- Looks like Poly offset behave defferently between ATI and NVIDIA i added a bit of offset to avoid shadow acne for NVIDIA
- Added a flag needCompareModeUpdate in the Texture class to avoid setting it on every frame in the renderer. I changed Lwjgl and Jogl renderer accordingly.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10043 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- 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
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
- removed the const keyword for the poisson disk array declaration in the shader (attempt to fix the shader on mac)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9754 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- 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
^ Make sure to fix your materials by removing the 'FixedFunc' name from your fixed pipeline techniques! Or remove then entirely if the material doesn't support OpenGL1 ...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9546 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* DesktopAssetManager now works as before (flipY and generate mips options are enabled)
* Fix crash in TestSimpleWater
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9322 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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
- Refactored paralax calculation code in Parallax.glsllib
- Added a boolean param to lighting material PackedNormalParallax to specify if the parallax map is stored in the alpha channel of the normal map (it was already implemented in the shader). added a dds file and a material using this
- The parallax height can now be set by users by setting the ParallaxHeight attribute. default is 0.05
- Deleted old normal map for water
- Inverted green channel of the brickwall normal texture to look good with recent change in normal calculation in lighting material
- Created a test case for parallax mapping where you can swich from classic to steep parallax using spacebar, and where you can tweak the parallax heigh by using I and K keys.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8046 75d07b2b-3a1a-0410-a2c5-0572b91ccdca