Commit Graph

21 Commits

Author SHA1 Message Date
Romain Guy
8b2ea72be2 Fix emissive in unlit shaders
This change applies exposure compensation just like with
lit shaders.
2020-02-25 09:47:06 -08:00
Mathias Agopian
bccb8260e2 Implement a Bloom post-process effect 2020-02-11 12:15:57 -08:00
Romain Guy
88dd32b1a7 Add emissive to material_sandbox 2020-02-06 16:20:22 -08:00
Mathias Agopian
f290742f1b Screen-space refraction
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.
2020-01-29 10:17:08 -08:00
Romain Guy
8e00df1de5 Add Color::absorptionAtDistance() to compute absorption for refraction. (#1964)
Specifying the transmittance color at a specific distance is more
user-friendly than specifying absorption coefficients directly.
2019-12-10 18:20:23 -08:00
Romain Guy
3fa0c2d18b Add refraction to material_sandbox 2019-12-10 09:51:54 -08:00
Romain Guy
0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
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).
2019-05-23 12:56:26 -07:00
Mathias Agopian
cbae6120e1 Ambient Occlusion APIs are more descriptive
Use “AmbientOcclusion” instead of SSAO in all APIs.
2019-05-09 16:36:18 -07:00
Mathias Agopian
011daa952e Add API for controlling SSAO 2019-05-09 16:36:18 -07:00
Pixelflinger
af7c3784d6 add support for polygon offset in shadow map parameters
Also use new default bias parameters that seem to work better with
more scenes.

Renamed SAMPLING_HARD to SAMPLING_PCF_HARD because the GPU still
performs 4-taps PCF.
2019-04-15 18:53:41 -07:00
Mathias Agopian
9b0fa727f4 Added normal bias slider to debug ui 2019-04-13 11:01:02 -07:00
Philip Rideout
90c5af3b0e Add specular-glossiness to material_sandbox. (#1095) 2019-04-12 09:40:03 -07:00
Mathias Agopian
bc381ac1b7 Add a "stable" shadow-map option
- "stable" mode disables all resolution optimizations that can affect
stability of the shadow map (e.g. lispsm, focusing)

- expose near/far hint + stable option to java
2019-04-05 11:29:56 -07:00
Philip Rideout
10251821c6 filagui: Introduce widget for manipulating vectors.
This is our first ImGui extension, it draws a draggable 3D arrow for
manipulating a unit vector. This is especially useful for tweaking the
light direction.
2019-04-04 10:59:38 -07:00
Mathias Agopian
9daf7aab64 Decouple tone-mapping, fxaa, msaa and dynamic resolution
It's now possible to enable/disable tone-mapping, fxaa, msaa and
dynamic resolution independently.

A new set/getToneMapping() method is added to View.

It's still possible to disable *all* these post-processing effects
together using setPostProcessing(). This is currently needed when
rendering a transparent view (such as UI) on top of another view.
This limitation might be addressed in the future.

This fixes #621
2019-03-19 11:38:47 -07:00
Mathias Agopian
07bb62490b Add an option to turn dithering on/off 2019-03-12 13:32:28 -07:00
prideout
5ee359cf40 Move math namespace to fix #746. 2019-02-07 09:23:07 -08:00
Romain Guy
0394aeb23b Add specular anti-aliasing properties to materials (#697)
* Add specular anti-aliasing properties to materials

curvatureToRoughness
limitOverInterpolation

These techiques were supposed to be enabled by default on
desktop but it turns out they were broken. They must now
be enabled manually on each material instead (and work on
mobile).

* Update docs/Materials.md.html
2019-01-14 12:25:51 -08:00
Philip Rideout
0011b1bba3 Use resgen in samples and MeshAssimp. 2018-11-28 08:35:44 -08:00
Philip Rideout
12d3b06622 High-to-Low includes, per our style guidelines. 2018-09-12 10:43:41 -07:00
Philip Rideout
750b15830f Add new demo for WebGL called "sandbox".
This adds a new demo that leverages ImGui. It looks very similar to the
existing material_sandbox demo we have for desktop, with a few
differences:

    1. Does not use FilamentApp.
    2. Does not draw a shadow plane.
    3. Does not use a TrueType font in ImGui. (improves load time)
    4. Does not allow the user to spin the model. (will fix soon)

We now have a triumvirate of web demos with a progression in complexity:

    1. triangle
    2. suzanne
    3. sandbox

This is a sufficient set of WebGL samples for now, at least until we
finish creating a proper JavaScript API.

This CL factors out some of the common code with the native sandbox
demo, but keeps the UI definition separate since the web demo has some
minor differences (e.g., there is no shadow plane yet).

Note that using viewport units for height was wrong; it caused a bad
aspect ratio on Android while the URL bar was visible. This is explained
in an article:

https://developers.google.com/web/updates/2016/12/url-bar-resizing
2018-09-11 13:25:05 -07:00