Commit Graph

4378 Commits

Author SHA1 Message Date
Romain Guy
1da2bf2f7a Update WebGl demos 2021-11-29 11:29:22 -08:00
Ben Doherty
802bc7a5dc Fix, avoid divide-by-zero inside makeBone (#4889) 2021-11-24 16:28:44 -08:00
Romain Guy
8875806c5d Use locale-independent string->float conversion (#4885)
* Use locale-independent string->float conversion

strtof and friends are locale aware and won't parse decimal numbers
with a period ("12.6" for instance) in locales that use another
character for the decimal period ("," in French for instance).

This change introduces a new function called strtof_c that forces
the use of a specific locale (called "C") to make sure we always
parse floats in the desired "C" format ("12.6").

With C++17 we should be able to use std::from_chars but this API
is not implemented in clang for floats at the moment.

* Fix Linux
2021-11-23 12:32:54 -08:00
Benjamin Doherty
c9df807f1f Update backend-test project with filamat dependency 2021-11-23 12:14:05 -08:00
Ben Doherty
3feef4e84b Fix Metal depth comparison initialization (#4886) 2021-11-23 12:00:58 -08:00
Benjamin Doherty
15001524bd Release Filament 1.14.1 2021-11-22 10:10:35 -08:00
Romain Guy
c1713e7501 Export activities on Android 12+ 2021-11-22 09:25:13 -08:00
Romain Guy
0181584735 Update build tools (#4866)
* Update build tools

SDK API level 31
NDK 23
Kotlin 1.6

* Preserve tool suffix for Windows
2021-11-17 13:19:45 -08:00
Ben Doherty
df06e8dc41 Fix material compilation error with device vertex domain (#4865)
A recent refactor was causing the following error when the vertex domain
was set to `device`:
```
ERROR: main.vs:23: 'material' : undeclared identifier
ERROR: main.vs:23: 'materialVertex' : no matching overloaded function found
```
2021-11-17 12:04:41 -08:00
Ben Doherty
b0ce077ace Android: re-enable VSM cascade fix (#4863) 2021-11-17 10:14:47 -08:00
Ben Doherty
9d29d2e32c Update spirv-tools to v2021.4 (#4862) 2021-11-16 17:13:42 -08:00
Ben Doherty
a29b438161 Update glslang to eb92526 (#4861) 2021-11-16 13:26:58 -08:00
Ben Doherty
50a042bb16 Metal: fix validation error when rendering to RT without depth (#4860) 2021-11-16 11:50:23 -08:00
Benjamin Doherty
f690015a88 Release Filament 1.14.0 2021-11-15 10:06:45 -08:00
Ben Doherty
342deb5a64 speed up under ThreadSanitizer (#4842) 2021-11-12 09:52:58 -08:00
Mathias Agopian
fdc480ff6e Gaussian blur is now applied only on the needed channels
The gaussian blur code was always processing 3 channels no matter the
source or destination. We now have 4 versions for all possible cases.
2021-11-11 23:35:10 -08:00
Mathias Agopian
378b7cd4dd rearrange EVSM code to make it easy to test full EVSM
We're currently only using the positive layer of EVSM which works
work small blurs and anti-aliasing. This just rearranges the code to
make it easy to test the full formulation.
2021-11-11 23:35:10 -08:00
Mathias Agopian
f779fc7a0e move the shadowmap position computation inside shadow()
This is possible because, in fact, we know if we're dealing with a
spot or directional light when we invoke shadow(). So a conditional
inside it is resolved at compile time.

This will allow more flexibility in the future. Also now the shadow()
function only needs the shadow index and cascade -- which is more
future proof (e.g. if we want to handle more than one directional
shadow or spot lights with cascades).
2021-11-11 23:35:10 -08:00
Mathias Agopian
fe11f495d6 simplify how we compute the shadow position
this effectively undoes a recent change, where we had a method for
spot lights and one for the directional light. instead, we can
calculate the bias at the correct Z on the caller side -- which is
needed only for spotlights.
2021-11-11 23:35:10 -08:00
Mathias Agopian
265876c849 store the texel size in world-space in the spot shadow structure 2021-11-11 23:35:10 -08:00
Mathias Agopian
c9c52518c0 repair transparent shadows 2021-11-10 19:48:25 -08:00
Mathias Agopian
96c9ac6f8b fix point-lights which broke recently.
The faulty commit was:

commit 23dab0a013
Author: Mathias Agopian <mathias@google.com>
Date:   Fri Oct 29 12:03:14 2021 -0700

    Fix very narrow spotlight lighting and other minor issues
2021-11-10 15:22:38 -08:00
Ben Doherty
bdeb30a847 Use workflow_dispatch instead of repository_dispatch (#4834) 2021-11-10 13:38:58 -08:00
Romain Guy
d67210155b Skip task incompatible with configuration caching (#4831) 2021-11-09 15:01:02 -08:00
Mathias Agopian
ae92c50cee more robust GL compiler error parsing 2021-11-09 14:59:50 -08:00
Mathias Agopian
43429dc0ec remove depth_main.vs from source tree 2021-11-09 12:34:19 -08:00
Mathias Agopian
04cf92a27f Remove all "Shadow Receiver Plane Depth Bias" related code
Shadow Receiver Plane Depth Bias is only needed when using large PCF
filters, which we are no longer doing. Large filter kernels are now 
supported through VSM sampling.
2021-11-09 12:31:43 -08:00
Mathias Agopian
57a57f50f6 most methods can be static in CodeGenerator 2021-11-09 12:31:28 -08:00
Mathias Agopian
5e5a75e6c5 fix bug with MASKED blending mode introduced in previous PR 2021-11-09 10:27:52 -08:00
Mathias Agopian
109c86aaf7 get rid of depth_main.vs
It's functionality is now handled in main.vs which, hopefully will be
less error prone.
2021-11-09 09:54:50 -08:00
Mathias Agopian
10e7e7727a filamat cleanup
This changes how we select the "optimized depth vertex shader", but
this shouldn't change the current behavior.

We now select the "optimized depth vertex shader" if and only if the
user code is empty. In that case, we can safely assume we can remove
all the code that's not necessary for the depth, since it is all
controlled by filament.
2021-11-09 09:54:50 -08:00
Mathias Agopian
a39775050a workaround a IDE (CLion) code parsing bug
It looks like some parts of CLion don't like MaterialDomain because
it exists as an enum value
2021-11-09 09:54:50 -08:00
Benjamin Doherty
157c0264af Release Filament 1.13.0 2021-11-08 11:49:39 -08:00
Mathias Agopian
9bacfdb390 simplify shadowing code
- remove PCF "low" quality, we only use "HARD" now, when using PCF.
  Higher quality levels are achieved by using VSM.

- added a version of PCF that doesn't use a shadowSampler for future
  use.
2021-11-04 23:01:08 -07:00
Mathias Agopian
f9aaf5c42e Fix normal bias for spotlights.
The normal bias is now computed correctly, this requires to compute
the z in lightspace in the shader.
Note that this would not work as well if we used LISPSM, but we'll
cross that bridge when we get there.
2021-11-04 14:56:00 -07:00
Ben Doherty
21db695e79 Call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (better fix) (#4779) 2021-11-04 13:28:08 -07:00
Mathias Agopian
cf917f1093 Add a (crude) way to have structs in our UBOs
The struct must be declared in common_type.fs, so custom
structures are not supported.
2021-11-04 12:43:50 -07:00
Ben Doherty
a8d3a61c25 Enforce readPixels is called within frame (#4802) 2021-11-03 10:59:25 -07:00
Mathias Agopian
80f13a8149 fix typo in comments 2021-11-03 10:54:05 -07:00
Mathias Agopian
e172f3a67f Fix java shadow biases + minor cleanups
- constant bias and normal bias default values in java didn't match
  C++ or the documentation

- stable shadows were enabled by default in java

- polygon offset biases were missing from the java API

- document and don't apply polygon offset to VSM

- remove unused code
2021-11-03 00:20:48 -07:00
Mathias Agopian
c382c0a9cc Tighten spotlights near/far further
We now cull the shadow casters before computing the near/far plane
for spotlights -- we can do that because we know the light's frustum.
So only these casters that contribute to the shadow are accounted for
when calculating the near/far plane.

This PR also include more cleanup and simplifications.
2021-11-02 14:05:09 -07:00
Mathias Agopian
78b29fe967 Fix typo that broke the directional shadowmap 2021-11-01 16:41:30 -07:00
Benjamin Doherty
81fa33abeb Release Filament 1.12.11 2021-11-01 14:55:54 -07:00
Mathias Agopian
af7f87e19b make sure the near plane for spot shadows is not negative 2021-11-01 14:19:13 -07:00
Mathias Agopian
3073b03d56 Improve computation of spotlight near/far plane
Near/far plane is now computed dynamically, this significantly
improves the shadowmap depth resolution.

Quite a bit of refactoring was necessary to get all the right data 
in the right place, in particular SceneInfo is now passed around for
both directional and spot shadows.
2021-10-29 18:57:26 -07:00
Mathias Agopian
23dab0a013 Fix very narrow spotlight lighting and other minor issues
The froxel code was failing when a spotlight cone was too narrow. This
is fixed here by never using a cone smaller than 0.5 degrees during
forxelization. 

Additionally we now silently clamp the cone angles to 0.5 degrees at
the API level because, the falloff was also failing due to floating
point precision in the shader.

Finally, we clamp the inner cone upper value to the outer cone's
instead of the other way around. i.e. the outer cone defines the 
spotlight while the inner cone just controls the falloff.
2021-10-29 15:08:05 -07:00
Mathias Agopian
fd68144ba2 fix depth precision with VSM
When calculating the linear depth for VSM, we were using the whole
range between 0 and the far plane, the near plane wasn't taken into
account.

This can be a problem is the light is very far, but it's near plane is
closer to the camera/scene, in this case the depth precision wasn't
used optimally.

Note that we don't hit this problem currently, because the directional
light is constructed such that its origin is at the near plane, and the
spotlights have a fixed near plane (which is a problem and will be 
fixed at a later time).
2021-10-29 12:03:41 -07:00
Mathias Agopian
51e92cd142 Fix spotlight direction and falloff
Direction and falloff were recently changed to fp16 int the shader,
which is not enough (far from it) when a spotlight is over 100m away.
2021-10-28 21:59:01 -07:00
Mathias Agopian
50f33f7196 fix some warnings and typos 2021-10-28 21:58:45 -07:00
Mathias Agopian
1182d30fb9 MSAA VSMs seem to now work on Qualcomm h/w
The bug that prevented them to work has been worked around, but we 
don't know when or how. The original bug still exists as demonstrated
by our standalone test apk.

For now, we reenable MSAA VSM on Adreno.
2021-10-26 16:06:20 -07:00