When using GAUSSIAN_NORMALS, image::resampleImage automatically unitizes
its output. This means that clients (e.g. mipgen) need to ensure that
the source image is in [-1,+1] rather than [0,+1].
Due to an assertion in etc2comp, this unfortunately uses RGB8 instead of
RG11 but it still helps quite a bit (3.3 MB savings in the unzipped KTX
size).
This shrinks file size as follows, although it seems to darken the
rendered result.
```
1398209 Oct 2 16:22 ao.ktx
699172 Oct 2 16:20 ao_etc.ktx
1398209 Oct 2 16:22 metallic.ktx
699172 Oct 2 16:19 metallic_etc.ktx
1398209 Oct 2 16:22 roughness.ktx
699172 Oct 2 16:20 roughness_etc.ktx
```
Fixes#309
- remove some currently unused code that requires
GLES 3.1 headers. It’s not technically a problem,
but it makes the code less confusing. We can
put that back, when we need it.
- Turn off multi-sampling on GLES 3.0
- Add support for EXT_multisampled_render_to_texture
At build time, mipgen now creates several compressed and non-compressed
variants for albedo.
For ASTC we use the ARM encoder, for S3TC we use the STB encoder. The
latter is somewhat limited so we may wish to investigate other libraries
in the future (e.g., AMD Compressenator).
At run time, we detect which of these variants to download, based on
available WebGL extensions. In practice, this means that desktop
browsers will use the S3TC variant and mobile browsers will use the ASTC
variant.
The makes unzipped albedo go from ~4 MB to 682 KB using S3TC.
Mobile support (ASTC and ETC2) is coming in a future PR, stay tuned.
The compression API now takes block size instead of bit rate. Otherwise
it is quite possible for the encoder to generate a block size that is
not one of the valid block sizes that graphics API's can actually
consume.
This was designed as a standalone tool rather than a library, so we are
renaming their "main" function to "standalone_main", which is described
in the tnt README.
We'll also be adding a wrapper to our imageio library.
I tested the validity of the resulting KTX files by using macOS Preview,
which can read some types of KTX files. (!)
This CL also adds mipgen to the WebGL build, although its outputs are
not yet used by the sample apps.
KtxBundle is basically an in-memory representation of a KTX file.
Our primary motivation for introducing this class is to have a
structured container for block-compressed textures.
Note that this class is defined in libimage rather than libimageio.
There are several reasons for this:
1. The texel data in a KtxBundle is not meant to be decoded by the CPU.
2. It has no dependendencies on any libraries (stb_image tinyexr etc).
3. We wish to use it with WebGL, which needs to avoid using imageio.
This looks for VULKAN_SDK at build time, and if present it tells
Filament to use the `libvulkan.1.dylib` that's located there. Otherwise
it falls back to our old loading strategy, which uses a bundled version
of MoltenVK that allows us to avoid requiring installation of the
LunarG SDK.
I tried this out an it works for me...
Closes issue #238.
The WebGL build invokes cmgen for samples, which takes several minutes
in debug configuration. Let's use a release build for the host tools,
regardless of the build configuration for the target architecture.
According to the spec, an attribute declared as an integer (ivec* or uvec* in the shaders) but be bound using `glVertexAttribIPointer` instead of `glVertexAttribPointer`. This means we were not binding bone indices correctly for GPU skinning. This issue was hidden by lenient drivers, particularly on Android.
These two functions expect a vector of the same size as the
matrix's storage vectors (float4 for a mat4f for instance) which
has two major issues:
- The vector must end with 1 for homogeneous coordinates to work
- Passing a single scalar (mat4f::scale(0.5)) creates a matrix
whose diagonal is set to that scalar, thus breaking homogeneous
coordinates
With this change scale and translate expect a vector who dimensionality
is 1 less that of the matrix's underlying storage vectors. i.e. a float3
for mat4f.
This does not add any samples or continuous integration, but it at least
allows developers to do a "-p webgl" and check if an actual wasm file
for the core Filament library can be succesfully built.
This does not add any build stuff or new sample code yet, it just does
some prep to our C++ codebase:
- Similar to Android, WebAssembly will not be using BlueGL. We were
using a mixture of #if and #ifdef when checking for the existence of
certain GL prototypes, but the latter is what we want in order to
build robustly with any GL headers. (We still perform run-time checks
for extensions, this doesn't change that.)
- Add a trivial ContextManager, does a bit more than Dummy since it
needs to create an actual driver. This doesn't get compiled yet, it
just adds files to the tree.
- WebAssembly does not support mmap, execinfo, or asm volatile.
* Add single-threaded config to Filament.
This adds a tick method to Engine and disables a couple components
in Renderer (FrameSkipper and FrameInfoManager).
This will make it easier to support WebGL, and will allow us to remove
some of the command buffer debugging stuff that we added for Vulkan.
* tick => execute, and other review feedback
* Restore the ASSERT for FFence::wait.
* Add clear coat normal map support
This change allows to set a separate normal map for the clear coat layer of a material.
* Document the new clearCoatNormal property
* Fix typo
* Try to clean up asset folders for sample apps.
This removes the build step where we copy a subset of assets, and makes
it so that FilamentApp hands out a "root path" for assets. For now this
is determined based on the location of the executable. This allows
developers to launch samples from any CWD.
Closes#11
* Restore asset copy to build.