This moves our existing VertexBuffer utility into a new "geometry"
library and adds new functionality for computing tangents based on UV's.
The UV-based method comes from Eric Lengyel.
We considered mikktspace (which thankfully has a zlib-style license) but
it would require re-indexing via meshoptimizer and is therefore a bit
heavyweight.
The new library has no dependencies and will add only 7 KB to Filament's
Android aar file.
Fixes#858 and preps for #528.
The bug was reproduced and the fix was verified by copying the following
code snippet into one of our Android samples:
val norm = floatArrayOf(1.0f, 0.0f, 0.0f)
val tang = floatArrayOf(0.0f, 1.0f, 0.0f, 1.0f)
val expected = floatArrayOf(0.5f, 0.5f, 0.5f, 0.5f)
val resultBuffer = FloatBuffer.allocate(4)
val qtc = VertexBuffer.QuatTangentContext()
qtc.quatCount = 1
qtc.quatType = VertexBuffer.QuatType.FLOAT4
qtc.outBuffer = resultBuffer
qtc.normals = FloatBuffer.wrap(norm)
qtc.tangents = FloatBuffer.wrap(tang)
VertexBuffer.populateTangentQuaternions(qtc)
Log.e("Filament", "${expected[0]} == ${resultBuffer[0]}")
Fixes#695.
Amazingly, the size field in PixelBufferDescriptor was often totally
incorrect for Java-based clients. The reason we did not notice: OpenGL
often consumes a pointer to image data without consuming a byte count
(e.g. glTexImage2D).
OpenGL infers size from dimensions + format, but Vulkan does not. This
caused texture corruption with Vulkan on Android.
This fix follows a pattern used in other places such as
FRenderer::readPixels.
We still do not compile the Vulkan backend for Android by default, this
simply makes it possible to use the samples on Vulkan with a one-line
change, which is useful for testing purposes.
This change also makes it so that the materials used for the samples
include SPIR-V. This makes them fatter but they are merely samples.
I still consider Vulkan on Android to be experimental, there are some
features that need to be implemented.
* Improve rendering to TextureView
UiHelper wasn't calling the resize callback at init time when attaching
to a TextureView, but it was for a SurfaceView. This makes both code
paths consistent and fixes the standard samples if they are modified to
render to a TextureView.
This change also adds a new sample app that shows how to render into
a TextureView.
* Suppress warning
* Suppress another warning
We simply don't emit unwind tables, which are not needed anyways since
we're compiling without exceptions. the combined saving for all four
targets we support is about 120K.
This seems to improve .aar's compression, for a total gain of 152 KiB.
We also disable stack-protector in the jni code, since it wasn't
enabled in libfilament.a anyways. However, we now compile all debug
builds with -fstack-protector
THIS CHANGE BREAKS MATERIALS.
This adds getUserTime() in shaders/materials, which returns the time
in second since Renderer::resetUserTime() was called.
Two values are provided, the time in second encoded as a float and
the difference between that and the double value, which together allows
to perform high precision time computation when needed.
This change allows longer running animations in materials. Using only
the float value, give millisecond resolution for more than 4h.
* Add View::setFrontFaceWindingInverted() API
This API can be used to flip all meshes in a render pass
inside out. This is useful for mirrored rendering.
This change also disables face culling on the default skybox
renderable. Since it is unlit, there is no downside to this
and the mesh being in the device vertex domain it can never
be backfacing unless front face winding is inverted.
* Track face winding state in Vulkan
View::setRenderQuality gives the ability to control the rendering quality
of a given view. In particular this allows the app to lower the quality
of the HDR color buffer by using R11G11B10F instead of RGB(A)16F.
* WIP Add helper to upload Android bitmaps to textures
* Add missing file
* Pass custom constants for bitmap formats
* Add sample app for texturing
* Update the README for samples
* Rename variable from callback to autoBitmap
This change will allow the skybox use a compressed texture format.
For now, the old internal format "RGBM" is still honored, but in a
forthcoming change we will replace the enum with UNUSED.
* Add support for save/replay of the current view.
* Add support for having distinct draw/read surfaces.
Adds support to egl & glx drivers for distring draw/read surfaces and
uses this support to implement mirrorFrame using a single blit.
* Use src/dst, Viewport, clean up apis.
* Add SwapChain READABLE Config.
* Commit & setPresentationTime optional on mirror.
* Fix flag check.
* Add documentation for READABLE swap chain config.
* Fix missed s/ExternalContext/Platform/ cases.
* Build break fix.
* Add missing method to query the type of a light
* IcoSphere now generates front facing triangles
* Add a fairly generic sphere object to use in samples
it provides an ico sphere with normal, and reuses
the same vertex/index buffer for each new instance.
Each instance can have its own material, size and
position.
currently it’s not possible to change the # of
subdivisions.
* FilamentApp now provides a “default” pbr material
this makes it easier to create renderables for
testing.
* clean-up lightbulb and add spheres for each light
lightbulb now has less hardcoded things and it
spawns a small sphere for each light.