* Add new public API to query a sampler transform name field.
This new API will let filament users query a Material object
the value of the `transformName` field of a specified sampler
parameter.
The transformName is an optional field, so if its not defined
by the user, it will return a nullptr value.
- A new test was added to test_filamat to validate the serialization.
- A new parameter was added to the test sandboxLit material to
validate the parsing a material with the new field.
* Addressing review comments
- Add java and js bindings for the new API
- Tests for querying the getParameterTransformName
* Use utils::ImmutableCString for transformName
* Updating release notes
* Review comments
* Addressing more review comments
- Fix comments
- For the java binding return an empty string when the
transform is not present.
* Add a Renderer API to force skipping frames
Renderer::skipNextFrames(size_t) can be used to force filament to
pretend the next N frames must be skipped. This is mostly useful for
debugging.
* Add DebugOptions to Settings
We still need to move the "Debug" features of gltf_viewer to this,
but this give us a framework to do it.
Currently there is one debug option that allows to set a number of
frames to skip.
ViewerGui propose a button to skip 10 frames using this framework
* Update libs/viewer/src/Settings.cpp
Co-authored-by: Powei Feng <powei@google.com>
* Update libs/viewer/src/Settings.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
* Implement query to check if texture format is mipmappable
This will allow Filament's users to perform check beforehand.
* add java bindings
* add javascript binding
the new MaterialInstance::setCullingMode(color, shadow) API allows to
set a separate face culling mode for the color pass and the shadow
passes.
FIXES[391679058]
* validate MaterialInstance references when destroyed
With this change we now enforce two things:
- All MaterialInstance of a Material must be destroyed when
destroying said Material. This has always been a documented
requirement of the public API, but wasn't enforced (only
a warning was printed).
This new assertion is unconditional.
- A MaterialInstance, when destroyed is no longer in use by any
Renderable.
So before destroying a MaterialInstance, the user of API needs to
ensure that either all Renderable using that MaterialInstance in one
of their Render Primitives are destroyed, or, that these Renderable
using that MaterialInstance are reset to another one or to null.
There is a new RenderableManager::clearMaterialInstanceAt() that can
be used to clear a MaterialInstance on a Render Primitive.
Additionally, a Render Primitive with a null MaterialInstance is now
silently skipped during rendering, instead of a null-dereference.
Finally, that second assert is protected by a new feature flag:
"features.engine.debug.assert_material_instance_in_use". This flag is
enabled on DEBUG builds and disabled on RELEASE builds by default.
The flag can be changed at any time using `Engine::setFeatureFlag()`.
BUGS=[333907416]
* Update filament/src/components/RenderableManager.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
Add Renderer::skipFrame() which should be called when intentionally
skipping frames, for instance because the screen content hasn't changed,
allowing Filament to performance needed periodic tasks, such as
cache garbage collection and callback dispatches.
We also improve the ResourceAllocator cache eviction policy:
- the cache is aggressively purged when skipping a frame
- we aggressively evict entries older than 3 frames
The default Config is now set to a more agressive setting.
The ResourceAllocator used to be global and owned by the Engine, this
was causing some issues when using several Renderers because each
one could cause the eviction of cache data for another.
We now have a ResourceAllocator per Renderer, which makes more sense
because most resources are allocated by the FrameGraph.
We also introduce a ResourceAllocatorDisposer class, which is used
for checking in and out a texture from the cache, and destroy the
texture when it's checked-out. That objet is still global.
* don't crash if we don't have a Camera set on View
- also add a method to query if a camera was set
* Update android/filament-android/src/main/java/com/google/android/filament/View.java
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
- dynamic (default) no restriction apply
- static bounds: bounds and world transform can't be changed
- static: additionaly morphing/skinning and vertex/index buffers are
immutable.
This will allow some optimizations in the future. Currently, we just
store the type but don't do anything with it.
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
* prevent public classes from being created on the stack
- we used to to this by deleting operator delete, but this prevented
the internal "F" classes from being virtual; which can be useful
when using EntityManger::Listener.
now we just make the destructor protected in each class.
- EntityManger::Listener now has a virtual destructor so that
objects could be correctly destroyed from Listener*
* improve EntityManger and Component managers
- all component managers now have the same "base" API
- getComponentCount()
- empty()
- getEntity()
- getEntities()
- Scene now has getEntityCount()
- EntityManager now has getEntityCount()
- all component manager implement gc() the same way, by calling destroy()
- SingleInstanceComponentManager::gc() that calls removeComponent() has
been removed because it's dangerous. removeComponent() is often
not enough, some additional cleanup might be needed.
Fog can now be opted-out on a per renderable basis. When fog is disabled
on a renderable it removes the requirement that this renderable's
materials have the FOG variant.
This works by making the fog an entity which can be used to create
a TransformManager component an participate to the transform hierarchy.
This feature can be used as more advanced way to set the fog's floor,
which now can have an orientation (essentially be a plane).
This is useful for coordinate systems that are not y-up.
A material global is a variable seen by all materials. There are 4 such
variable which are all vec4 and they can be set on a per-view basis.
All materials used during Renderer::render() will see the same value.
These variable can be accessed in the materials by using
getMaterialGloabal{0|1|2|3}.
This change adds a 'SRGB' config flag when creating a SwapChain that
enables linear to sRGB conversion on write.
When using this flag, the linear->srgb conversion in the color grading
post processing should be disabled (or, the whole post-processing
stage should be disabled).
There is also a new query to determine if this flag is supported by
the underlaying platform.
On Metal, this happens automatically when the underlaying layer is sRGB.
This reverts commit 3799e219fc.
There can be up to 4 channels drawing commands can be associated to.
Channels work like "priorities" except it's the strongest command ordering
key, in particular it takes precedence over the object's blending mode.
In addition to the new getters, this change fixes the duplication of
a MaterialInstance, which didn't carry along the following states:
- alpha mask threshold
- specular AA threshold
- specular AA variance
- double sidedness
TODO: stencil state, polygon offset and scissor are stil not queryable
Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.
The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.
Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:
(1) Consolidate separate loader entry points for GLB and GLTF.
The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points. Clients do not (and should not) need
to check the file name extension.
(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.
In the new scheme, all assets have at least 1 instance.
Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).
This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.
This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:
- getSkinCount, getSkinNameAt
- getJointCountAt, getJointsAt
- attachSkin, detachSkin
* new feature level API for backends
backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays
Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.
* Add public APIs for feature levels
* Add infrastructure to check feature levels in materials
* validate material feature level on use
The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).
* material documentation
* activate ESSL 3.10 for feature level 2
also generate #defines to identify available feature levels
* support for cubemap arrays in the public API
if feature level 2 is supported, cubemap arrays can be used from the
public API.
* add release notes
Starting with 3.1.14, embind started to support for `noexcept`
which caused multiple definition errors since we have a workaround
in place that alreadys supplies template instantiations for `noexcept`.
This change should not affect G3 since our JS bindings are not used
in G3.
The upstream fix is here:
https://github.com/emscripten-core/emscripten/pull/17140Fixes#5789.