Commit Graph

1765 Commits

Author SHA1 Message Date
Mathias Agopian
39d555d115 get rid of filmat-lite, which was poorly maintained 2023-10-02 14:18:25 -07:00
Mathias Agopian
21ea99a1d9 fade shadows out at shadowFar distance
Instead of a hard cutoff, we fade shadows out at
the shadowFar distance if active, fading occurs
over about 10% of the shadowFar distance.

- this works only for the directional shadow
  (other lights don't use shadowFar).
2023-09-28 16:21:27 -07:00
Mathias Agopian
f0b0505207 fix materials that write to the depth or use discard
these materials would not generate proper structure or shadow buffer,
because they used a special variant that in most case removed the
user code.

now when the user code writes the depth or calls discard, the user
shader is kept.
2023-09-28 16:19:17 -07:00
Mathias Agopian
11997d007a cleanup ASTHelpers, GLSLTools
- fix IDE warnings
- rename ASTUtils to ASTHelpers to match filename
- break dependency of ASTHelper on GLSLTools
- break dependency of GLSLTools on MaterialInfo
2023-09-28 16:19:17 -07:00
Powei Feng
b2cef9bfee Update MATERIAL_VERSION to 44 2023-09-27 16:32:17 -07:00
Eliza Velasquez
3aee9402d5 Add ESSL1 block to feature level 0 mats
Previously, when a material was expilicitly built for feature level 0, it was
necessary to write ESSL 1.0 code which was incompatible with the OpenGL feature
level 1 implementation in Filament. Rather than adjust the Filament
implementation so that feature level 1 uses the same workarounds as feature
level 0 to emulate GLES 3.0+ features, it's more runtime-efficient to have matc
embed ESSL 1.0 and 3.0 shaders as separate chunks and load the corresponding
one based on the active feature level.

Feature level 0 material shaders must still be written in what is effectively
ESSL 1.0. To assist with this, a small set of compatibility definitions are
introduced when building the ESSL 3.0 variant. These are virtually all
textureXXX() functions, and end up either optimized out or inlined by glslang.

One final effect of this change is that external and 3D samplers are now
properly supported in feature level 0 materials.
2023-09-26 22:46:51 +00:00
Jacob Su
6ebd22f474 Fix test_gltfio cmake duplicate libs and failed UT. (#7199)
* fix test-gltfio cmake duplicated libs links.

* fix test_gltfio failed UT.
2023-09-25 12:52:46 -07:00
Powei Feng
9cbf741ac2 Update MATERIAL_VERSION to 43 2023-09-25 10:08:56 -07:00
fvbj
5d30435620 Extend skinning for >4 bones per vertex (#6772)
* Add skinning and morphing samples to check functionality
* Implement skinning for more than four bones pair vertex

The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution.
Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
2023-09-21 13:04:12 -07:00
Mathias Agopian
d02231dce9 fix build most recent emscripten build 2023-09-21 13:02:35 -07:00
Romain Guy
cb9bfaeb83 Fix build warnings (#7189)
The latest macOS toolchain triggers warnings for duplicate libraries at
link time. This is caused by our dependency chains.

Also remove an inlining warning in Kotlin and unnecessary warnings in
build.sh when doing a clean or generating web docs.
2023-09-20 10:16:55 -07:00
Mathias Agopian
3dcdb202d1 new API to return a Material's supported variants
FIXES=[297456590]
2023-09-19 15:48:39 -07:00
Mathias Agopian
9474798c75 remove anamorphic bloom feature
This features didn't work well, had a lot of artifacts and generally
wasn't very useful. This kind of effect should be accomplished
differently.

This is an API break because BloomOptions::anamorphism has been removed.
2023-09-18 16:09:21 -07:00
Mathias Agopian
9f62dc2f2f Improve bloom
- add a quality option
- remove the ping-pong code, we'll disable for GPU that don't work
  instead.
- improve quality by doing a better first downscale
  (using a 5x5 gaussian).
- improve performance by using a 9 tap filter instead of 13 for
  in most cases
- fix usages of setMinMaxLevels as it resets the base level to "min"
2023-09-18 11:51:51 -07:00
Eliza Velasquez
58017a0e6a Tweak documentation
This is admittedly a very nitpicky change.

For most of the changes, I went through the various Markdown files and added
language names to the source blocks for better syntax highlighting on GitHub. It
also makes it easier to copy and paste commands without copying the leading `$`.
I avoided changing anything in `third_party`.

Additionally, I added some instructions for compiling the Android samples on the
command line and fixed some typos.
2023-09-12 20:28:46 +00:00
mackong
d9c2893976 Fix possible change of scale sign when decomposing matrix (#7138)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-09-12 12:28:02 -07:00
Mathias Agopian
da96b45827 apply shadow settings to all lights in the scene
this "fixes" point light shadows in gltf_viewer, which were never
enabled
2023-09-12 10:08:07 -07:00
Ben Doherty
2c63a5ad7a Fix use of -Wno-deprecated-register flag and MSVC (#7156) 2023-09-11 13:40:02 -07:00
Mathias Agopian
6fd5d45295 fix shadow stability when eye is far from world origin
in stable mode the scale was ever so slightly varying with the 
camera position, because it was calculated from the camera frustum in
world-space, this variation was amplified when the camera is far from 
the origin, which eventually caused the modulo needed for snapping the
shadowmap projection to widely vary, leading to the instability.

We now calculate the camera frustum sphere in view space, which is
guaranteed to be constant. If "shadow caster mode" is chosen, we 
quantize the scale a little bit so it stays constant.

The snapping code itself has been cleaned.
2023-09-08 11:19:19 -07:00
Mathias Agopian
e0a37de1ba cleanup 2023-09-07 00:09:02 -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
Jacob Su
8d7743ce67 Bug: fix underscores literal operators c++ compatible error. (#7136) 2023-09-05 10:03:51 -07:00
mackong
682585be4a Fix TextureFlags for sheenRoughnessMap (#7139) 2023-09-05 10:00:12 -07:00
Romain Guy
9046d04de4 Fix a crash in gltfio when not using ubershaders (#7135) 2023-09-02 12:45:58 -07:00
Romain Guy
25a8291101 Don't force masked blending for transmission/volume materials (#7126)
* Don't force masked blending for transmission/volume materials

glTF lets you choose your own alpha mode when using the transmission
and volume material extensions. We were forcing the masked mode which
was incorrect, except to pass the standard tests.

* Update release notes
2023-08-30 13:34:49 -07:00
Mathias Agopian
8d440cea17 Update/Improve ViewerGUI
- separate out the settings for bloom, ssao and ssr
- update webgl binaries

- change default bloom resolution to 384 from 360 to have up to 7 
mipmap levels vertically
2023-08-25 09:53:52 -07:00
Mathias Agopian
97f20afdd7 remove the anonymous union in SamplerParams
- don't rely on it being 32-bits
- update the jni code to store SamplerParams in a long (64 bits)
  instead of a int. This gives us some future-proofing of the java side.
2023-08-24 21:36:42 -07:00
Powei Feng
c3c0dde82f vulkan: fix crashing Pixel 4xl adreno (#7087)
Adreno doesn't seem to like defining the size of arrays using a
`const int`.
2023-08-22 12:36:45 -07:00
Powei Feng
ecd5b681d0 Update MaterialEnums.h (#7098) 2023-08-21 10:49:44 -07:00
Jacob Su
aa6e94a128 Fix Mat cofactor UT error on Mac M2 chip machine. 2023-08-18 10:28:51 -07:00
Mathias Agopian
1c7293db8d fix fuzzyEqual
- the return value was inverted
- fuzzyEqual could generate alignment faults
- move it out of mat4 and mat2 because it was
  only used in one place.
2023-08-16 10:40:13 -07:00
Ben Doherty
6bb29f6e01 Implement preliminary support for instanced stereo (#6967) 2023-08-15 17:08:11 -07:00
Mathias Agopian
f537f62adf Use 4 background threads for shader compiler on PowerVR
Since powervr supports parallel shader compilation well, we use 
4 background threads for shader compilation.
2023-08-11 15:22:19 -07:00
Mathias Agopian
58b23c290c Work around a PowerVR bug where gl_InstanceID is not initialized 2023-08-11 15:22:19 -07:00
Mathias Agopian
e9bd9ab3a6 Fix matdbg for 32 bits architectures 2023-08-09 19:19:05 -07:00
Powei Feng
bcfdf2f70d Release Filament 1.40.5 2023-08-09 10:26:17 -07:00
Mathias Agopian
6c05029a9f workaround a crash with some adreno drivers
The crashes are triggered by spirv-opt's MergeReturnPass, so we 
just disable it. This pass also caused issues with AMD drivers on macOS.


fixes b/291140208
2023-07-31 15:48:44 -07:00
Mathias Agopian
0ed71ab53b fix an issue causing callbacks to be called too late
We were waiting for programs from both queues to be compiled before 
calling the callback associated with one queue. In practice this caused
the callback associated with high priority programs to be called only 
after low priority programs were ready.

Also cleanup-up "token" so that it doesn't store the priority.

Update the documentation and sample to better reflect what the 
implementation does.
2023-07-27 10:02:31 -07:00
Powei Feng
b35e24daa7 gltfio: exclude unsupported platforms from test (#7000) 2023-07-26 19:11:50 -07:00
Powei Feng
f506b27a31 gltfio: simple test for asset loading (#6990) 2023-07-26 16:50:06 -07:00
Ben Doherty
dc9510fe25 Support EXT_clip_cull_distance for future use (#6965)
This PR sets up the ability for shaders to use `gl_ClipDistance`, which will be needed in the future. Desktop GL supports this natively. OpenGL ES requires the EXT_clip_cull_distance extension.

Unfortunately glslang does not support this extension, so we have to employ a workaround for mobile when going through glslang. We instead write to `filament_gl_ClipDistance`, and then modify the SPIR-V to decorate this as `gl_ClipDistance`. See the comment in SpirvFixup.h.

Note this PR does not actually use `gl_ClipDistance` yet, so there should be no change to shaders.
2023-07-26 10:01:28 -07:00
Powei Feng
5fce0f9ecf filamentapp: fix vulkan dependency (#6987)
Fixes #6983
2023-07-24 16:50:51 -07:00
Y-way
3f77ff8815 Build error on msvc 2022 2023-07-21 10:00:51 -07:00
mackong
24286e6016 gltfio: fix crash when compute morph target without material 2023-07-21 09:08:22 -07:00
Ben Doherty
626577fe3d Fix ineffective FOG variant filter (#6968) 2023-07-20 11:54:18 -07:00
Ben Doherty
4e6f6a4579 Disable shader precompilation on WebGL (#6925) 2023-07-12 07:32:58 -07:00
Powei Feng
45f5a07989 Update MATERIAL_VERSION to 40 (#6948) 2023-07-10 15:22:15 -07:00
junsang.lee
420f4000c2 fix: 64-Bits Windows, Path::exists() fails for files over 2GB. (#6938) 2023-07-07 00:14:54 -07:00
Ben Doherty
9fa952d968 For web assembly, implement logging as emscripten_err and emscripten_out (#6913) 2023-06-22 11:18:23 +08:00
Powei Feng
52282baeff Update MaterialEnums.h to v39 2023-06-20 11:48:07 -07:00