This change adds support for the KHR_materials_dispersion glTF extension, which introduces a dispersion property for refractive materials.
The dispersion property controls the angular separation of colors transmitting through a refractive object, allowing for more realistic rendering of materials like glass and diamonds.
Changes include:
- Added a dispersion property to the material definition.
- Updated the shaders to incorporate the dispersion effect in the refraction calculations.
- Added a new test case for dispersion.
- Updated the material documentation to include the new dispersion property.
This change will enable proper flat-shading and MikkTSpace.
Caveats:
- Only for disk-local glTF resources
- iOS, Web, Android do not work as of now
Fixes#6358, #7444
- gltfio: Enable -Wall -Werror for gltfio_core
- gltfio: Fix various errors that were missed warnings
- matdbg: switch from std::atomic_uint64_t to
std::atomic<uint64_t> for older clang
Drag and dropping a gltf folder was broken:
- the handle didn't find the gltf file on drag&drop
- the ResourceLoader cached the asset path
- don't exit(1) when drag&dropping an invalid file
There's no functional change in this commit.
Make some parameter names more legible by renaming them and put output
parameters to the right of their function.
This is a feature request from Google. It allows users to "preload" an
asset, ie you can now create all VertexBuffer objects, Texture objects,
etc, without actually creating any entities or renderable components.
In the past we used TransformManager to help out with computing the big
asset-level bounding box, but now we use `gltf_node_transform_world()`
because entities might not yet exist.
One minor side effect is that `FilamentAsset::getBoundingBox()` now
returns the AABB that was determined at load time, and does not account
for instances. As a result, our `gltf_instances` sample app looks
slightly different but this is expected.
Some (poorly authored) glTF assets have several `image` elements
that all refer to the same URL or buffer view. When this occurs,
we create only 1 Filament Texture.
These assets regressed after PR 6051, which consolidated the texture
related fields in `FilamentAsset`, but did not include an ownership flag
in the new `TextureInfo` struct.
gltfio can now ask the material provider plugin which `Material` would
be used for a given set of requirements. Prior to this change, gltfio
could only create a new `MaterialInstance`.
This method is necessary to support an upcoming gltfio feature.
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.
* Fix warning C4146: unary minus operator applied to unsigned type, result still unsigned
* Fix warning C4068: unknown pragma 'nounroll'
* Fix warning C4068: unknown pragma 'unroll'
* Fix warning C4068: unknown pragma 'clang'
* Fix warning C4305: 'initializing': truncation from 'double' to 'float'
* Fix warning C4267: 'argument': conversion from 'size_t' to 'utils::FixedCapacityVector<filament::uberz::WritableArchive::Material,std::allocator<T>,true>::size_type', possible loss of data
* Fix warning C4267: 'argument': conversion from 'size_t' to 'uint32_t', possible loss of data
* Fix warning C4244: 'initializing': conversion from 'A' to 'T', possible loss of data
* Fix warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
* Fix warning C4293: '>>': shift count negative or too big, undefined behavior
* Fix diagnostic warning C4189: 'channels': local variable is initialized but not referenced
* Use [[maybe_unused]] where possible and revert aa79bd6fa8.
* Revert unary minus for non-MSVC compilers
* Add macro for enabling warnings temporarily
* Get rid of UTILS_HAS_CXX17
* Revisit warning related macros
Co-authored-by: Levente Koncz <levente.koncz@shapr3d.com>
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
We still use resgen for convience, but the archive is now passed in
from the client application.
This will allow us to shrink the gltfio Android library (stay tuned).
This optimizes and cleans up some code from a 3P contributor.
When computing a bounding box, there was no need for an inner loop
through the entire skins array.
Tested using the torus model in #4973 and the `-r` flag in gltf_viewer.
* Add multi-scene support to gltf_viewer.
To test this, I generated a multi-scene asset as follows.
```
gltf-transform merge Avocado/glTF/Avocado.gltf \
BarramundiFish/glTF/BarramundiFish.gltf \
~/Desktop/Merged.gltf
```
* Specify c++17 in pbxproj files.
- For completion, FilamentAsset now has getRenderableEntities(). This is
similar to sister methods getLightEntities() and getCameraEntities()
except there is no need to store a separate array.
- The web helmet demo does not need to enable shadows, they are already
enabled.
- The ViewerGui populateAsset() method was doing two things that are
now decoupled for clarity: setAsset() and populateAsset().
- The updateRootTransform() method is now called only when the autoscale
checkbox is toggled, instead of every frame.
- The getFooEntities() methods in Java now skip doing work for empty
lists. Actually these should not return arrays at all, but let's fix
that later, since it will break backwards compatibility.
This adds a new implementation of the TextureProvider interface called
Ktx2Provider.
Tested using the KTX2 variant of the StainedGlassLamp model in the
Khronos samples repo.
Tested on WebGL 2.0 (Chrome v100), Android (Pixel 6 Pro), and Desktop
(Metal, OpenGL, and Vulkan via MoltenVK).
This allows clients to provide their own asynchronous texture decoders
for various mime-typed images. This is a plug-in component for gltfio,
in some ways similar to MaterialProvider.
There are two motivations for this: to decouple gltfio from STB and
to make it easier to integrate support for BasisU textures.
This also has the side effect of simplifying ResourceLoader, since the
texture decoding jobs have been moved out.
As part of this work, I made the "stb" CMake target into a traditional
static library. Previously we had several files called `Image.cpp`
whose sole purpose was to enable STB_IMAGE_IMPLEMENTATION.
In the past there was an API gotcha because users had to "get" the
animator before releasing the glTF source data. This could have been
surprising because it was a getter method, not a factory method.
This was due to overeager optimization on my part, I wanted to avoid
animator overhead for non-animated models, when in fact it has very
little overhead.
Moreover, the animator is conceivably useful even when there are no
pre-supplied animations (e.g. for applying skins), so let's just create
it unconditionally.
Motivated by #5299.
* Get the morph target count from the renderable
* Set the morph target count by Builder
* Update morph target weights partially
* Remove noexcept at functions could throw exceptions
* Update Java bindings at RenderableManager
* Add missing comments
* Update morph target weights from offset
Co-authored-by: Mathias Agopian <mathias@google.com>