Commit Graph

407 Commits

Author SHA1 Message Date
Mathias Agopian
d40712937d Fog should be calculated in the user's world coordinates
Fixes #6798
2023-05-12 17:40:25 -07:00
Mathias Agopian
cfe1abec08 fog color from ibl should work with unlit
the skybox is unlit for instance, but for should still get the color
from the ibl. that can't work with ES2 though.
2023-05-12 17:40:06 -07:00
Mathias Agopian
41ccbdbf17 ES2 support: support picking properly
Note that in ES2 mode, the depth value returned by the picking API
only has 8-bits precision and incurs a bigger performance penalty,
because glReadPixels is synchronous.
2023-05-02 21:23:47 -07:00
Mathias Agopian
fdb0798f28 ES2 support: rec709 out colorspace emulation for ES2
This is only the first step where we:
- clean-up some code to prepare for 2nd step
- add support for the linear->srgb in the shaders

The linear->srgb conversion is protected by a
specification constant and will be enabled only
if the corresponding EGL extension in not present.

Then, if enabled, the actual conversion is
controlled by a uniform so that it can be
selectively enabled on swapchains that have it
turned on.

In this change, the emulation logic that sets
these gates is not implemented (that's step 2).
2023-05-02 21:23:47 -07:00
Mathias Agopian
b4d842c342 ES2 support: filament and filamat changes
This CL contains two parts:
- changes to matc/filamat
- changes to filament itself

Filamat can now generate ES2 compatible shaders. Only the unlit variant
is supported. Fog and picking are supported as well.
post-processing, skinning, instancing, all lighting and shadowing are not supported.

Filament is updated to not issue commands that are not supported in ES2.

Addtionnally, the hello-triangle sample is updated to work on an ES2 device.
2023-05-02 21:23:47 -07:00
Mathias Agopian
38dba5394e ES2 support: basic support in backend
This first round is mostly about making the backend compile with the
ES2 header only and use the ES2 code path when running on an ES2
context. We also add feature level 0, which corresponds to ES2
devices.

We introduce the macro FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2, which is
exclusively used to compile-out code that cannot compile with ES2
headers. This macro is active when ES2 headers are used.

There is also a new `OpenGLContext::isES2()` method that is returns
whether we're running an ES2 context, either statically (desktop, ios)
or dynamically (mobile).

This PR should add or remove any functionality.
2023-05-02 21:23:47 -07:00
Powei Feng
108cdd4242 vulkan: Fix Adreno crash for debug build (#6752)
- Remove `const` from `const highp mat4` just for mobile+vulkan

Fixes #5294
2023-05-02 13:00:38 -07:00
Ben Doherty
6558448eae Add support for supplying instance local transforms (#6762)
Clients can now supply a local transform for each GPU instance.
2023-05-01 18:00:27 -04:00
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
Romain Guy
5ed25aa327 Apply post-lighting blending before the fog (#6755)
* Apply post-lighting blending before the fog

* Update release notes
2023-04-21 16:51:38 -07:00
Mathias Agopian
f881b59d60 fog: disable fog color from IBL when unlit
When unlit, the IBL specular map is not defined.
2023-04-20 12:45:29 -07:00
Mathias Agopian
ebb07520c0 change picking to use floats (#6747)
floats can have up to 16.7M unique integers which is enough for encoding
an Entity. 
This change will help a later one that adds support for ES2
2023-04-19 13:53:45 -07:00
Mathias Agopian
6e275514ad matc: attributes are no longer hardcoded in a file
They're not hardcoded in a database inside MaterialBuilder and are
generated. This will be needed later for ES2 support.

We could actually imagine something more dynamic in the future too.
2023-04-18 15:09:43 -07:00
Mathias Agopian
c895554a22 don't write floats with a trailing f
this is not supported in ES2
2023-04-12 10:12:19 -07:00
Mathias Agopian
968c2c40fa Cleanup shader generation
- refactor the code so that all defines are generated in the same place
- generate common_type after all defines are generated
- protect (with defines) structures and UBOs that are not needed, based
  on the variant
2023-04-12 10:12:19 -07:00
Mathias Agopian
6b3dfbc635 reduce our reliance on unsigned types
This is to facilitate ES2 support, in all places where unsigned types
were not strictly needed, we now use the corresponding signed type.
2023-04-12 10:12:19 -07:00
Ben Doherty
ca2f3d76e6 Metal: work around iPad pipeline error (#6724) 2023-04-10 16:45:38 -07:00
Mathias Agopian
126ba44719 expose getShadowCascade() only when shadowing and lighting is enabled 2023-04-04 21:31:23 -07:00
Mathias Agopian
7cba0da0a2 implement cascades visualization as a post-process
this allows us to remove code from the main shaders that is basically
never used, reducing shader size and runtime costs.
2023-03-23 12:11:56 -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
Mathias Agopian
3ec704b91c fix world-space coords of DEVICE vertex domain at infinity
In device vertex domain it is easy to specify infinite world-space
coordinated (e.g. with the skybox), this results in complications
everywhere. We were mitigating this by essentially moving these
coordinates to around 16000 (give or take depending on the near plane),
but that was way too small.
Now we move them around 1e19, which seems to work. It's important with
applications rendering very large scenes to not use too small of a value.
2023-03-21 11:11:17 -07:00
Romain Guy
3db7f6675e The sun disc should be computed in high quality only. (#6653)
This will provide a boost to mobile devices by not computing the sun
disc as it was intended.
2023-03-20 16:20:46 -07:00
Mathias Agopian
449519c1b4 cleanup fog
- update comments and some names
2023-03-06 16:28:31 -08:00
Mathias Agopian
e2e5f7cee9 Add way to retrieve the user world-space in materials (#6607)
* Add way to retrieve the user world-space in materials

added `getUserWorldFromWorldMatrix()` and `getUserWorldPosition()` to
retrieve the API-level (user) world position in materials.
Deprecated `getWorldOffset()`

`getWorldOffset` didn't work when an IBL rotation was applied.

* fix large scenes with an ibl rotation

Rotate the IBL around the camera instead of the world so that the camera 
is always at the origin regardless of the rotation.
2023-03-03 21:34:17 -08:00
Ben Doherty
d684fc4096 Compute shading_view will full precision (#6611) 2023-03-03 13:48:36 -08:00
Mathias Agopian
7933b08e85 fix fog instability with strong falloff
The fog calculation could fail when the falloff was strong and the
camera z position was far from the fog height. The problem was
that the computation was spread between the cpu and gpu by splitting
an exp(), but with certain parameters the two exp() would independently
blow-up.  We fix this by doing the exp() only on the gpu side.
2023-03-01 16:48:16 -08:00
Mathias Agopian
a6809b4550 Fix fog's z origin
the fog's z origin was always the camera height instead of being the
ground (or more precisely the value of fogHeight).
2023-03-01 16:48:16 -08:00
Mathias Agopian
8f77308bca fix fog integral computation
1-a/b not the same as (1-a)/b !
2023-03-01 16:48:16 -08:00
Mathias Agopian
65f1e64812 fix fog heigh falloff computation
it was especially wrong when near or at 0.
2023-03-01 16:48:16 -08:00
Mathias Agopian
79942b3bea fog parameters should be calculated in highp 2023-03-01 16:48:16 -08:00
Koncz Levente
73880428dc Ortho shading fixes (#6453) 2023-01-27 09:36:56 -08:00
Ben Doherty
2a049d1324 Initialize object_uniforms in depth shader (#6492) 2023-01-26 16:23:14 -08:00
Mathias Agopian
ee6612ecfa Workaround for a bug in Adreno's shader compiler
At least some adreno compilers don't like returning an element of a
UBO array that is a structure in the vertex shader.
To work this around we have to copy the each of the structure fields.

Fixes #6355
2022-12-14 15:39:18 -08:00
Mathias Agopian
0d72a0904b getNormalizedViewportCoord() now returns the logical viewport coords
This is a better user-facing API because materials don't need to know
about the physical viewport.
2022-12-13 16:37:49 -08:00
Balazs Vegh
cc2580230f Add fallback return to uintToColorDebug() (#6364) 2022-12-08 09:00:23 -08:00
Mathias Agopian
f0b9c5fff4 Fix a WebGL program link failure
WebGL complained about:

Precisions of uniform block 'ShadowUniforms' member 
'ShadowUniforms.shadows.texelSizeAtOneMeter' differ between VERTEX and 
FRAGMENT shaders.


this field didn't have a precision qualifier, this might be specific to
WebGL or a Chrome bug, unsure. Either we fix it by specifying all
qualifiers.
2022-11-29 23:27:55 -08:00
Mathias Agopian
f619b62877 Handle shadow borders better
All shadow maps need a 1-px border for different reasons.
The directional shadow needs a "not in shadow" border because it uses
the intersection of receivers and casters in light-space.
Other shadow types need a border because of bilinear access at the 
edges. Until now, the spot/point shadow border was handled with the
sampler's CLAMP.

Instead, now, we always generate a border and in one case we fill it
with "not in shadow" (by not rendering into it), in the other cases we
render the 2px larger shadowmap so we get completely correct bilinear 
filter.

Additionally, for PCF, DPCF and PCSS we use a large filter kernel which
accesses data outside the texture, until now this was handled with CLAMP,
but that failed (2 of the edges were not handled in the same way) when 
the shadowmap was smaller than the texture.
We fix this by clamping manually the texture coordinates.


The real motivation for these changes is to allow the use of a
shadow Atlas later.
2022-11-21 15:38:25 -08:00
Mathias Agopian
77fcf4d260 don't store the light direction in the shadowmap structure
We already have it in the Light structure.
2022-11-17 11:07:47 -08:00
Mathias Agopian
594cce35c7 the 1-px border is only needed for the directional light 2022-11-16 09:20:38 -08:00
Mathias Agopian
9768f49714 unify point and spotlight shadows
point light shadows are not sampled just like spotlight shadows, the
only difference is that we're calculating the face first to access the
corresponding shadowmap data (including the light transform).
2022-11-08 16:35:54 -08:00
Mathias Agopian
6c54cfe88a Shadowmaping code improvements
- the layer is now stored in the shadow ubo
- we now have one shadow ubo per face
- ShadowMap holds UBO index even for cascades
- move some shadow "view" uniforms into the shadow UBO
2022-11-08 15:25:33 -08:00
Mathias Agopian
351c8e0972 fix spotlight attenuation
Spotlight attenuation was computed only when shadowing was enabled.
2022-11-03 10:34:39 -07:00
Ben Doherty
c5cc7fe26a Metal: generate argument buffer structures ourselves (#6242) 2022-11-01 12:44:42 -04:00
Benjamin Doherty
4ead3bcebf Force spirv-cross to keep Metal argument buffer equal sized 2022-10-25 12:07:24 -04:00
Ben Doherty
107b5a4854 Metal: fix microshadowing artifacts (#6221) 2022-10-24 19:12:14 -04:00
Mathias Agopian
acd5823953 Add support for point light shadows
[experimental]
2022-10-10 13:03:36 -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
Mathias Agopian
1e51b03971 fix VSM 2nd moment calculation
the linear approximation only works with a linear depth, it fails
with our warped depth.
2022-09-30 12:04:27 -07:00
Mathias Agopian
fabba73b1e Initial support for compute
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend

* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.

* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers

* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".

* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.

* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser

* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
2022-09-27 15:52:40 -07:00
Mathias Agopian
2073a9f3e5 cleanup Froxelizer comments
also fix typos, formatting.
2022-08-30 20:31:47 -07:00