The number of SH bands used for the indirect light irradiance
computations can be set to 1, 2 or 3 (default) in Material::Builder.
For e.g. in lower-end devices w/ non HDR content, it might be
beneficial to set this value to 2.
BUGS=[341971013]
* Add Material.compile() Java binding.
* Add Engine.flush() java binding
* Add Scene.forEach java binding
update the Android gltf-viewer sample to precompile all variants of all
materials in the scene, similarly to the desktop sample.
Enable a limited subset of materials in PostProcessManager for FL0.
Create new function Material::getFeatureLevel() in C++ and Java.
Create missing Material::getReflectionMode() method in Java.
* 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
When no name is provided during instance creation, it does NOT inherit
the name of its parent material. This is because instances should be
lightweight and users can already do instance->getMaterial()->getName().
In a subsequent PR, this feature will be exercised and tested via the
gltfio AssetLoader.
Fixes#2485.
Static JNI lookups were causing issues with multiple libraries.
We now do the lookups when we need them as they are effectively
just hashmap lookups and we do them only in places where the
work we need to perform will be much larger than a simple hash
map lookup anyway.
This chane also manually registers filament-utils JNI bindings
to get rid of unnecessary symboles. We should do the same for
other Filament libraries (the symbols are pretty long and
we now have many of them).
No need for a proper library, this is just a common location to simplify
JNI bindings in other projects like filamat and gltfio.
There is no need to move the one Java source file (`NioUtils.java`)
since downstream libraries will have a dependency on Filament, and
FindClass should work fine.
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).