Commit Graph

201 Commits

Author SHA1 Message Date
Mathias Agopian
3a503976c8 add View::getLastDynamicResolutionScale() (#9419)
* add View::getLastDynamicResolutionScale()

This method return the last dynamic resolution scaling factor used
by the view.

FIXES=[457753622]
2025-11-10 14:49:23 -08:00
rafadevai
9da29e3ab7 Add new public API to query a sampler transform name field. (#9320)
* 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.
2025-10-21 23:55:25 +00:00
Mathias Agopian
f8e8c27c04 Add a Renderer API to force skipping frames (#9313)
* 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>
2025-10-13 12:52:17 -07:00
Mathias Agopian
31d66002a9 optional per-channel depth clear (#9287)
- increase the number of channels from 4 to 8
- new api on View to enable per-channel depth clear
FIXES=[447648764]
2025-10-03 14:25:02 -07:00
Mathias Agopian
26ceaebac6 add RenderManager::getInstanceCount()
FIXES=[442916683]
2025-09-05 09:51:06 -07:00
Mathias Agopian
70d41664b5 Add Renderer::shouldRenderFrame() API
FIXES=[410463814]
2025-07-30 15:32:23 -07:00
Konstantin Sakhin
62b8a60527 Implement a query to check if combination of texture format, pixel data format and type is valid. (#8452)
This will help Filament users to perform this check beforehand.
2025-02-18 16:05:03 -08:00
Konstantin Sakhin
2b54e7dd97 Implement query to check if texture format is mipmappable (#8442)
* 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
2025-02-13 15:30:09 -08:00
Benjamin Doherty
d8af04f08f Add missing setDithering to jsbindings 2025-02-10 09:37:13 -08:00
Mathias Agopian
69822a91cf the shadow passes get their own face culling mode
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]
2025-02-07 11:36:48 -08:00
Mathias Agopian
1747ae8f5a validate MaterialInstance references when destroyed (#8366)
* 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>
2025-01-17 14:15:15 -08:00
Ben Doherty
ac0aea98c9 Fix Web build, update Emscripten SDK to 3.1.60 (#8350) 2025-01-15 11:42:39 -08:00
Mathias Agopian
ef6ef784c9 external textures are no longer restricted to SAMPLER_EXTERNAL
OpenGLES allows this when GL_OES_EGL_image is present.
2025-01-07 09:50:57 -08:00
show50726
17e4d2b92e Add public API in View for transparent picking (#8206) 2024-10-22 10:46:24 -07:00
Mathias Agopian
e7c96cd124 better handle skipped frames and cache eviction
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.
2024-07-25 17:23:04 -07:00
Mathias Agopian
730bc99025 Move the ResourceAllocator from Engine to Renderer
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.
2024-07-25 17:23:04 -07:00
Mathias Agopian
d15c53e530 an easier way to pipe vsync time to beginFrame
BUGS=[343764098]
2024-06-21 09:41:19 -07:00
Mathias Agopian
b5d7de06bc Engine::unprotected() drops the command queue back to unprotected mode
FIXES=[344021154]
2024-06-04 11:46:00 -07:00
Mathias Agopian
3bffd90357 don't crash if we don't have a Camera set on View (#7766)
* 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>
2024-04-16 21:09:21 +00:00
Mathias Agopian
b21dfd5ea2 add a couple way of validating MaterialInstances (#7754)
* add a couple way of validating MaterialInstances

BUGS=[333907416]

* Update filament/include/filament/Engine.h

Co-authored-by: Powei Feng <powei@google.com>

* Update filament/include/filament/Engine.h

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-04-16 12:12:20 -07:00
Ben Doherty
ee4c03d0f1 Fix WebGL build with newer Emscripten (#7721) 2024-03-28 14:15:32 -07:00
Mathias Agopian
93b15dac87 The type of geometry of a renderable can now be specified
- 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.
2024-03-19 11:12:25 -07:00
Ben Doherty
7d31a7f7ea Move stereoscopic debug options to Settings framework (#7347) 2023-11-15 10:51:58 -08:00
Powei Feng
d5bab43ceb Revert "engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)" (#7360)
This reverts commit 038f07cb34.
2023-11-13 22:26:03 -08:00
Powei Feng
038f07cb34 engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
2023-11-06 14:06:00 -08:00
Mathias Agopian
e674420e9c improvements to EntityManagers and Filament APIs (#7302)
* 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.
2023-10-26 13:10:43 -07:00
Mathias Agopian
21b51caf3d add Renderer::getClearOptions (#7272)
FIXES=[243846268]
2023-10-18 15:16:01 -07:00
Mathias Agopian
4e2a791e81 Directional shadows can now be transformed
This setting only exists for artistic reasons.

b/297095805
2023-09-07 00:09:02 -07:00
mackong
0f21c6c90b Use flatmat for mat parameters (#7131)
Co-authored-by: Romain Guy <romainguy@curious-creature.com>
2023-09-01 12:39:07 -07:00
mackong
549c582287 engine: support setDepthFunc for MaterialInstance (#7004)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-07-31 15:49:48 -07:00
Mathias Agopian
d302525674 Add a way to query the validity of filament objects
Engine::isValid() can be used to check the validity of most filament
objects.
2023-07-27 10:02:31 -07:00
Romain Guy
176915b59c Add missing setParameter variants to MaterialInstance (#6973)
Adds support for mat3/mat4 parameter types
2023-07-20 11:19:35 -07:00
mackong
0b60933c2a web: remove const qualifier for getMaterialInstances (#6952) 2023-07-20 10:43:33 -07:00
Mathias Agopian
da17b6f867 New RenderableManager API to opt-out of fog
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.
2023-05-17 15:58:56 -07:00
Mathias Agopian
f6c8ce1fd1 New API to apply a transform to the large-scale fog.
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.
2023-05-16 12:42:59 -07:00
Mathias Agopian
899c15f023 very basic API for materials to have global variables (#6764)
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}.
2023-04-25 17:20:43 -07:00
mackong
b891c52d9b web: fix getWorldTransform typo 2023-03-13 15:14:21 -07:00
Mathias Agopian
5754b9907d Add support for sRGB swapchains
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.
2023-01-31 09:29:02 -08:00
Mathias Agopian
d0c043c7ff implement draw command channels
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.
2023-01-23 13:47:41 -08:00
Mathias Agopian
07464c967b Add missing Scene::getIndirectLight()
Also add missing getSkybox in js bindings
2022-12-06 11:19:43 -08:00
Ben Doherty
8e13fc86d5 Expose missing ColorGrading::Builder methods to JS (#6262) 2022-11-03 11:04:06 -07:00
Mathias Agopian
41ef71abdf Add MaterialInstance getters for overridable properties (#6243)
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
2022-11-01 11:22:01 -07:00
Philip Rideout
9f53c62e06 gltfio: Update Web API.
Java API changes will come next.
2022-09-29 16:28:50 -07:00
Philip Rideout
2d996033e3 gltfio API change part 2: remove asset-level animator 2022-09-29 16:28:50 -07:00
Mathias Agopian
0dc0bbd4f3 LiSPSM is now a user settable option 2022-09-22 09:35:45 -07:00
Philip Rideout
54769a2ad3 gltfio: Move the API for recomputeBoundingBoxes.
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.
2022-08-26 09:48:04 -07:00
Ben Doherty
94f72ea137 Add stencil API bindings for web (#5976) 2022-08-23 11:53:27 -04:00
Philip Rideout
8dc6fde588 gltfio API change: assets are now always 'instanced' etc
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
2022-08-18 08:58:24 -07:00
Mathias Agopian
b2ec57776d new feature level API for backends (#5784)
* 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
2022-08-17 10:14:26 -07:00
Philip Rideout
4afd0c5456 Upgrade to emscripten 3.1.15 and remove workaround.
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/17140

Fixes #5789.
2022-07-27 09:10:29 -07:00