This works by first generating a reflection buffer which gets blurred,
then the color pass samples from this buffer according to the roughness
of the surface being rendered.
A lot of the changes here involve utilizing "reserved" variants for
the new "SSR" pass and all the fallout from that.
Variants are no longer just a bit mask, but rather a combination of
some bits, depending on the variant. Because of that the variant filer
must be updated.
Basically we now make a distinction between the "variants" as a public
material API and the actual `Variant` data type.
This change does the impedance match between the two.
Support legacy morphing (morphing with targets supplied via VertexAttributes) for older clients. This gives clients more time to transition over to the new MorphTargetBuffer API.
* Use locale-independent string->float conversion
strtof and friends are locale aware and won't parse decimal numbers
with a period ("12.6" for instance) in locales that use another
character for the decimal period ("," in French for instance).
This change introduces a new function called strtof_c that forces
the use of a specific locale (called "C") to make sure we always
parse floats in the desired "C" format ("12.6").
With C++17 we should be able to use std::from_chars but this API
is not implemented in clang for floats at the moment.
* Fix Linux
* mipgen: Linearized PNG bitmaps (such as normal maps) no longer perform gamma transform on read.
* mipgen: Using "-k normals" argument now works for all file types, not just KTX
* Web: Exposed SurfaceOrientation functions getQuatsHalf4() and getQuatsFloat()
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()`.
* API CHANGE: honor user-defined precision, rename SamplerPrecision.
matc now honors 'precision' on non-samplers in mat files, and
the filamat API now allows clients to specify precision for
non-samplers.
This involved flattening a union that is internal to filamat.
* MaterialBuilder: Add Java bindings for precision.
* Add support for transparent shadows
This solution uses an 8x8 Bayer matrix. We could find a better
noise. We also need better filtering of the shadow maps. A PCF
is barely enough and VSM fails without blurring.
* Use a fixed Bayer matrix, fix pre-caching of depth shaders
* Use gradient noise instead of fixed bayer pattern
* Update docs
* Remove support for Java/desktop builds
These builds are never tested nor used on our end. We cannot
guarantee their proper support. It should also be possible
for an app to handle this itself.
* Remove Tungsten since it cannot be compiled anymore
* Materials can now provide custom lighting/shading
When a material uses the "lit" shading model, customSurfaceShading can
be enabled to replace Filament's lighting implementation. When this
feature is enabled, the material *must* provide the following function
in the fragment shader block:
vec3 surfaceShading(
const MaterialInputs materialInputs,
const ShadingData shadingData,
const LightData lightData
) {
return vec3(1.0); // custom lighting here
}
Please refer to the docs in Materials.html for more information about
this feature and the different values provided by the data structures
passed to the function.
* Update docs
* Update docs/Materials.md.html
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
We used to have that before, but it was hardcoded and depended on
mobile vs. desktop.
With this change, users can set the quality on the material itself.
The default match the current settings. There are 3 quality levels:
low: enables optimization that might not be 100% correct
(e.g. abs(x) instead of sqrt(x*x))
normal: like low, but doesn't sacrifices correctness.
high: could be improved upsampling, etc...
* Stop using members as globals between methods
* Multi-thread shaders generation with JobSystem
* Pass JobSystem to MaterialBuilder::build()
* Fix MeshAssimp to use the new API
* Allow the Java API to pass a job system via Engine
* Update docs
* Apply suggestions from code review
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
This tool makes it easy to analyze the composition of Android
applications that use Filament.
- Filament materials are shown in the treemap if `resgen --json` was
used in the build.
- The input path can be a so file, folder, or zip archive (apk or aar).
- If the path is a zip or folder, helps you find the file to analyze.
- The generated web report is a self-contained HTML file.
- Reports the gzipped size of all Filament materials.
For example, from a mac, you can generate a self-contained HTML file by
typing this from the Filament repo root:
./tools/zbloat/zbloat.py ./android/filament-android
open index.html
This tool uses Python, `nm`, and `objdump`.
The `nm` tool works slightly differently between macOS and Linux, so a
`Dockerfile` is provided that installs dependencies inside a Linux
container. This is also convenient if you do not have both versions of
Python on your system.
The easy way to use docker is to invoke the helper bash script. Simply
type `zbloat.sh [args...]` instead of `zbloat.py [args...]`. The first
time you run it, it will be slow but subsequent times will be fast.
Many thanks to Evan Martin for his interactive treemap widget.
This option embeds a small JSON string inside the resgen blob that lists
all materials and their respective sizes. This is useful when analyzing
the footprint of the binary executable.
Block compression is currently only used when we invoke mipgen for the
suzanne demo. This PR makes it easy to disable.
Block compression is still enabled in our CMake build, but other build
systems can simply omit BlockCompression.{h,cpp} from imageio (as well
as the two third_party libs) and it will "just work".