tseval to the GLSLLoader
10 years ago
shadowislord
14ff6e4f29
SinglePass Lighting: support two sided lighting
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- also added test case with both regular per pixel lighting and bump mapping
- NOTE: two sided lighting is not supported with vertex lighting
10 years ago
shadowislord
270f4957ef
SinglePass Lighting: fix GLSL syntax error when parallax mapping is used
10 years ago
shadowislord
d281920e60
GLSL Lighting Lib: fix flickering on directional lights in sRGB mode
10 years ago
shadowislord
9d715cdd2b
Lighting GLSL library: use inverse square falloff for lighting in sRGB mode
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- It is a slightly modified equation that actually terminates the light's influence at the light radius
10 years ago
Nehon
21179dc132
Changed standard lighting to blinn phong instead of phong only
10 years ago
shadowislord
8ae04fd1fb
PlaceholderAssets: when assets fail to load, try to make the error appear visually
10 years ago
shadowislord
d4e85382db
Remove fixed pipeline technique from lighting shader
10 years ago
shadowislord
8c2e9f687d
Sky material: Don't render sky twice; cull back faces. Also disable useless depth writing.
10 years ago
Nehon
a3f9b75d0b
Added proper naming of const in Optics.glsllib and some define tests to avoid name collision when importing several glsllib
10 years ago
Nehon
05baf56130
The skyFactory now supports Equirectangular environment maps, as it's a pretty popular format.
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It has been refactored to handle the 3 env map types : CubeMap, SphereMap, EquirectMap
10 years ago
Nehon
3bad91ef19
Single pass lighting now computes view dir in the appropriate space out of the lights loop as it's the same for all lights.
10 years ago
Nehon
603432790b
Fixed Gaussian blur weighting thanks to http://hub.jmonkeyengine.org/forum/topic/gaussian-blur-shader-issue/
10 years ago
shadowislord
3992ed89af
Fix point sprite on Android. Fixes issue #82 .
10 years ago
shadowislord
4050b7cbbf
* Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader)
10 years ago
Nehon
c55717141e
Single pass lighting implementation.
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Along with some light shaders refactoring and clean up
10 years ago
neph1
2c38efe051
A bunch of basic ShaderNodes
10 years ago
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.
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Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
10 years ago