We now handle "too many bone weights" in the same way that we handle
"too many UV sets". i.e. emit an error message and do not panic.
This change allows us to render the model in #5234 quite reasonably.
Fixes#5234.
The existing unit test had an incorrect expectation in what happens
after splicing an existing range. Fixing the unit test revealed an
actual bug in the RangeMap implementation. It should never modify the
lower bound of an existing interval, because that invalidates the
iterator. It should also never retain a pointer or reference to a range
when the range is potentially removed by subsequent codelines.
This works by first generating a reflection buffer which gets blurred,
then the color pass samples from this buffer according to the roughness
of the surface being rendered.
A lot of the changes here involve utilizing "reserved" variants for
the new "SSR" pass and all the fallout from that.
Variants are no longer just a bit mask, but rather a combination of
some bits, depending on the variant. Because of that the variant filer
must be updated.
Basically we now make a distinction between the "variants" as a public
material API and the actual `Variant` data type.
This change does the impedance match between the two.
- Rename projectToPixelMatrix to uvFromViewMatrix, this match our
existing style better.
- slightly more efficient direction transform
- limit roughness to 0.1 instead of 0.01, because in a lot of cases,
the roughness increases with the LOD, for instance if it comes from
a texture (to combat aliasing).
The current Variant is need to calculate BindingIndexMap correctly.
But we can't use the current Variant when calculate BindingIndexMap
because SamplerBindingMap uses only the dummy Variant. Both are
should be same.
The morphing sampler group can be added if skinning or morphing is
enabled. However SamplerBindingMap can't know skinning or morphing
is enabled because only dummy Variant is used. It causes generating
the different sampler bindings between SamplerBindingMap and
program's sampler groups.
Fixes#5139
This fixes the gltf_viewer automated testing mode, invoked via
`--batch=default --headless`.
ReadPixels was being issued with an out-of-bounds size on high DPI
platforms, which caused weird backend errors.
Since we create an invisible SDL window while in headless mode, the
presence of the SDL window does *not* indicate headless vs non-headless.
Partial fix for #5111
Support legacy morphing (morphing with targets supplied via VertexAttributes) for older clients. This gives clients more time to transition over to the new MorphTargetBuffer API.
Instead of building the Variant based on flags in RenderPass, we just
pass the Variant itself to RenderPass. The caller has more knowledge
of what it wants to do.
This allows the `Horse.glb` model to work with Vulkan without any
validation errors. As a reminder, the glTF spec says:
```
When normals are not specified, client implementations MUST calculate
flat normals
```
Fixes#5115.
* 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>
This will allow the Vulkan backend to efficiently track the subresource
image layouts for each texture.
This is a sparse container for a series of ordered non-overlapping
integer intervals, where each interval maps to a concrete value.
This fixes a double-initialization problem for one of the function
pointers, and also updates the BlueVK generator to fix issues with the
latest Khronos XML file.
The corollary C++ changes will be made in a subsequent PR since they
will be difficult to review.
See #5026.
This functionality (in the Automation section) was violating a
constraint that was landed in November.
1) Call postRender inside beginFrame / endFrame.
2) Use RGBA when issuing ReadPixels (required by some backends) and
convert to RGB when dumping out the PPM file.
We can now do screen-space refraction and reflections at the same time.
This change mostly removes the checks that were preventing it from
working.
The real change in the PR is to adjust the reprojection matrix based
on whether the SSR buffer (both for refractions and reflections) comes
from this or the previous frame.