These two functions expect a vector of the same size as the
matrix's storage vectors (float4 for a mat4f for instance) which
has two major issues:
- The vector must end with 1 for homogeneous coordinates to work
- Passing a single scalar (mat4f::scale(0.5)) creates a matrix
whose diagonal is set to that scalar, thus breaking homogeneous
coordinates
With this change scale and translate expect a vector who dimensionality
is 1 less that of the matrix's underlying storage vectors. i.e. a float3
for mat4f.
This does not add any samples or continuous integration, but it at least
allows developers to do a "-p webgl" and check if an actual wasm file
for the core Filament library can be succesfully built.
This does not add any build stuff or new sample code yet, it just does
some prep to our C++ codebase:
- Similar to Android, WebAssembly will not be using BlueGL. We were
using a mixture of #if and #ifdef when checking for the existence of
certain GL prototypes, but the latter is what we want in order to
build robustly with any GL headers. (We still perform run-time checks
for extensions, this doesn't change that.)
- Add a trivial ContextManager, does a bit more than Dummy since it
needs to create an actual driver. This doesn't get compiled yet, it
just adds files to the tree.
- WebAssembly does not support mmap, execinfo, or asm volatile.
* Add single-threaded config to Filament.
This adds a tick method to Engine and disables a couple components
in Renderer (FrameSkipper and FrameInfoManager).
This will make it easier to support WebGL, and will allow us to remove
some of the command buffer debugging stuff that we added for Vulkan.
* tick => execute, and other review feedback
* Restore the ASSERT for FFence::wait.
* Add clear coat normal map support
This change allows to set a separate normal map for the clear coat layer of a material.
* Document the new clearCoatNormal property
* Fix typo
* Add missing method to query the type of a light
* IcoSphere now generates front facing triangles
* Add a fairly generic sphere object to use in samples
it provides an ico sphere with normal, and reuses
the same vertex/index buffer for each new instance.
Each instance can have its own material, size and
position.
currently it’s not possible to change the # of
subdivisions.
* FilamentApp now provides a “default” pbr material
this makes it easier to create renderables for
testing.
* clean-up lightbulb and add spheres for each light
lightbulb now has less hardcoded things and it
spawns a small sphere for each light.
* Try to clean up asset folders for sample apps.
This removes the build step where we copy a subset of assets, and makes
it so that FilamentApp hands out a "root path" for assets. For now this
is determined based on the location of the executable. This allows
developers to launch samples from any CWD.
Closes#11
* Restore asset copy to build.
This implements the following suggestions from Adam Sawicki:
(1) Update VkMemAlloc to dev branch.
(2) Use VMA_MEMORY_USAGE_CPU_ONLY in the stage pool.
(2) Add vmaFlush after every vmaUnmap.
We also considered removing Map / Unmap in favor of persistent mapping
via VMA_ALLOCATION_CREATE_MAPPED_BIT, but decided to be conservative
until we have a chance to rethink our UBO update strategy.
Closes#19
- improve API of computeLightTree() which should
now be functional.
- pre-calculate the range of each light in
screen-space, so we don’t have to do so
over and over again in computeLightTree().
- define the GPU-side “node” for the light-tree,
this is a place-holder until we really implement it.
computeLightTree() takes a list of light as
a bitfield and produces a depth-first
binary tree array that can be used to efficiently
check which lights volumes contain a given z
coordinate in screen space.
Currently computeLightTree() produces the array
locally on the stack, which isn’t useful, but
before we can make use of it, a lot of other
things have to happen.
* Add option USE_EXTERNAL_GLES3
Causes gl_headers to use GLES, even on desktop.
Causes all ContextManagers to be elided;
users are expected to provide their own.
* FrameUniforms.resolution gets consistent precision between VS/FS
* Introduce mipgen frontend.
For now this is fairly simple although it does let you choose a filter.
Another cool feature is that an HTML file is generated which makes it
easy to review the generated miplevels.
This does not expose the Boundary enum to users because it has not yet
been implemented in the core Image library.
* Fix up mipgen per code review.