Commit Graph

838 Commits

Author SHA1 Message Date
Benjamin Doherty
298e54c32a Release Filament 1.31.2 2023-01-24 14:26:22 -08:00
Mathias Agopian
d0c043c7ff implement draw command channels
There can be up to 4 channels drawing commands can be associated to. 
Channels work like "priorities" except it's the strongest command ordering 
key, in particular it takes precedence over the object's blending mode.
2023-01-23 13:47:41 -08:00
Benjamin Doherty
5017cbe67e Release Filament 1.31.1 2023-01-18 14:23:21 -08:00
Romain Guy
6a02dd0993 Update to Android Studio Electric Eel and AGP 7.4.0 (#6456) 2023-01-13 08:21:03 -08:00
Romain Guy
bbe46071f3 Update Android dependencies (#6452) 2023-01-12 10:02:18 -08:00
Benjamin Doherty
72bba47880 Release Filament 1.31.0 2023-01-10 12:50:17 -05:00
Benjamin Doherty
2f0bdd9c39 Release Filament 1.30.0 2022-12-19 11:11:45 -08:00
Koncz Levente
c2fcaf7a6b Add RGTC + BPTC support (#6320)
* Add RGTC support
* Add BPTC support
2022-12-06 11:18:35 -08:00
Mathias Agopian
d8c9391498 fix clear options
When more than one view was used, only the first view was cleared with
the ClearOption. This was actually intended when the views are rendering
into the swapchain (e.g. post process disabled), but that's incorrect 
when the views render into intermediate buffers.

The clear flags are now associated with the actual rendertarget.
2022-12-02 15:24:40 -08:00
ThomasGorisse
fe67404fd5 Fix typo in LightManager documentation 2022-11-28 14:56:22 -08:00
ThomasGorisse
555ed96918 Fix confusing typo in Camera documentation 2022-11-28 14:56:22 -08:00
Benjamin Doherty
e2384f59a2 Release Filament 1.29.0 2022-11-21 15:44:09 -08:00
Mathias Agopian
b1e438e141 move vsm's MSAA sample count to the view settings
VSM's MSAA is no longer a "per light" setting, it is now global for
the whole view.
2022-11-14 15:29:08 -08:00
Benjamin Doherty
957380b258 Release Filament 1.28.3 (ignore prev commit) 2022-11-09 16:41:13 -08:00
Benjamin Doherty
fe3f16924d Release Filament 1.29.0 2022-11-09 16:37:39 -08:00
Mathias Agopian
41ef71abdf Add MaterialInstance getters for overridable properties (#6243)
In addition to the new getters, this change fixes the duplication of
a MaterialInstance, which didn't carry along the following states:
  - alpha mask threshold
  - specular AA threshold
  - specular AA variance
  - double sidedness

TODO: stencil state, polygon offset and scissor are stil not queryable
2022-11-01 11:22:01 -07:00
Benjamin Doherty
f2c049222b Release Filament 1.28.2 2022-11-01 13:01:13 -04:00
Benjamin Doherty
f7cfc6a65e Release Filament 1.28.1 2022-10-25 13:07:56 -04:00
Benjamin Doherty
2d43ad59ec Revert Android API_LEVEL change
glDispatchCompute requires Android API level 21, however bumping our
required minimum from 19 to 21 caused some clients' builds to fail.
Commenting-out that line for now to proceed with the 1.28.0 upgrade.
2022-10-18 13:34:50 -04:00
daemyung jang
784416f658 Support glTF EXT_meshopt_compression 2022-10-17 09:57:58 -07:00
Benjamin Doherty
affc5be840 Release Filament 1.28.0 2022-10-13 12:35:45 -04:00
Mathias Agopian
acd5823953 Add support for point light shadows
[experimental]
2022-10-10 13:03:36 -07:00
Mathias Agopian
734d8ff85c rename upcast() to downcast()
it was down casting all along!
2022-10-07 17:50:56 -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
fc484bd319 fix "stable" shadows
We were always adjusting the near/far of the view volume based on the
scene content for shadowing, which defeated the "stable" shadows.

Also changed the default cascade splits from a linear split to a
log2 split, because due to the perspective projection, the log2 split
actually looks linear. Also intuitively, it makes more sense to give
more resolution to the shadows close to the camera.
2022-09-30 12:00:02 -07:00
Philip Rideout
15ba54c4c5 Update README wrt Android Studio Version. 2022-09-29 16:28:50 -07:00
Philip Rideout
342138aecb gltfio: Update Java API. 2022-09-29 16:28:50 -07:00
Benjamin Doherty
fbfcce563d Release Filament 1.27.2 2022-09-29 13:11:43 -07:00
Ben Doherty
7f5ad3743b Fixes for 1.27.2 release (#6125) 2022-09-29 13:08:00 -07:00
Mathias Agopian
3d53ae583f switch our min sdk from 19 to 21
this is so that we can support OpenGL ES3.1
2022-09-28 22:08:27 -07:00
Thomas Gorisse
5262512eea Fix JNI for TransformManager.getChildren() (#6116) 2022-09-28 11:27:35 -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
0dc0bbd4f3 LiSPSM is now a user settable option 2022-09-22 09:35:45 -07:00
Benjamin Doherty
df2ad99260 Release Filament 1.27.1 2022-09-20 11:04:07 -07:00
Romain Guy
8dae181c2f Upgrade AGP and dependencies including plugins (#6078)
This moves to a new, maintained Maven publishing plugin.
2022-09-15 16:05:18 -07:00
Philip Rideout
c4abe4f46a gltfio: allow zero-instance assets.
This is a feature request from Google. It allows users to "preload" an
asset, ie you can now create all VertexBuffer objects, Texture objects,
etc, without actually creating any entities or renderable components.

In the past we used TransformManager to help out with computing the big
asset-level bounding box, but now we use `gltf_node_transform_world()`
because entities might not yet exist.

One minor side effect is that `FilamentAsset::getBoundingBox()` now
returns the AABB that was determined at load time, and does not account
for instances. As a result, our `gltf_instances` sample app looks
slightly different but this is expected.
2022-09-14 16:40:47 -07:00
Benjamin Doherty
334fe70d6c Release Filament 1.27.0 2022-09-13 10:14:02 -07:00
Mathias Agopian
ba8abb9031 scissor improvements
- improve scissor documentation, specify coordinate system and
  clipping behavior
- scissor now takes the guard bands into account
- on the backend side the scissor is no longer clipped to the viewport
- clipping to the viewport is now done on the filament side
- don't set scissor when material instance doesn't specify one
  (common case)
2022-09-12 12:45:36 -07:00
Mathias Agopian
ead5a97871 make AutomationEngine feature level aware
this basically just adds an Engine* parameter too all applySettings
methods
2022-09-07 15:32:58 -07:00
Philip Rideout
f83172f9f9 gltfio MaterialProvider: add new method for getting Material
gltfio can now ask the material provider plugin which `Material` would
be used for a given set of requirements.  Prior to this change, gltfio
could only create a new `MaterialInstance`.

This method is necessary to support an upcoming gltfio feature.
2022-09-07 12:08:55 -07:00
Thomas Gorisse
e80ea5eae2 Add JNI for TransformManager.getChildCount(), TransformManager.getChildren() and Scene.hasEntity() (#6007)
* Add JNI for TransformManager.getChildCount(), TransformManager.getChildren() and scene.hasEntity()

* Update RELEASE_NOTES.md

* Fixes

* Change getChildren to take a nullable array

* Remove no params TransformManager.getChildren()

* Update RELEASE_NOTES.md

Co-authored-by: Ben Doherty <benjdoherty15@gmail.com>
Co-authored-by: Ben Doherty <bendoherty@google.com>
2022-09-01 11:22:44 -07:00
Benjamin Doherty
a886166489 Release Filament 1.26.0 2022-08-31 12:03:43 -04:00
Philip Rideout
45e8c57f77 gltfio: Innocuous comment fixes / renamings. 2022-08-29 13:06:13 -07:00
Philip Rideout
54769a2ad3 gltfio: Move the API for recomputeBoundingBoxes.
Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.

The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.

Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
2022-08-26 09:48:04 -07:00
Benjamin Doherty
df3ea47a3c Release Filament 1.25.6 2022-08-23 12:05:06 -04:00
Ben Doherty
60294c2514 Add stencil API bindings for Java (#5949) 2022-08-23 11:54:09 -04:00
Philip Rideout
ceea495da1 Android: prevent misc obfuscation for gltfio
Fixes #5944
2022-08-19 09:36:09 -07:00
Philip Rideout
8dc6fde588 gltfio API change: assets are now always 'instanced' etc
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:

(1) Consolidate separate loader entry points for GLB and GLTF.

The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points.  Clients do not (and should not) need
to check the file name extension.

(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.

In the new scheme, all assets have at least 1 instance.

Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).

This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.

This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:

    - getSkinCount, getSkinNameAt
    - getJointCountAt, getJointsAt
    - attachSkin, detachSkin
2022-08-18 08:58:24 -07:00
Mathias Agopian
b2ec57776d new feature level API for backends (#5784)
* new feature level API for backends

backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays

Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.

* Add public APIs for feature levels

* Add infrastructure to check feature levels in materials

* validate material feature level on use

The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).

* material documentation

* activate ESSL 3.10 for feature level 2

also generate #defines to identify available feature levels

* support for cubemap arrays in the public API


if feature level 2 is supported, cubemap arrays can be used from the
public API.

* add release notes
2022-08-17 10:14:26 -07:00
Benjamin Doherty
9e87a312ab Release Filament 1.25.5 2022-08-16 10:59:05 -07:00