320 Commits

Author SHA1 Message Date
Kirill Vainer
db691dab99 MPO: add example 2016-04-02 15:08:35 -04:00
Kirill Vainer
47bae5af59 TestShaderNodes: fix build error 2016-04-02 14:57:27 -04:00
Paul Speed
3c56afeae6 Converted Application to an interface and renamed the old Application to
LegacyApplication.  This is a breaking change for any class extending Application
directly.
And regardless, if you refer to Application then you will need to clean build
your app... and any of your dependencies that also refer to Application.  Basically,
anything using an AppState will need to be clean built against the next alpha.
2016-03-28 01:47:33 -04:00
Paul Speed
0a876b04d2 Added a TestCloneSpatial example to do some basic clone testing. 2016-03-27 06:11:41 -04:00
Nehon
da9d38fee6 Updated the Tank maps, (SP2 generates smaller maps) also reverted last calibration changes as it was screwing up the real life models... 2016-03-26 18:44:00 +01:00
Nehon
e2f180811c PBR calibration with recent changes 2016-03-26 15:36:37 +01:00
Nehon
754c256a66 Merge branch 'master' into PBRisComing 2016-03-25 23:50:19 +01:00
Nehon
07088452ff Fixed binormal calculation in Single pass lighting 2016-03-25 23:49:07 +01:00
Kirill Vainer
4d2542c1ed Merge pull request #448 from Dokthar/hoveringtank
fix NPE in hovering tank test, running with native bullet
2016-03-22 11:11:48 -04:00
Nehon
493855bac9 LineWidth is now a RenderState parameter, One can change the lineWidth used to render a mesh wireframe or a mesh in Lines mode by using material.getAdditionalRenderState().setLineWidth(value) 2016-03-20 21:36:28 +01:00
Paul Speed
8b1ddbe60f First round of getting JmeCloneable implemented... added
support for Cloner to the controls that implemented cloneForSpatial().
Unused until spatial cloning is implemented.
2016-03-20 02:47:16 -04:00
Nehon
b218f4104e Forgot to commit the change in the Cornell box model 2016-03-17 18:05:53 +01:00
Nehon
dff4befafb Added an option to not render backfaces shadows with the shadow renderer and the shadow filter. It's the default for the renderer but not for the filter as it may have some edges artifacts. 2016-03-17 17:58:41 +01:00
Nehon
32be69f3e6 Remove a lot of duplicate code for shadows 2016-03-17 14:34:18 +01:00
Nehon
26719e0047 Fixed sign post material and adjusted ambient lights for the spot lights tests 2016-03-14 20:30:42 +01:00
Dokthar
d9f489d8dd removed unnecessary changes 2016-03-12 13:55:39 +01:00
Dokthar
3e0b838324 fix NPE when launching the hovering test with native bullet 2016-03-12 13:50:26 +01:00
Paul Speed
eb2e2f4cdc Adding @Override to cloneForSpatial() methods in examples. 2016-03-11 05:45:18 -05:00
Paul Speed
10947e8b50 Modified the JmeCloneable's clone() method to be jmeClone() so that
implementing objects will still be able to keep a regular public
clone() method that may do their own selective deep cloning.  This
allows explicit demarcation between the normal 'user' facing clone()
and the two step cloning process used by Cloner.

Specifically, this will let Spatial continue to have a clone() method
that operates as it does today... with its new guts essentially calling
a properly configured Cloner.
2016-03-10 04:25:43 -05:00
Paul Speed
8bc2348046 Removed some commented out code I forgot to remove. 2016-03-09 00:59:51 -05:00
Paul Speed
90af571f76 Added a test/demo showing how to use the cloner with various examples
of the kinds of classes it can work with.
2016-03-09 00:59:21 -05:00
Paul Speed
bdc3ff8434 Fixed a bug in server initialization related to serializer registration.
Lowered the logging level so that these both spew all of the lowest
level network logging.  Useful for seeing what's going on and finding
issues.
2016-03-07 17:33:31 -05:00
Paul Speed
57bcb3967f Fix the test chooser to not instantiate the class if it's just
going to call it's static main method anyway.  Also, call the static
main method on the class instead of an instantiated object.
2016-03-07 16:35:15 -05:00
Nehon
c4c72f2969 Added PBR reference test case 2016-03-02 21:14:56 +01:00
Nehon
570c714c25 Merge branch 'master' into PBRisComing 2016-02-28 16:42:01 +01:00
john01dav
f9a9839228 Added enqueue runnable 2016-02-14 15:16:45 -06:00
Daniel Johansson
25b9691e32 Added support for toggling lights on and off via Light.setEnabled(boolean). This implements #393
This commit also contains some minor changes to TestManyLightsSingle which now has a key trigger (L) for toggling lights on and off.
2015-12-22 11:10:47 +00:00
Nehon
aa067ef60d Merge branch 'master' into PBRisComing 2015-11-17 14:55:36 +01:00
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
Paul Speed
2c337123a9 Added a test/example of running a client and a server in the
same JVM.  a) this makes a good example of self-hosted style
LAN multiplayer games, and b) it causes the serialization bug
to show up so I can fix it.  (Already fixed it and that commit
will be next... it's almost like TDD.)
2015-11-15 02:15:30 -05:00
Paul Speed
e832ad5c94 Added an isRunning() method so that other classes can
check if the server is still running.
2015-11-15 02:14:26 -05:00
Paul Speed
17df399f68 Commented out the message class serialization and left
a comment as to why: in 3.1 there is a default service
that automatically does this on clients.
2015-11-15 02:13:58 -05:00
Paul Speed
cea36ffc47 Added some more client-side error and connection handling
to make a more complete example.  It should now be relatively
well behaved through all normal shutdown paths.
Modified the server to gracefully close the client connections
when shutting down rather than just letting the sockets die.
2015-11-15 01:53:32 -05:00
Paul Speed
38fe771ed8 Modified the client state messages to include the chat
instance in case we add a multi-client test.
2015-11-15 01:22:17 -05:00
Paul Speed
9e80d8a7aa Beefing up the client server tests a little to add
some listeners and to better report what's going on to the
console.  This is in prep for making a combined test.
2015-11-15 01:20:28 -05:00
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
Kirill Vainer
500f57a64f AssetManager: set locator path only once per thread 2015-09-14 23:19:43 -04:00
Kirill Vainer
7659a7b986 TestCustomAnim: fix crash when enabling HW skinning 2015-09-14 23:03:08 -04:00
Kirill Vainer
1aaf806c65 test: fix crash due to deprecated material 2015-09-14 23:00:55 -04:00
Nehon
a35b499ee7 Big refactoring to how PBR is handled.
- Introduced a new Light type : LightProbes that are lights holding Image based Lighting information that are sent to the shader. For now, only the closest LightProbe from a geometry is sent to the shader. This will be enhanced later as it's obviously not the best way to handle this.
- Added a LightProbeFactory for easy creation and rendering of LightPorbes and associated maps. The maps generation process can also be monitored through a Listener class.
- Added various utility classses for debuging purpose.
- Added a new test case for environment with multiple LightProbes.
- Adapted the previous test case to the new system.
2015-08-09 18:39:22 +02:00
Nehon
6d1ab7af65 Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader.
Added a stress test for unshadedNodes.
Changed the name of the texture parameter to textureMap in TextureFetch shaderNode as it was conflicting with the texture function used to fetch a texel from a a texture in glsl 1.5
2015-07-05 23:43:38 +02:00
Nehon
596954b056 Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader.
Added a stress test for unshadedNodes.
Changed the name of the texture parameter to textureMap in TextureFetch shaderNode as it was conflicting with the texture function used to fetch a texel from a a texture in glsl 1.5
2015-07-05 23:35:34 +02:00
Nehon
be58be75ef Merge branch 'master' into PBRisComing 2015-07-03 23:34:26 +02:00
Nehon
6d3377a2a8 Fixed Parallax without normal map in lighting.j3md 2015-07-03 23:33:19 +02:00
Nehon
719a683c2c Fixed Parallax for PBR lighting 2015-07-03 22:53:29 +02:00
Nehon
0594e5dc7e Merge branch 'master' into PBRisComing 2015-05-05 18:05:07 +02:00
Kirill Vainer
0178029782 Example to show character model cloning / export 2015-05-03 16:02:25 -04:00
Kirill Vainer
55d3a5dd15 UnshadedArray: does not require gpu shader extension 2015-05-02 15:27:28 -04:00
iwgeric
a52bc0a82c Bullet (and jBullet): Update Test Classes to use BulletAppState.setDebugEnabled instead of PhysicsSpace.enableDebug. 2015-04-26 19:21:00 -04:00
Nehon
e1d0e06c59 Merge branch 'master' into PBRisComing
Conflicts:
	jme3-core/src/main/java/com/jme3/material/TechniqueDef.java
2015-04-11 16:01:01 +02:00