Commit Graph

220 Commits

Author SHA1 Message Date
Romain Guy
4582ce8769 Fix texture upload callbacks in Java/Kotlin (#6939)
* Fix texture upload callbacks in Java/Kotlin

* Update release notes
2023-07-06 15:53:24 -07:00
Mathias Agopian
153dc08aa7 Support for custom fog-color texture
Fix 282968398
2023-05-23 15:52:01 -07:00
Mathias Agopian
da17b6f867 New RenderableManager API to opt-out of fog
Fog can now be opted-out on a per renderable basis. When fog is disabled
on a renderable it removes the requirement that this renderable's 
materials have the FOG variant.
2023-05-17 15:58:56 -07:00
Mathias Agopian
f6c8ce1fd1 New API to apply a transform to the large-scale fog.
This works by making the fog an entity which can be used to create
a TransformManager component an participate to the transform hierarchy.

This feature can be used as more advanced way to set the fog's floor,
which now can have an orientation (essentially be a plane).
This is useful for coordinate systems that are not y-up.
2023-05-16 12:42:59 -07:00
Mathias Agopian
899c15f023 very basic API for materials to have global variables (#6764)
A material global is a variable seen by all materials. There are 4 such 
variable which are all vec4 and they can be set on a per-view basis.

All materials used during Renderer::render() will see the same value.

These variable can be accessed in the materials by using 
getMaterialGloabal{0|1|2|3}.
2023-04-25 17:20:43 -07:00
Mathias Agopian
d8eb48c9de Improvements to fog
- FogOption::color is now correctly multiplied by the exposure and
  environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
2023-03-23 09:31:01 -07:00
Romain Guy
5a75fb9b53 Add new alphaToCoverage material property (#6606)
* Add new alphaToCoverage material property

The alphaToCoverage property lets you enable or disable alpha to coverage
in a material. More importantly it lets you overrides the behavior of
blending: masked which automatically enables alphaToCoverage.

* Update release notes
2023-03-02 12:40:55 -08:00
Mathias Agopian
5754b9907d Add support for sRGB swapchains
This change adds a 'SRGB' config flag when creating a SwapChain that
enables linear to sRGB conversion on write.

When using this flag, the linear->srgb conversion in the color grading
post processing should be disabled (or, the whole post-processing
stage should be disabled).

There is also a new query to determine if this flag is supported by
the underlaying platform.

On Metal, this happens automatically when the underlaying layer is sRGB.

This reverts commit 3799e219fc.
2023-01-31 09:29:02 -08:00
Mathias Agopian
d0c043c7ff implement draw command channels
There can be up to 4 channels drawing commands can be associated to. 
Channels work like "priorities" except it's the strongest command ordering 
key, in particular it takes precedence over the object's blending mode.
2023-01-23 13:47:41 -08:00
Mathias Agopian
b1e438e141 move vsm's MSAA sample count to the view settings
VSM's MSAA is no longer a "per light" setting, it is now global for
the whole view.
2022-11-14 15:29:08 -08:00
Mathias Agopian
41ef71abdf Add MaterialInstance getters for overridable properties (#6243)
In addition to the new getters, this change fixes the duplication of
a MaterialInstance, which didn't carry along the following states:
  - alpha mask threshold
  - specular AA threshold
  - specular AA variance
  - double sidedness

TODO: stencil state, polygon offset and scissor are stil not queryable
2022-11-01 11:22:01 -07:00
Mathias Agopian
5aa414dd24 support for ELVSM and 32 bits xVSM
This basically adds two settings:
- highPrecision at the View level, which controls the bit depth
  of the vsm shadow texture used. This affects all shadowmaps.
- elvsm per shadowmap, which enables Exponential Layered VSM.

the main change in the shaders is that we now always output the 
"negative" EVSM, even when it's not enabled. If no shadowmap uses
ELVSM, then the texture is stil an RG texture and the calculation is
lost (with some luck culled by the shader compiler), either way it's
not a lot of math and it's done only once per shadow texel.

During the color pass, on the other hand, we compute the "negative"
EVSM only if enabled.
2022-09-30 12:04:27 -07:00
Thomas Gorisse
5262512eea Fix JNI for TransformManager.getChildren() (#6116) 2022-09-28 11:27:35 -07:00
Mathias Agopian
0dc0bbd4f3 LiSPSM is now a user settable option 2022-09-22 09:35:45 -07:00
Thomas Gorisse
e80ea5eae2 Add JNI for TransformManager.getChildCount(), TransformManager.getChildren() and Scene.hasEntity() (#6007)
* Add JNI for TransformManager.getChildCount(), TransformManager.getChildren() and scene.hasEntity()

* Update RELEASE_NOTES.md

* Fixes

* Change getChildren to take a nullable array

* Remove no params TransformManager.getChildren()

* Update RELEASE_NOTES.md

Co-authored-by: Ben Doherty <benjdoherty15@gmail.com>
Co-authored-by: Ben Doherty <bendoherty@google.com>
2022-09-01 11:22:44 -07:00
Ben Doherty
60294c2514 Add stencil API bindings for Java (#5949) 2022-08-23 11:54:09 -04:00
Mathias Agopian
b2ec57776d new feature level API for backends (#5784)
* new feature level API for backends

backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays

Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.

* Add public APIs for feature levels

* Add infrastructure to check feature levels in materials

* validate material feature level on use

The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).

* material documentation

* activate ESSL 3.10 for feature level 2

also generate #defines to identify available feature levels

* support for cubemap arrays in the public API


if feature level 2 is supported, cubemap arrays can be used from the
public API.

* add release notes
2022-08-17 10:14:26 -07:00
Mathias Agopian
61fb5a588e rework backend texture upload APIs
The main goal is to allow more flexibility, allow cubemap arrays in
the future and better match vk and metal apis.

Main changes:
- remove updateCubeImage
- remove update2DImage
- update3DImage is now the only texture upload backend API

cubemaps are now treated just like a 2D array of 6 layers.

For this reason, Texture::setImage(..., FaceOFfsets) is deprecated.
Additionally, the 2D versions of Texture::setImage() become inline
helpers.

A side effect of this change is that it is now possible to update only
a single face of a cubemap, but also a region of a face (or faces).
2022-07-21 11:12:05 -07:00
Mathias Agopian
7afd5e5963 Camera API and documentation improvements
- getNear() and getCullingFar() now return doubles
- updated documentation
- all setProjection() calls can now throw (when enabled) and will
  do so if preconditions are not met (instead of setting a default
  projection).
- Frustum can now be logged on debug builds
2022-07-11 09:56:41 -07:00
Mathias Agopian
a64b1eccdf add API to enable/disable auto-instancing globally.
auto-instancing can have some overhead, so when it is known that the
scene doesn't have identical primitives, it is better to disable it.
(disabled by default).

Also add some missing bindings for `enableAccurateTranslations`.
2022-07-06 15:51:41 -07:00
Mathias Agopian
cc7d88c033 remove RenderManager::setGeometryAt() that only sets offset/count
This is an API breakage, but the "full" setGeometryAt() can usually be 
used instead.
2022-06-01 12:46:45 -07:00
Mathias Agopian
cc51d478f8 extend blendOrder functionality
blendOrder was used to control the draw order of blended render
primitive within a Renderable. We now have an option to make the
blend order global, in this case those primitives with a global blend
order are always sorted solely using the blend order value (i.e. the 
distance from the camera is not take into account).
2022-05-31 09:30:36 -07:00
Philip Rideout
b3e9940625 Java minor API change: ssctStartTraceDistance => ssctShadowDistance (#5566)
This makes Java match better with C++ and helps prepare for
autogenerated Java bindings.
2022-05-17 12:24:34 -07:00
Mathias Agopian
626beee345 Implement an optional guard band for screen-space effects
When the guard band is enabled, the effective rendering area is
increased by a certain amount (currently 16 pixels on each side) so
that screen-space effects (e.g. SSAO, SSR, DoF) behave better around
the edges of the screen. Of course, this comes at a performance and
memory cost.

Currently the guard band is not configurable other than being optional.

Added c++, java and js bindings.
2022-05-06 16:08:32 -07:00
Mathias Agopian
a76e74fb09 Add presentation time to Renderer
Also deprecate some fields of DisplayInfo this shouldn't be a problem
because they were not actually used.


This change should allow an external-to-filament code to manage 
frame pacing (e.g. something like swappy).
2022-05-05 11:11:41 -07:00
Mathias Agopian
dab02e915e Remove deprecated Stream APIs 2022-04-14 12:51:03 -07:00
chubei-oppen
4ac3454dc6 Bugfix: The first image passed to Stream::SetAcquiredImage is ignored and leaked 2022-02-24 09:25:14 -08:00
daemyung jang
001a3e3dc8 Set the morph target buffer by builder (#5179) 2022-02-16 09:20:38 -08:00
Mathias Agopian
1d6aeb5de1 Add basic support for instanced renderables
We can now specify an "instance count" per renderable during creation. 
This instance count applies to all render primitives in the 
Renderable.

This will simply draw the renderable "instance count" times. A new
method available to vertex shaders, getInstanceIndex(), allows the
material to discriminate the instances and adjust the position/transform
accordingly.

Typically this is used for particle systems.
2022-02-15 13:11:23 -08:00
daemyung jang
354c39be6b Get the morph target count from the renderable (#5077)
* Get the morph target count from the renderable
* Set the morph target count by Builder
* Update morph target weights partially
* Remove noexcept at functions could throw exceptions
* Update Java bindings at RenderableManager
* Add missing comments
* Update morph target weights from offset

Co-authored-by: Mathias Agopian <mathias@google.com>
2022-01-26 10:27:25 -08:00
daemyung jang
1952f0a1f7 Change morphing APIs to support LOD (#5080)
* Change morphing APIs to support LOD
* Add Java and Web bindings for morphing
* Omit and fix JS bindings
* Fix styles in MorphTargetBuffer.java
2022-01-25 21:57:11 -08:00
Mathias Agopian
1678d02c87 Allow more flexible quality settings for the ColorGrading LUT 2022-01-20 09:55:16 -08:00
Ben Doherty
fb76f8ed80 Add Java / WebGL bindings for screen-space reflections (#5054) 2022-01-19 12:50:32 -08:00
daemyung jang
6805940bbf Compute morphing on GPU (#4999) 2022-01-12 11:06:47 -08:00
Romain Guy
954f9112e4 Replace generic tonemap curve with a simpler one (#5041)
* Replace generic tonemap curve with a simpler one

This change removes the shoulder parameter which had inconsistent
behaviors. The new curve is simpler and designed to still match
by default the gray point and the contrast of ACES in a bright
surround.

* Fix build
2022-01-12 09:55:35 -08:00
Mathias Agopian
b5c4b30ff6 Fix a double release with Android bitmaps callbacks
The version of Texture::setBitmap() that tool an Android bitmap handled
callbacks differently and in certain case caused a "double release" of
the callback object. This didn't actually cause problems though.

We now use the same mechanism used elsewhere (i.e. JniCallback).
2021-12-15 09:18:23 -08:00
Romain Guy
0e5e7e940c Fix typo in JNI binding 2021-12-10 08:35:16 -08:00
Mathias Agopian
078de4e422 Add support for basic PCSS 2021-12-08 00:17:12 -06:00
Mathias Agopian
4de3470de5 remove 'exponent' from VsmShadowOptions
this is an internal parameter and has no reason to be user settable.
2021-12-03 14:45:59 -06:00
Mathias Agopian
087f29c6c9 Added support for DPCF 2021-12-03 01:20:50 -06:00
Romain Guy
c275f61aeb Add missing destroy method (#4921) 2021-12-02 08:53:55 -08:00
Romain Guy
c0e8686297 Use __ANDROID__ instead of ANDROID 2021-11-30 11:14:35 -08:00
Ben Doherty
21db695e79 Call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (better fix) (#4779) 2021-11-04 13:28:08 -07:00
Mathias Agopian
e172f3a67f Fix java shadow biases + minor cleanups
- constant bias and normal bias default values in java didn't match
  C++ or the documentation

- stable shadows were enabled by default in java

- polygon offset biases were missing from the java API

- document and don't apply polygon offset to VSM

- remove unused code
2021-11-03 00:20:48 -07:00
Mathias Agopian
e6243b3df3 better API for MSAA options 2021-10-05 22:58:16 -07:00
Mathias Agopian
1c1cb11cf5 Use the new CallbackHandler in the java bindings
Java callbacks are now directly dispatched to their handler, instead
of first going through filament's opportunistic dispatch, reducing
callback latency.
2021-10-04 10:56:43 -07:00
Mathias Agopian
c524c39867 Fix JNI bindings for depth of field options 2021-10-04 10:56:43 -07:00
Mathias Agopian
7d80052dae Implement picking functionality
This is a pixel accurate implementation of picking. Picking queries
can be created on view, and upon completion a user provided callback
is called with the Entity of the renderable at the queried coordinates
in the viewport.

Picking queries typically have 1 or 2 frame of latency and may impact
performance on some drivers.

It is mostly intended for use by editors, or when latency is not a major
concern. This api should not be used for dragging/moving objects, it is
intended for initial picking only.

Picking is implemented in the structure pass.

The depth buffer value is retrieved and the fragment coordinate is
reconstructed and passed to PickingQueryResult. This can be used in
turn to calculate the view and/or world space position.
2021-09-29 13:02:05 -07:00
Romain Guy
0e574f3fce Add night adaptation control to ColorGrading (#4559)
In low-light conditions, peak luminance sensitivity of the eye shifts
toward the blue end of the visible spectrum. This effect called the
Purkinje effect occurs during the transition from photopic (cone-based)
vision to scotopic (rod-based) vision. Because the rods and cones use the
same neural pathways, a color shift is introduced as the rods take over to
improve low-light perception.

This function aims to (somewhat) replicate this color shift and peak
luminance sensitivity increase to more faithfully reproduce scenes in
low-light conditions as they would be perceived by a human observer
(as opposed to an artificial observer such as a camera sensor).

The night adaptation can be controlled using a 0..1 factor for artistic
reasons: `ColorGrading::Builder::nightAdaptation()`.
2021-08-30 17:19:56 -07:00
Mathias Agopian
90548a148b Add FFX FSR as a dynamic resolution setting 2021-08-23 18:10:02 -07:00