Alexandr Brui
10bc250db7
Fix of the one parameter of shadows render. ( #688 )
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* fixed applying the render back faces shadows option during creating a shadow filter.
8 years ago
Julien Seinturier
6cf1b57e00
Added VREnvironment class that gather the system related VR objetcs.
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This VREnvironment is independent from the JMonkey stuff and enables to
check and initialize VR specific capabilities before initializing
VRAppState.
The procedure is now to initialize a VR environment and, if the
initialization is ok, to attach a VRAppstate to the main application.
Some class has been refactored:
- System classes are within the com.jme3.system package
- VR related utility classes are in the package com.jme3.util.
8 years ago
Julien Seinturier
59d41c865b
First jme3-vr commit
8 years ago
javasabr
c2219ecce5
removed the comment and returned a final modification to the method.
8 years ago
javasabr
6c3100f929
Added cloneable and jmeCloneable interfaces to shadows renders and filters
8 years ago
javasabr
1be4a48223
changed access to some methods of shadow render.
8 years ago
Nehon
bc86161831
fixed some javadoc in AbstractShadowRenderer
9 years ago
Nehon
584b822eb7
Defaulted the render back faces shadows in the AbstractShadowRenderer to true to keep the same behavior as in 3.0
9 years ago
Dokthar
63fb53f6e4
more typo ... ytpo ytop opyt ;)
9 years ago
Kirill Vainer
f2f748ed7e
material: rename PostShadow15 -> PostShadow
9 years ago
Kirill Vainer
e4f7916301
Material: allow multiple named techniques
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
Nehon
dca050b96b
Added a protected modifier to getReceivers in Abstract shadow renderer
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see issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/212
10 years ago
Kirill Vainer
f74ae990d4
Shadows: make sure to clear all buffers
10 years ago
Bebul
8c37778749
Obsolete shadowRecv and sceneReceivers code cleanup
10 years ago
Bebul
ed369135fa
fix renderShadow optimization to work on multiple scenes attached to viewPort properly
10 years ago
Bebul
4569154d9f
RenderShadow relict code clean up, no more static ShadowUtils.rootScene
10 years ago
Bebul
b1f040d8e0
Optimize RenderShadow to use scene hierarchy for culling
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
11 years ago
Nehon
d8bbb4e9f9
Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue.
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Now a shadow renderer properly cleanup the parameters set to a material when the post shadow pass in done
11 years ago
Normen Hansen
a16857c8f4
switch to gradle layout
11 years ago
sgold
f5ccf45aed
improve inline documentation in AbstractShadowRenderer.java ... trunk
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@11090 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
11 years ago
sgold
babb2cdce8
Bugfix: issue #613 (ClassCastException during read) in trunk
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@11078 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
11 years ago
rem..om
ade8d30d8c
Shadows : post pass is no longer rendered when there is no geometry that cast shadows, avoiding rendering what ever there is in the graphic memory in that particular case.
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10832 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
b577a6c336
Fixed an issue with multiple shadow renderers.
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10735 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
aa325fc854
Fixed an issue with where one couldn't have several Shadow renderers in the same scene
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10710 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
85b4605229
Shadows Fixed issue where Edge filtereing was not properly initialized and was causing a crash when compiling the shader
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10518 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
723e3c0e30
Commit patch from abies that drastically reduce the garbage creation when switching techniques. It also reduce grabage collection for the AbdtractShadowRenderer.
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10497 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
b88350a069
All shadow renderers/filters are now properly savables
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10005 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
78d1754df1
Implemented proper frustum culling for the shadow post pass.
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9979 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
0dadaa80f5
Shadow system refactoring.
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- Basic and PSSM shadow renderer are now deprecated
- There is now one processor and its filter conterpart for each light type
- created an abstract shadow processor that hold the common shadowing code. It's totally independent of the shadow technique used.
- extracted the CompareMode and FilterMode enum to their own files.
- renamed FilterMode enum to EdgeFilteringMode
- refactored the shader code, to avoid duplicate code. all shadow related code is now gathered into Shadows.glsllib and Shadows15.glsllib.
- added spot light Shadows
- removed the ShadowCamera class as it was not used.
- removed "pssm" in the naming of classes, shader and shader libs since it's not relevant anymore
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9971 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
66ddbb654d
Point light shadows first push. Working solution based on rendering 6 different shadow maps.
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Made a PointlLightShadowRenderer and a PointLightShadowFilter.
- This will need a lot of refactoring as a lot of code is duplicated with the PSSMShadowRenderer
- Also i plan to change the Shadow map rendering to a cubemap instead of 6 separate textures.
Added a cornell box model and a test case
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9942 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
89608f3fd5
fixed material param settings in PssmShadowRenderer
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9936 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
7271bf4de7
Made the PSSmRenderer stop to create a new matrix for each split on every frame
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9931 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
3b84ae44e5
Made all attributes of PssmShadowRenderer protected
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9930 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
d1a036a021
Pssm now supports fade out of the shadows when using a zextend
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9929 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
sky..ok
fa841874c6
Add missing licenses in Core, Core-Effects, Core-Plugins, and Desktop code groups
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9840 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
sky..ok
751cb9e20a
Javadoc cleanup
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9837 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
cbafa1852b
Shadows : There is now an alternative to the PssmRenderer : the PssmFilter that has to be used as any other filter. It does the same ass the PssmRenderer except the post shadow pass is done in screen space making it run very faster on scene that have a lot of shadow recieving Geometries.
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9787 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
384f4ac1c2
Lighting and Shadows (PSSM only) :
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- re introduced the alphaDiscardThreshold as explained in prvious commit. It's not binded to the AlphaTestFallOff fixedfunc binding
- Added a small poly offset to post shadow technique, this greatly help in fixing shadow acne.
- Added Poisson disc sampling PCF Filtering for shadows
- Properly passed the shadow map size as a define in the shaders and remove the hardcoded value
- Pssm15 don't use the textureSize function anymore and use the same shadow map size define ( this increased performance quite a bit)
- Optimized the shaders code a bit
- Better PSSM test
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9750 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
nor..67
ea0be5cf9f
- fix imports across engine
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9451 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
22edb7beb0
Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold attribute from the lighting material. Transparency discarding is now handled by the AlphaFallOff render state (as it should be).
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9330 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
4155cacf74
PssmShadowRenderer : post shadow pas does not write depth anymore, also added a slight polyOffset to avoid z-fighting
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9293 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
bf55974bf4
Changed the way post shadow pass is done. It's now a technique of the lighting material definition.
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This allow to have shadows that fully works with partially transparent objects (like trees).
If a material does not have the postShadow technique, the renderer uses the fallback material (like before).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9279 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
bfa243a619
PssmShadowRenderer now have a contructor that takes a material as a parameter to override the post shadow material
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9123 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
nor..67
c16e880888
- remove desktop-fx package and move effects to core, remove HDRRenderer swing UI
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git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8849 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
14 years ago