Commit Graph
26 Commits
Author SHA1 Message Date
Philip Rideout 9031babd92 Various glTF-related cleanup and enhancements.
- For completion, FilamentAsset now has getRenderableEntities(). This is
  similar to sister methods getLightEntities() and getCameraEntities()
  except there is no need to store a separate array.

- The web helmet demo does not need to enable shadows, they are already
  enabled.

- The ViewerGui populateAsset() method was doing two things that are
  now decoupled for clarity: setAsset() and populateAsset().

- The updateRootTransform() method is now called only when the autoscale
  checkbox is toggled, instead of every frame.

- The getFooEntities() methods in Java now skip doing work for empty
  lists. Actually these should not return arrays at all, but let's fix
  that later, since it will break backwards compatibility.
2022-05-04 13:53:28 -07:00
Philip Rideout 9aeec3a759 Add Ktx2Reader and BasisEncoder and use them in samples.
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.
2022-04-15 10:48:48 -07:00
Philip Rideout 6bcd709320 gltfio: add support for KHR_materials_emissive_strength 2022-03-28 12:57:08 -07:00
Philip Rideout c84036c8c4 Update JavaScript bindings and demo to prep for Bloom workaround. 2021-01-26 13:18:03 -08:00
Philip Rideout 3258972e0e WebGL: repair beginFrame() bindings.
This regressed when we added a callback argument, because the callback
cannot be bound.

This commit also modifies the helmet example to use the low-level API
for testing purposes.

Note that this omits the optional nanoseconds argument. JavaScript
does not support overloading and this argument probably cannot be
accurately provided anyway in a web environment.

Fixes #3002.
2020-08-25 17:24:04 -07:00
Philip Rideout f4004cf047 JavaScript bindings: fix a frequent 4-byte memory leak.
In retrospect, I should've exposed ints to JS instead of entities.
Making this fix is already a TODO, but it will be a tedious change. For
now, this PR fixes two issues that were causing tiny but frequent memory
leaks, according to the emscripten memory leak widget.

(1) Do not include Entity in the list of classes that should only be
passed around by pointer.

(2) Clients should always call delete() on returned Entities.
2020-08-06 14:45:28 -07:00
Philip Rideout b4623c9afc Add lightroom IBL, enable ColorGrading by default in gltf_viewer.
The non-legacy ACES is now default, it looks much better.

I also tested this IBL with WebGL and Android.
2020-07-30 11:39:36 -07:00
Philip Rideout 7584a7bebe Merge pull request #2885 from google/pr/jscolorgrading
WebGL: use color grading in demo, expose destroy.
2020-07-29 12:22:11 -07:00
Philip Rideout cd168148d8 gltfio for web: add and use destroyAsset.
Fixes #2839.
2020-07-22 13:40:08 -07:00
Philip Rideout c0452b5e9d JS: Update API for Camera construction / destruction. 2020-06-29 18:35:24 -07:00
Philip Rideout 6c173489d7 gltfio: Add get-by-name and get-by-prefix methods.
Java bindings will be forthcoming in a separate commit.
2020-06-02 10:17:12 -07:00
Philip Rideout 4891bb6157 Fix SameSite warning for locally run web samples. 2020-03-30 15:58:24 -07:00
Philip Rideout 4690ce5602 WebGL: Improve the callback API for glTF.
After the native async functionality landed, there was no way for web
clients to be notified that the decoding has finished. This PR changes
the existing `onDone` callback so that it gets called after all textures
have been decoded. (Previously it was called after downloading rather
than decoding.)

This has the side effect of simplifying the API because clients no
longer need to call a finalize function.
2020-02-24 11:38:55 -08:00
Philip Rideout d2c883877d gltfio: hide entities with not-yet-ready textures.
This feature adds one new method to `FilamentAsset` and uses it in our
Kotlin, JavaScript, and C++ helpers:

    utils::Entity popRenderable() noexcept;

This pops a ready renderable off an internal queue, or returns 0 if no
renderables have become ready. It provides a simple way for clients to
gradually add renderables to the scene as they become ready. Previously
clients could only get the entire list of entities, regardless of
whether they had Renderable components or complete textures.

To facilitate this feature, this PR adds a new internal-only class to
gltfio called `DependencyGraph`, which is a temporary object used for
bookkeeping during the asynchronous load.

`DependencyGraph` discovers ready-to-render entities by tracking the
textures that each entity depends on. This is a graph because
renderables connect to a set of material instances, which in turn
connect to a set of parameter names, which in turn connect to a set of
texture objects. These relationships are not easily inspectable using
the Filament API or ECS.
2020-02-04 12:47:32 -08:00
Philip Rideout 69d36b0226 WebGL: fix usage of direction estimator. 2019-12-13 12:46:11 -08:00
Philip Rideout 9cbcd88d4e WebGL: tweak helmet demo for shadows. 2019-12-06 10:27:00 -08:00
Philip Rideout c67266833a gltfio: rename getResourceUrl => getResourceUri 2019-09-06 16:43:53 -07:00
Philip Rideout a5284af2b8 Use original glTF filename for FlightHelmet. 2019-09-06 10:47:47 -07:00
Philip Rideout 34ef2a871f Stop using compressed IBL's in more places.
We use R11F_G11F_B10F for HDR so we should stop checking for compressed
IBL files.

Also, make the glTF sample on web more consistent with the default
settings used by gltf_viewer on native and use venetian_crossroads
instead of syferfontein.
2019-08-06 16:18:51 -07:00
Philip Rideout b3feafe320 Enable shadows in helmet demo. 2019-08-06 11:28:00 -07:00
Philip Rideout 6c4157767f Restore shadows to helmet web demo. 2019-07-15 09:43:01 -07:00
Philip Rideout 4e8dac2680 Re-enable shadows in helmet demo. 2019-07-10 09:13:03 -07:00
Philip Rideout 19d7a3d21f Stop using DXT5 in web samples for the IBL.
Filament no longer decodes RGBM, so it's better to use a
floating-point format such as R11F_G11F_B10F.
2019-07-09 14:23:14 -07:00
Philip Rideout 7b05d4fdeb Convert web helmet demo to use gltfio. (#1094)
This also adds an overlay element to show progress since this model
can take a while to load.
2019-04-12 09:41:04 -07:00
Philip Rideout f1f9fde3a4 Various JavaScript updates.
Add shadows to the FlightHelmet demo, add a link to it on the site,
and add recently-introduced entry points to the JS bindings.
2019-03-08 12:56:48 -08:00
Philip Rideout 8228deb209 Add a multi-material model and JS demo.
This is a more complex test than suzanne because it has multiple
materials and exercises the named materials functionality in
loadFilamesh.

This also exercises our glTF-to-Filamesh pipeline at build time.

See issue #663
2019-01-11 09:18:41 +05:30