Clients can create a multi-layered render target that consists of array
textures, and use it as a custom render target.
A new sample app "hellostereo" demonstrates how to use this feature.
Plumb through multiview configurations to the pipeline so that the
engine draws scenes using multiview extension. Users need to prepare
shaders compiled with the `multiview` param and set the
`stereoscopicType` flag to MULTIVIEW in the Engine::Config to enable
multiview feature.
In this change, postprocessings for multiview are not yet supported. So
we all disable them until they're supported.
The debug option `combineMultiviewImages` combines layers as one image,
which allows us to check the final result.
For reasons unknown, after upgrading to XCode 15.3, dlopen can
no longer find libvulkan.1.dylib. We fix it by explicitly adding
/usr/local/lib to rpath for macos.
* 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.
- -m option now works with "directory_*.png" or just "*.png"
- "color" replaced by "albedo" to mach other places in the source tree
- fixed warnings
- clear the background when IBL is not used
* 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
We still use resgen for convience, but the archive is now passed in
from the client application.
This will allow us to shrink the gltfio Android library (stay tuned).
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.
The `g_linearized` variable was being used for two purposes: to denote
the linearity of the source format AND the linearity of the destination
format. This was confusing and is now split is `sourceIsLinear` and
`destIsLinear`.
This change has no effect on the the look of the suzanne demo.
Statically link SDL2 to make our samples (glTF Viewer, etc.) completely
standalone, and include missing resources (fonts and default environment
map for the IBL).
* Add new sample app: image_viewer
This app shows how to load and visualize images. It's also useful to work
on color grading and other post-processing effects by just loading an HDR
or EXR image as a reference.
This change also adds a new exposure setting to the color grading LUT.
* Fix comments and build
* Fix Metal
* Use high precision for the UV coordinates
* Fix refactoring issue
* Fix blanking windows not being drawn into on macOS
* Refactored to create swap chain info object; added fixes for resizing; added sample.
* CocoaGLSwapChain should inherit from Platform::SwapChain
* Link to SDL directly for multiple_windows example
* SDL apparently redefines main to SDL_main and requires C++ linkage
* Fix main to have SDL-approved signature
When we removed the old "ghetto bloom" demo, we ceased to have any
samples demonstrating the RenderTarget API. This demo is a fairly simple
demonstration of planar reflection.
This adds `AutomationEngine` to libs/viewer, which iterates through
`Settings` instances that were generated from a JSON spec and applies
them to a Filament `View`. It can be configured to sleep between tests
using a time delay or a frame count.
This also adds command line arguments and user-interface elements to
`gltf_viewer` for automated testing.
This introduces the `viewer::Settings` struct, and a JSON reader /
writer.
This will be used for automated testing and for client / server
communication.
Note that `viewer::Settings` is closely associated with the
`filament::View` API; when updating the latter we will often need to
update the former, as well as some serialization code. This increases
the maintenance burden and I think we should consider using a parser
library like libclang or a macro-based reflection utility.
This PR also migrates SimpleViewer into libs/viewer and un-inlines its
implementation. It does not belong in gltfio because it has an imgui
dependency.
This also adds a -t flag to the easy build script for convenience.
SwiftShader on Vulkan can now be used as follows.
git clone https://github.com/google/swiftshader.git
cd swiftshader/build
cmake .. && make -j && export SWIFTSHADER_LD_LIBRARY_PATH=`pwd`
cd ../filament
./build.sh -t debug && ./out/cmake-debug/samples/gltf_viewer -a vulkan
Note that third_party/swiftshader does not need to exist since we
already have Vulkan headers. I will remove it in a subsequent PR.
This adds a new "backend_headers" target because small changes to any
backend cpp file was resulting in a huge build, causing materials to be
rebuilt, etc. Note that filabridge only needs DriverEnums, nothing else.
* Add ground shadow option to gltf_viewer
The shadow is always positioned at the bottom of the loaded object's
bounding box to ground it perfectly.
* Remove unused include
-DFILAMENT_SKIP_SAMPLES=ON with CMake
-Pfilament_skip_samples with gradle
This change also renames CMake options specific to Filament
to avoid clashes with subprojects.
With this PR screen-space refraction is functional.
Caveats:
The blur passes for supporting rough refractive materials is quite
heavy and increases with the resolution.
SSR uses a gaussian approximation for the brdf and therefore doesn’t
match perfectly cubemap-based refraction and IBL.
The use of MSAA with screen-space effects, while working, is going
to incur a large cost, especially on tilers.
This moves the camera manipulator into its own library and adds new
functionality including a new "Google Maps" manipulator and a bookmark
feature to facilitate camera animation.
Java bindings and an Android sample will land later this week.
With KTX, we should simply create the specified output folder and put
the KTX file(s) in there. There is no need to create a subfolder of the
output folder.
This change also allows users to pick a custom name for their KTX file,
because we only use the "deployment" name when generating filenames.