6014 Commits

Author SHA1 Message Date
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
Alrik
f9f3c0185e Merge branch 'master' of https://github.com/jMonkeyEngine/jmonkeyengine.git 2015-12-07 10:04:54 +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
Paul Speed
14e84a4dd7 Added a constructor that just takes the service's
default channel.
2015-12-05 04:15:48 -05:00
Paul Speed
99742a76f2 Added additional trace logging. 2015-12-05 04:15:28 -05:00
Paul Speed
15afcfb735 Added the error information to the toString() if
there is error information to show.
2015-12-05 04:05:49 -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
jmekaelthas
7e185b25df Bugfix: fixed a bug that caused Bezier objects to use only the vertices
of its first bezier line (out of many).
2015-12-01 20:50:01 +01:00
jmekaelthas
153cb27d78 Bugfix: fixed error in Inverse Kinematics constraint (animations with
these constraint should look better now, although not yet perfect ;).
2015-11-29 19:34:03 +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
Kirill Vainer
d5ba6b92bd Merge pull request #384 from Dokthar/fix_physicsRigidBody_read
fix #383 : in PhysicsRigidBody the old statement in read() (l.741) was always false
2015-11-22 12:49:33 -05:00
Paul Speed
197ed33c9e Added some missing @Overrides and finals. 2015-11-22 05:23:24 -05:00
Paul Speed
388a8a8bd7 Added a bunch of lower level logging that can be
used to either watch traffic or debug serialization
issues, etc..
Went ahead and instrumented the service manager while
I was at it... and fixed a potential NPE in the AbstractService's
toString() method.
Fixed a bug in the DefaultClient where it couldn't be shutdown
if attempted before the services had been started.
2015-11-22 05:13:12 -05:00
Dokthar
00c687b4d8 fix #383 : in PhysicsRigidBody the old statement in read() (l.741) was always false 2015-11-21 13:06:30 +01:00
Nehon
fcff7f6933 Merge branch 'master' into PBRisComing 2015-11-20 16:30:26 +01:00
Nehon
022899c199 Changed the way texture previews are done in the SDK.
All texture loading is now done on JME's thread and not on the awt thread anymore to avoid to stall the UI when loading big textures.
2015-11-20 16:29:08 +01:00
Julien Gouesse
361cb0893a Merge pull request #379 from davidB/fix_opengl3
jogl: use pixel unit for window's dimension (fix issue on MaxOS X)
2015-11-20 14:04:32 +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
667afa9ef3 SDK : the probe radius is now a dashed lines cirle 2015-11-18 10:34:38 +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
Nehon
7734492c66 Some cleanup 2015-11-17 14:38:46 +01:00
Nehon
0929bb2845 Added a way to change the lightProbe radius in the property panel 2015-11-17 14:37:12 +01:00
Nehon
49c6705bcc Better LightProbe radius shape 2015-11-17 14:36:24 +01:00
Nehon
866bf8d694 Added a light gizmo for light probe. Refactored the way light markers were done 2015-11-17 12:21:30 +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
Paul Speed
3a4624a5fe Added a bunch of javadoc and changed the names of one of the
method sets to be a little less confusing.
2015-11-16 02:38:45 -05:00
Paul Speed
95aa2d72d0 Added a basic RMI service that uses the RPC service.
I'll add some more javadoc in a sec.
2015-11-16 02:04:31 -05:00
Paul Speed
95603c46c4 Added a better check. The old one had the side-effect
of registering the class if it wasn't already registered.
2015-11-16 02:03:27 -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