- -m option now works with "directory_*.png" or just "*.png"
- "color" replaced by "albedo" to mach other places in the source tree
- fixed warnings
- clear the background when IBL is not used
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
This basically adds two settings:
- highPrecision at the View level, which controls the bit depth
of the vsm shadow texture used. This affects all shadowmaps.
- elvsm per shadowmap, which enables Exponential Layered VSM.
the main change in the shaders is that we now always output the
"negative" EVSM, even when it's not enabled. If no shadowmap uses
ELVSM, then the texture is stil an RG texture and the calculation is
lost (with some luck culled by the shader compiler), either way it's
not a lot of math and it's done only once per shadow texel.
During the color pass, on the other hand, we compute the "negative"
EVSM only if enabled.
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
Filament does not yet fully support threads with WASM, but this is a
baby step in that direction.
To enable experimental pthreads support, enable the WEBGL_PTHREADS CMake
option. This will enable pthreads support in `gltfio` and `utils`, which
is known to work, but not when served with GitHub Pages.
The web server must emit COOP, COEP and CORP headers, so our build
instructions now recommend the use of `emrun` for local testing.
This also changes our demos so that they do not use unpkg, which
does not work when using `emrun`, due to cross-origin restrictions.
This feature can improve load time when textures are downloaded from the
web on non-filesystem platforms like Android.
More specifically, this allows downloaded texture assets to arrive after
the user calls asyncBeginLoad(), which means that decoding and
downloading can occur concurrently.
Prior to this PR, we already used JobSystem for decoding, but we did not
kick off any jobs until after all assets were downloaded.
Still TBD: add this feature for external vertex data.
Partial fix for #5909.
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.
auto-instancing can have some overhead, so when it is known that the
scene doesn't have identical primitives, it is better to disable it.
(disabled by default).
Also add some missing bindings for `enableAccurateTranslations`.