With this PR screen-space refraction is functional.
Caveats:
The blur passes for supporting rough refractive materials is quite
heavy and increases with the resolution.
SSR uses a gaussian approximation for the brdf and therefore doesn’t
match perfectly cubemap-based refraction and IBL.
The use of MSAA with screen-space effects, while working, is going
to incur a large cost, especially on tilers.
This is mostly about moving constant from EngineEnums.h to
the backend, either in Program.h or DriverEnums.h
The goal is that libbackend doesn't depend on EngineEnums.h
In this first step, we just "blindly" move everything under src/driver
to a new library libbackend.a. And all headers are moved under
private/backend.
Note that "driver" is renamed "backend", but namespaces are unchanged for now.
Later we'll have to untangle the actual private headers from public
ones and ideally not have any private headers.
It's only used to get the size of the SamplerGroup.
Actually, Engine also uses the post-process Sib to create the
post-process material, but this should go away when we have
material domains -- so pretend it's not there.
- EngineEnums.h is not a private headers as it contained mostly private
stuff
- MaterialEnums.h is still public, but now only contains public stuff.
Private parts were moved to MaterialEnums.h or MaterialBuilder.h
- And finally SamplerBinderMap is moved under private/ as well, since
it's certainly not a public API.
With this change, the public headers of filabridge become more reasonable
and limited.
- move UBO declarations in UibGenerator, i.e. next
to their Uniform Interface Block definition.
This should help forgetting to update one but
not the other.
- move UniformInterfaceBlock.h and SamplerInferfaceBlock.h under
private/filament/.
- do the same things for samplers