shadowislord
bd318f5d1b
Introduce the unified renderer architecture for the OpenGL renderer
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* Similar to the OpenAL URA, OpenGL calls are now made to an interface
which is implemented by the backends
* Major cleanups in the texture util code to handle GLES2 texture formats
* Split the GL interface into several interfaces depending on API and version:
- GL (common denominator for all GL APIs)
- GL2 (desktop GL2)
- GL3 (desktop GL3)
- GLFbo (framebuffer object functions)
- GLExt (desktop GL and OpenGL ES extensions)
* Added GLTracer class which traces OpenGL calls made by the engine when activated
10 years ago
shadowislord
d8b9c6dab5
Make Renderer.initialize() a standard method since everyone already uses it anyway
10 years ago
shadowislord
ad26e916ee
Update renderer capabilities
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* Add capabilities not normally supported by GLES2 for unified renderer
* Remove ARBProgram since it isn't used by jME3
10 years ago
shadowislord
ae70667104
Deprecate WrapMode.BorderClamp since it is deprecated in OGL3+
10 years ago
shadowislord
610ac6ae24
Make sure Mesh.isAnimated() works for hardware skinning
10 years ago
shadowislord
798ec94b11
Minor cleanup for previous merge
10 years ago
Bebul
7f66641b74
Debug lines removed
10 years ago
Bebul
6636fba06a
commented code relict removed
10 years ago
Bebul
2dd23c38c0
FIX: possible null getWorldBound in collideWith
10 years ago
Bebul
67fe2c4047
optimize CollideWith using preliminary BoundingVolume collide check
10 years ago
Bebul
c19842c55f
clear RF_CHILD_LIGHTLIST even when there are no children
10 years ago
Bebul
a400cb1c58
Optimize updateGeometricState to not recurse all children when not necessary
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Conflicts:
jme3-core/src/main/java/com/jme3/scene/Node.java
10 years ago
Paul Speed
308e88fd21
Fixed what I'm pretty sure is a typo. I didn't test it
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but I can see no reason to clear the refresh flag on these
methods but setting it seems entirely logical.
10 years ago
shadowislord
c7b6445a35
Fix exception when stopping non-cached audio stream
10 years ago
shadowislord
9e02ef0d5d
Fixed various assertion errors in audio renderer
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Added additional assertions and other checks where appropriate
10 years ago
shadowislord
595eb56f9b
Throw exception if seeking a non-seekable audio stream
10 years ago
shadowislord
64b3be5334
Fix incorrect animation when dynamically switching from SW anim -> HW anim
10 years ago
shadowislord
be1f219f29
The old Android MediaPlayer based audio renderer is now deprecated
10 years ago
shadowislord
915b0b8c61
Replace AtomicBoolean with Object as the audio thread lock
10 years ago
shadowislord
2ec7366fde
Initialize OpenAL context in the render thread
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Also remove useless AndroidAudioRenderer from jme3-ios
10 years ago
shadowislord
9965d20c44
Make sure we copy the mipmap sizes when generating texture array from images
10 years ago
shadowislord
a5699e9d82
Streaming audio data now works in a similar way to buffered data.
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It is possible to loop streaming sources, as well as play
them again after they finished playing. It is possible to stop()
and then play() a streaming source to start playing from the
beginning. Essentially the lifecycle of a streaming audio
is now completely controlled by the user, in the same fashion
as buffered data.
In addition, AudioNode status updates (when an audio stops playing)
now occur every frame rendered, as opposed to every 50 milliseconds.
10 years ago
shadowislord
3b384a7e58
Minor cleanup in ALC interface
10 years ago
shadowislord
ad2a5366e1
WAVLoader now implements SeekableStream (but only if seeking to time = 0)
10 years ago
shadowislord
91715c4a48
Add support for URA, or Unified Renderer Architecture for audio
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* Unified all renderers into common class 'ALAudioRenderer'
* LWJGL and Android now implement the AL / ALC / EFX interfaces to provide a common OpenAL backend for jME
* Added support for OpenAL Soft "Pause Device" extension, which allows the engine to pause the context while running in the background (currently requires OpenAL soft 1.16 and thus is Android only feature)
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
shadowislord
5f84147154
Fix issue where loading material parameters from J3O would fail
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
4717e7006f
Goodbye, OpenGL1
10 years ago
shadowislord
0c41d1725f
Remove deprecated formats from Image (w/o changing enum ordinal)
10 years ago
shadowislord
62cfbc8a3e
Remove usage of all deprecated image formats
10 years ago
shadowislord
bbd6c613f0
Reduce "Integer" class churn in rendering statistics
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* Use IntMap instead of HashMap<Integer>
* Cache last set shader to save hashmap lookup on every set uniform
10 years ago
shadowislord
b83603cd8f
Added support for ETC1 compression (regular OGL only for now)
10 years ago
Nehon
81fe180713
Better Single pass test
10 years ago
shadowislord
3992ed89af
Fix point sprite on Android. Fixes issue #82 .
10 years ago
shadowislord
bf2656abf3
If we are loading a material from a J3O file, do not crash on missing material parameters, but log it instead.
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Fixes test crash on any tests using cornellbox.j3o
10 years ago
shadowislord
b7ae8e6e3a
Fix issue #127
10 years ago
David Bernard
37da17e3eb
add support of DepthStencil into *Renderer
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+ a test app
- only tested on desktop with Lwjgl
10 years ago
shadowislord
84046018ba
Avoid use of LWJGL specific ContextCapabilities class.
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Instead parse GL_EXTENSIONS and use that to determine supported features.
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
shadowislord
e225e6ff89
* Move certain render context specific fields from Renderer into RenderContext
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
shadowislord
c274675660
FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs)
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Post processing now works on Android again.
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
Nehon
260eb128f6
fixed typo in MAterialDebugAppState
10 years ago
Nehon
8f43da58ae
Better spotlight vs frustum intersection check and with a testcase
10 years ago
Nehon
d5c96d84ee
Fixed initialization issues in ChaseCameraAppState
10 years ago
Nehon
24a971a186
Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer
10 years ago
Nehon
9cd1a514a6
Fixed an issue with cinematic that was causing the first frame of the cinematic to not be rendered.
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Also fix some static constant calls the non static way in MotionPath
10 years ago