- Add methods for adding attributes to the input mesh
- Add method in TangentSpaceMesh for when user provides the
tangents
- Separate client-side Algorithm enum from implementation algorithm
(AlgorithmImpl)
- Fix CMake config for combining static libs
* Add spirv-headers as a separate third_party repo
Previously, we pulled in spirv-headers as part of spirv-tools. We
still keep this behavior but move the content of the repo to
third_party.
We introduce a script for updating spirv-tools, and update the patch
file. The same script will also pull in a dependent spirv-headers.
The CL introducing the ESSL 1.0 chunk in materials inadvertently disabled
optimizations for said code. This commit reintroduces those optimizations and
fixes associated bugs which manifested. In particular, spirv-cross was
generating uints for bools; this has been fixed with a hack. Additionally,
spirv-cross is now compiled with exceptions enabled so that matc can gracefully
fail and show the code which failed to compile rather than abruptly aborting.
* Suppress numerous libz warnings
zlib will fix this issue later (see https://github.com/madler/zlib/issues/633).
For now we will just turn off the warning.
* Fix Windows build
* Begin Sorting SubProjects into Folders
* Add more subprojects to folders
* Add even more subprojects to folders
* Add further subprojects to folders
* Move the last two projects
* Move Resources to a Resources subfolder
* Remove spaces to be stylistically coherent
* Revert Improper CMake Modifications
* Revert erroneous line removals
* Only specify sdl2's folder on WIN32
* Add the shader subprojects to a Generated folder
* Move shaders to Filament/Shaders
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.
We were re-building various C++ files in three different targets
(basis_encoder, basis_transcoder, basisu executable), it's probably
better just to set up proper dependencies between the libraries. Note
that I'm not sure if this actually improves build times.
More importantly, this creates a CMake target for the zstd library
because we want to use zstd in other places.
This change includes a fix for an issue we filed against spirv-tools:
https://github.com/KhronosGroup/SPIRV-Tools/issues/4371
So, it should reduce the number of extraneous matrix copies in finalized
GLSL code.
I did quick size total of all filamat files (*) before and after this
update, it went from 11.3 MB to 11.1 MB.
(*) All backends are enabled, includes built-in Filament shaders and
gltfio ubershaders.
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.
mipgen can now emit basis-encoded KTX2 files. Both the desktop and
web "suzanne" samples use this as a test for compressed textures.
This PR does not add KTX2 support to glTF, but it's on the way.
`BasisEncoder` has a builder style API that calls the basis encoder to
create KTX2 files. This hides some low-level BasisU features that we are
not using, like file I/O and mipmap generation.
`Ktx2Reader` is an easy-to-use API for creating Filament textures from
KTX2 files. Its API primarily consists of these two methods:
bool requestFormat(Texture::InternalFormat format);
Filament::Texture* load(const uint8_t* data, size_t size);
The first method is used to build an ordered list of formats that are
supported by your hardware. The second method consumes the contents of a
basis-encoded KTX2 file and attempts to produce a Filament texture with
a preferred format.
IMPORTANT: Our tools still let you use KTX1 for non-compressed images
because it is useful for HDR, but you can no longer use KTX1 for
block-compressed data.
Partial fix for #4771.
We do not support these formats and they add bloat to the basis tables.
In a release x86 build, this reduces the transcoder size from 774 KiB to
475 KiB.