* Add #include preprocessing to filamat and matc
* Update RELEASE_NOTES
* Fix RELEASE_NOTES
* Use final instead of virtual / override
* Clarify comments
* Use pure virtual for includer functions
* Use a callback instead of an interface
* Rename Includer.h to IncludeCallback.h
* Update comment
matdbg is now linked into the Filament Engine in debug config (allowing
live inspection of GLSL / SPIRV) and into the matinfo tool (to support
the --web-server option).
In both cases, the library spins up a small web server that listens to
http://localhost:8080. You can run any Filament app and attach to it.
The web client caches all material information. This allows the user to
close an atttached Filament app, and the web app will continue to
function properly (useful for crash diagnosis). Moreover the user can
launch a second Filament app and the web client will add its materials
to the existing list (useful when comparing two Filament apps).
For now this only supports inspection, not editing. Some of the material
info such as required attributes is not yet displayed but this will be
easy to flesh out in a subsequent PR.
This enhances the exisiting matc option "--debug" so that it includes
debug information in the resulting SPIR-V.
Previously we tied this to the build configuration which isn't very
flexible. Moreover this needs to be orthogonal to shader opts, because
we often need to debug problems that arise from optimization.
This CL also gives meaningful names to the ubershader materials and
fixes up the new matinfo analysis so that it prints the entire SPIRV
chunk that corresponds to each potentially problematic GLSL codeline.
Motivated by #1516.
This adds a new option to matinfo that does some very dumb regex-based
analysis on the disassembled SPIR-V, then dumps out transpiled GLSL
that has annotations added to the end of some codelines. For example:
```glsl
float luminance(vec3 linear) // POTENTIAL MIXED PRECISION %49 = OpDot %float %linear %48; relaxed = %49 %linear
{
return dot(linear, vec3(0.2125999927520751953125, 0.715200006961822509765625, 0.072200000286102294921875));
}
```
The code currently tries to find potential mixed precision but does not
do the right thing yet for pointers and structs. This is just a starting
point to help diagnose problem areas in our generated SPIR-V.
This works by aliasing CUSTOM0 - CUSTOM7 to morphing attributes, and by
extending our existing skinning variant.
This PR was tested against some upcoming changes to gltfio.
Issue #1149, #1417
When processing very high dynamic range environments, the importance
sampling code falls appart, it becomes a user choice to decide if
prefilter importance sampling is better or worse than just regular
importance sampling -- both are usually bad.
--ibl-no-prefilter gives the user this choice.
Clamping is now disabled by default in cmgen, there is a new option
to enable it "--clamp".
Automatic SH windowing is also enabled by default and can be controled
with the "--sh-window" option. Accepted parameters are "no" to disable
windowing, "auto" for automatic windowing or a number to specify the
cutoff band.
auto windowing only works for 1, 2, and 3 bands.
--sh-window=band, -w band : this low-pass-filters the environment
such that bands above 'band' are zero. This can be used to reduce ringing
when the source environment has high frequencies
--noclamp : turns off clamping before processing the cube map
This is still work in progress.
The conversion factors from radiance to irradiance where wrong.
The bug above was found while refactoring the code to be clearer. Now
the method that computes the coefficients for the shader calls the
regular SH code and applies all the appropriate factors on that.
With this change the options "--sh-shader" and "-sh=3 -i" won't
produce the same result because --sh-shader includes the lambertian
diffuse. "--sh" now always produces actual SH coefficients.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.
Stay tuned for a new sample app that demonstrates this feature.
- RGB_11_11_10 is exported in a RGBA PNG file where the 4 channels are
used as a uint32 storing a RGB_10_11_11_REV pixel.
We use the .rgb32f extension, and those PNG files contain garbage
when seen in a PNG viewer.
- This is now the default for the -x option.
- compressed KTX files don't encode RGBM, which means they can't
support HDR, unless an HDR compression scheme is used.
* Make CMake 3.10 the minimum version, add LTO option
* Install a newer CMake on Linux CI builds
* Update LLVM and Cmake on Windows CI
* Update build/windows/ci-common.bat
Co-Authored-By: Ben Doherty <benjdoherty15@gmail.com>
* Update formatting
* Apply suggestions from code review
* Update build/windows/ci-common.bat
* Update CMake
* Switch Android projects back to CMake 3.6
* Add screen and multiply blending modes
This change also fixes a sorting issue: different sorting modes
were sorted in different buckets which is incorrect. We want
to sort only by distance.
* Update release notes and Java API
* Fix build error
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
(1) Merge two same-sized lists into a single map with struct values.
(2) Constify all the string-to-enum maps and move them into the
scope where they are used.
(3) Move a bunch of object methods into static free functions to
simplify the header and reduce code duplication.
(4) The PARAM_KEY_FOO string constants were referenced only once (except
in a few error messages) so replace them with string literals.
* Add new shading model to Filament for specularGlossiness.
This adds a shading model based on KHR_materials_pbrSpecularGlossiness.
The corollary gltfio change will be in an upcoming PR.
* Improve documentation for specular-glossiness
* Add postLightingColor property to materials
This property can be used to modify the color computed in the lighting
passes of the materials. That color is blended with the computed color
according to the postLightingBlending option (add, transparent or opaque).
* Remove test
* Update docs
* Address code review comment
* Switch postLightingColor default blend mode to transparent
This is mostly about moving constant from EngineEnums.h to
the backend, either in Program.h or DriverEnums.h
The goal is that libbackend doesn't depend on EngineEnums.h