Daniel Johansson
25b9691e32
Added support for toggling lights on and off via Light.setEnabled(boolean). This implements #393
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This commit also contains some minor changes to TestManyLightsSingle which now has a key trigger (L) for toggling lights on and off.
9 years ago
Daniel Johansson
67eb998ef4
Added numLights to statistics. This tells us how many lights are left to render after filtering has occurred. Also did some tidy up of javadoc in RenderManager.
9 years ago
Daniel Johansson
e0c24cd73a
Added a guard to ensure setSinglePassLightBatchSize() is set to a minimum of at least 1.
9 years ago
NemesisMate
19577c3288
Fixed a possible bug in TextureAtlas.java
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It seems that the variable was the wrong one when adding the normal texture to the atlas.
9 years ago
Nehon
ab76585ff2
More fine tuning calibration of roughness, and various visual fixes for PBR
9 years ago
Nehon
9e1a1f6131
PBR, fixed the way metallic material base color was handled for indirect lighting.
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Also calibrated roughness so that it matches Substance painter renderer.
9 years ago
Paul Speed
b006204c0f
Various warning-related cleanups. Added @Overrides
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and removed some manual unboxing.
9 years ago
Paul Speed
3189323c2f
Converted manual array + list management over to just use SafeArrayList.
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It was a class added after this code.
9 years ago
Paul Speed
46794e251d
Allow the caller to override the axis' default dead
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zone configured at startup.
9 years ago
Paul Speed
2a2c71dadf
Modified to pay attention to the joystick axis'
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dead zone if it is larger than the globally defined
dead zone.
9 years ago
Paul Speed
84ccd71873
Added additional information to the range check exception.
9 years ago
jmekaelthas
8958459ef9
Bugfix: fixed a bug that caused NURB lines did not use their proper
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resolution.
9 years ago
Nehon
1276dc583e
Point Of Interest light probe blending start of implementation : basic structure, probes selection and blend factor computation.
9 years ago
Nehon
6b262e56c8
Fixed the javadoc fixes :D
9 years ago
Nehon
2648f67b34
Javadoc in RenderManager : Fixed some typos and added some for light mode methods.
9 years ago
Nehon
52154e1cea
Introduced a LightProbeBlendingStrategy, that can be passed to the default light filter upon construction.
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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.
9 years ago
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.
9 years ago
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.
9 years ago
Nehon
6c2396f023
Used the proper Lod finction in the reflect debug material
9 years ago
Nehon
f010f1be59
Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
9 years ago
Nehon
31d271d972
Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit.
9 years ago
Nehon
e438ad0928
LightProbe maps can now be re rendered in the engine and in the SDK
9 years ago
Nehon
822d327236
Image now properly save it's colorSpace when saved
9 years ago
Nehon
d92171b153
Fixed LightProbe Saving and Loading
9 years ago
Nehon
ad4634ce04
.hdr files are now loaded in sRGB color space as there is no reason it should be loaded in linear space.
9 years ago
Paul Speed
d57147e392
A small optimization. The BitmapTextPage does not
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require custom updates so it now signifies that.
9 years ago
Paul Speed
cde35a005a
Just fixing an indent.
9 years ago
Paul Speed
31cab674b3
Removing the dodgy 'optimization' that broke some people and caused other 'makeup' changes to better support the dodginess.
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(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.
9 years ago
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.
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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.
9 years ago
William Linna
c8a16c940f
Only interpolate if particles are in world space
9 years ago
William Linna
6075e4639d
Interpolate particle positions
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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
9 years ago
Daniel Johansson
dc0bcb5d13
Resolves #378 , adding support for detecting ARMv8 on Android.
9 years ago
David Bernard
2938acec51
opengl3: add GLSLCompat into Gui.j3md
9 years ago
Pesegato
539e49e109
Added support to Logitech F310
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For both DirectInput and XInput mode. Also tentatively added support of alternate version of xbox360 controller.
9 years ago
Rémy Bouquet
45321fc7d5
Fixed an issue in material when having classic lights along with a LightProbe
9 years ago
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
9 years ago
Rémy Bouquet
e159c3918a
Implemented intersectBoundingBox for LightProbe
9 years ago
Julien Gouesse
ce86a3e555
Allows to choose between the forward compatible profile and the backward compatible profile in the JOGL backend
9 years ago
Brandon DeRosier
1bb3ee089a
Change duplicated docstring in FlyByCamera.unregisterInput
9 years ago
Dokthar
071ad5c618
light : fixed pointLight v. bounding sphere unit test
9 years ago
Dokthar
4be09e3505
light : replaced duplicated code by methods from Intersection
9 years ago
Dokthar
505aa23048
light : added unit tests for the new support of bounding spheres intersections (for lightFilter)
9 years ago
Dokthar
cfdb9a8759
Lights (see #362 ) : added light v. sphere intersection, and implementations of intersectsSphere(), second attempt
9 years ago
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 .
9 years ago
Kirill Vainer
e4f3c06b1d
ListMap: create unit test
9 years ago
Kirill Vainer
01227d31b0
Lighting: fix colorramp feature
9 years ago
Kirill Vainer
4a37a8f851
FXAA: quality regression fix
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FXAA wants input texture to use bilinear filtering
so it can be smoothed further, so allow filters to
request bilinear filtering.
9 years ago
Kirill Vainer
4fef16ee9f
GLRenderer: fix incorrect gl3 check
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Should check against caps; since gl3 is always
set on desktop regardless if GL3 is available or not.
Also add FBO blit support if we have GL3.
9 years ago
Kirill Vainer
cba39fa0ff
GLRenderer: make the class final
9 years ago
Kirill Vainer
aa54947ff3
GLRenderer: cleanup to shadow compare mode
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Store compare mode in LastTextureState instead of on Texture object
9 years ago