1173 Commits

Author SHA1 Message Date
Nehon
ab76585ff2 More fine tuning calibration of roughness, and various visual fixes for PBR 2015-12-12 15:26:42 +01:00
Nehon
9e1a1f6131 PBR, fixed the way metallic material base color was handled for indirect lighting.
Also calibrated roughness so that it matches Substance painter renderer.
2015-12-08 23:57:08 +01:00
Paul Speed
b006204c0f Various warning-related cleanups. Added @Overrides
and removed some manual unboxing.
2015-12-05 22:14:36 -05:00
Paul Speed
3189323c2f Converted manual array + list management over to just use SafeArrayList.
It was a class added after this code.
2015-12-05 20:00:52 -05:00
Paul Speed
46794e251d Allow the caller to override the axis' default dead
zone configured at startup.
2015-12-05 06:27:17 -05:00
Paul Speed
2a2c71dadf Modified to pay attention to the joystick axis'
dead zone if it is larger than the globally defined
dead zone.
2015-12-05 06:26:55 -05:00
Paul Speed
84ccd71873 Added additional information to the range check exception. 2015-12-05 04:16:56 -05:00
jmekaelthas
8958459ef9 Bugfix: fixed a bug that caused NURB lines did not use their proper
resolution.
2015-12-01 22:31:54 +01:00
Nehon
1276dc583e Point Of Interest light probe blending start of implementation : basic structure, probes selection and blend factor computation. 2015-11-29 16:09:32 +01:00
Nehon
9fd90ab799 Merge branch 'master' into PBRisComing 2015-11-26 21:00:39 +01:00
Nehon
6b262e56c8 Fixed the javadoc fixes :D 2015-11-26 21:00:27 +01:00
Nehon
e5608d6e38 Merge branch 'master' into PBRisComing 2015-11-26 20:48:01 +01:00
Nehon
2648f67b34 Javadoc in RenderManager : Fixed some typos and added some for light mode methods. 2015-11-26 20:47:44 +01:00
Nehon
52154e1cea Introduced a LightProbeBlendingStrategy, that can be passed to the default light filter upon construction.
It sets how multiple LightProbes will be blended or selected for the final render.
This is meant to be highly customizable as there are already several strategies with pros and cons in the industry and some may arise in the future.
2015-11-26 20:45:07 +01:00
Nehon
cedb4d3c3e Merge branch 'master' into PBRisComing 2015-11-20 09:00:23 +01:00
Nehon
50a9a8636b HDRLoader, reverted the change that loaded the HDR files in sRGB space, since the specs says that data is in linear space for this format. 2015-11-20 08:59:42 +01:00
Nehon
ec8e7d6713 The LightProbe is now treated apart from other lights in the rendering pass as the Ambient light is and is always rendered on the first pass if there are several passes. 2015-11-19 22:33:45 +01:00
Nehon
6c2396f023 Used the proper Lod finction in the reflect debug material 2015-11-19 19:05:53 +01:00
Nehon
f010f1be59 Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps. 2015-11-19 19:05:20 +01:00
Nehon
31d271d972 Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit. 2015-11-19 19:04:14 +01:00
Nehon
e438ad0928 LightProbe maps can now be re rendered in the engine and in the SDK 2015-11-19 11:39:41 +01:00
Nehon
20ec2f0797 Merge branch 'master' into PBRisComing 2015-11-18 15:07:48 +01:00
Nehon
822d327236 Image now properly save it's colorSpace when saved 2015-11-18 15:06:58 +01:00
Nehon
d92171b153 Fixed LightProbe Saving and Loading 2015-11-18 13:54:26 +01:00
Nehon
aa067ef60d Merge branch 'master' into PBRisComing 2015-11-17 14:55:36 +01:00
Nehon
ad4634ce04 .hdr files are now loaded in sRGB color space as there is no reason it should be loaded in linear space. 2015-11-17 14:54:59 +01:00
Paul Speed
d57147e392 A small optimization. The BitmapTextPage does not
require custom updates so it now signifies that.
2015-11-17 02:39:46 -05:00
Paul Speed
cde35a005a Just fixing an indent. 2015-11-17 01:46:38 -05:00
Paul Speed
31cab674b3 Removing the dodgy 'optimization' that broke some people and caused other 'makeup' changes to better support the dodginess.
(And I do realize I have the benefit of analyzing the aftermath, hindsight is 20/20, etc.)  Included a big long comment about the right way to implement this optimization.
2015-11-16 03:03:53 -05:00
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.
2015-11-15 18:43:50 +01:00
William Linna
c8a16c940f Only interpolate if particles are in world space 2015-11-14 16:32:44 +02:00
William Linna
6075e4639d Interpolate particle positions
NOTE: This change is not invented by me. All credit goes to methusalah.
See this thread:
http://hub.jmonkeyengine.org/t/interpolation-of-particle-spawning-point/30385/7
2015-11-14 16:19:54 +02:00
Daniel Johansson
dc0bcb5d13 Resolves #378, adding support for detecting ARMv8 on Android. 2015-11-12 15:11:41 +00:00
Nehon
4726da1e41 Merge branch 'master' into PBRisComing 2015-11-11 18:57:15 +01:00
Kirill Vainer
79638b7434 Merge pull request #377 from davidB/fix_opengl3
opengl3: add GLSLCompat into Gui.j3md
2015-11-09 20:44:50 -05:00
David Bernard
2938acec51 opengl3: add GLSLCompat into Gui.j3md 2015-11-09 21:19:59 +01:00
Pesegato
539e49e109 Added support to Logitech F310
For both DirectInput and XInput mode. Also tentatively added support of alternate version of xbox360 controller.
2015-11-09 14:31:52 +01:00
Rémy Bouquet
45321fc7d5 Fixed an issue in material when having classic lights along with a LightProbe 2015-11-06 09:20:03 +01:00
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 2015-11-05 23:01:25 +01:00
Rémy Bouquet
e159c3918a Implemented intersectBoundingBox for LightProbe 2015-11-02 11:50:38 +01:00
Rémy Bouquet
c47da8e9a1 Merge branch 'master' into PBRisComing
* master: (94 commits)
  First attempt to fix a bug reported by david_bernard_31, the size of the strings in the shader code was wrongly computed for the JOGL backend
  Allows to choose between the forward compatible profile and the backward compatible profile in the JOGL backend
  Displays the JOGL version instead of the NEWT version
  Updates JOGL (2.3.2)
  Bugfix: fix to importing blend files with linked content.
  native loader: set lwjgl library path for lwjgl3
  Updated lwjgl3 module to use LWJGL 3.0.0b #35 which is the current stable build.
  Change duplicated docstring in FlyByCamera.unregisterInput
  light : fixed pointLight v. bounding sphere unit test
  light : replaced duplicated code by methods from Intersection
  Removed native library jemalloc.dll for LWJGL3 as this will not be needed until 3.0.0b and after.
  light : added unit tests for the new support of bounding spheres intersections (for lightFilter)
  Fixed Issue #46 : The MaterialViewer will now simply ignore not available textures instead of crashing
  Lights (see #362) : added light v. sphere intersection, and implementations of intersectsSphere(), second attempt
  GImpactCollisionShape : fix for #188, added a call to updateBound() in native jni binding, just after creating the shape, (native createShape() method)
  Bugfix: fixed a bug that caused importer to crash when the author of the blend file assigned non existing UV coordinates group name to a mesh.
  Bugfix: fixed a bug that caused subdivision surface modifier to crash if at least one not connected vertex was in the mesh.
  The LWJGL 3 renderer was missing a call to GLContext.createFromCurrent(), sorted now.
  Changed the default app title in AppSettings to use the full name string from JmeVersion. This way no more manual changing of this will be needed for future versions. This also closes #320 which highlighted this issue. Thanks @8Keep.
  Fixed #316 where some post processing effects were not working when using OPENGL_3 renderer due to an error in the fragment shader.
  ...
2015-11-02 11:28:07 +01:00
Julien Gouesse
ce86a3e555 Allows to choose between the forward compatible profile and the backward compatible profile in the JOGL backend 2015-10-30 21:47:52 +01:00
Kirill Vainer
edaf49c00c Merge pull request #364 from Dokthar/light
Lights : added light v. sphere intersection
2015-10-23 22:28:06 -04:00
Brandon DeRosier
1bb3ee089a Change duplicated docstring in FlyByCamera.unregisterInput 2015-10-17 22:34:22 -04:00
Dokthar
071ad5c618 light : fixed pointLight v. bounding sphere unit test 2015-10-16 20:17:57 +02:00
Dokthar
4be09e3505 light : replaced duplicated code by methods from Intersection 2015-10-15 19:27:50 +02:00
Dokthar
505aa23048 light : added unit tests for the new support of bounding spheres intersections (for lightFilter) 2015-10-14 20:30:20 +02:00
Dokthar
cfdb9a8759 Lights (see #362) : added light v. sphere intersection, and implementations of intersectsSphere(), second attempt 2015-10-07 22:25:36 +02:00
Daniel Johansson
5da9fa6bc2 Changed the default app title in AppSettings to use the full name string from JmeVersion. This way no more manual changing of this will be needed for future versions. This also closes #320 which highlighted this issue. Thanks @8Keep. 2015-09-24 13:51:46 +01:00
Kirill Vainer
ed2c998f39 Merge pull request #340 from Kendanware/issue314
Added LWJGL 3.x module and implementation in regards to issue #314
2015-09-23 10:07:34 -04:00