Commit Graph
75 Commits
Author SHA1 Message Date
Philip Rideout 8d78b1f2e1 gltfio: Add internal MorphHelper, enable up to 255 targets. (#3661)
* gltfio: Add internal MorphHelper, enable up to 255 targets.

Previously, gltfio could not animate models with more than 4 morph
targets. Now we can handle up to 255 targets, as long as no more than
4 targets are ever used simultaneously. This allows us to handle
many more models, such as those exported by Modo, and the horse model
in #1852.

We do this by picking the highest 4 weights. The indices for these
weights are called the "primary indices", and we construct a new
VertexBuffer for each unique set of primary indices.

In the near future this will be made more efficient by adding a new
VertexBuffer API to the Filament core.

Fixes #1487.

* Code review fixups.
2021-03-17 15:52:24 -07:00
Mathias Agopian e657921b5a Camera API improvements
- Add a "shift" parameter to Camera. This has the effect of translating
  the viewport, without changing its size. 
  This is an effect similar to using a shift lens.

- Camera::setScaling() now takes a double2 instead of double4, this is
  because scaling the result of the projection in the Z direction 
  can lead to very confusing problems -- it will essentially move the
  near/far planes, and we don't want to expose that as a public API.

- setCustomProjection() now allows to set a different projection for
  rendering and culling (useful for e.g. for using an infinite far 
  rendering projection matrix).
2021-03-10 16:01:29 -08:00
Romain Guy f2ed3480d8 Attempt at improving bloom/emissive with glTF files (#3560)
* Attempt at improving bloom/emissive with glTF files

* Publicly expose Exposure API for gltfio
2021-02-22 09:40:31 -08:00
Philip Rideout 98ae61ffe5 gltfio: Fix "_maskThreshold not found" error.
MaterialGenerator selects a custom blend mode for transmissive models,
therefore the AssetLoader should look at the material's blend mode when
it sets up properties, not the one requested by the glTF file.

Fixes #3444.
2021-02-01 09:52:06 -08:00
Philip Rideout 243ba77025 gltfio: support animation in dynamically-added instances.
I tested this by viewing CesiumMan with our `gltf_instances` sample app.

There is now a need for some general refactoring in gltfio. I feel that
the high-level objects have become too tightly coupled to each other.

Fixes #3137.
2021-01-19 16:37:54 -08:00
Philip Rideout a4817f3e2a Simplify lifetime management of cgltf_data.
The gltfio API allows users to destroy ResourceLoader or FilamentAsset
even when various asynchronous work (e.g. uploading buffers to the GPU)
has not yet been completed. This was achieved in an error-prone manner
using manual reference counting and an internal management object called
AssetPool.

This PR refactors gltfio by wrapping cgltf_data in shared_ptr, which I
usually try to avoid. However in this case it provides the precisely the
functionality that is needed.

I tested this PR for memory leaks and crashes by hacking gltf_viewer
and monitoring memory usage in Activity Monitor.

This fixes #3383 and makes it easier to implement some missing features,
such as animation support for instanced assets.
2021-01-13 09:44:56 -08:00
Romain Guy 986a3869cc Fix struct initialization 2020-12-12 17:40:48 -08:00
Romain Guy 2895530e09 Add support for sheenColor and sheenRoughness (#3358)
* Add support for sheenColor and sheenRoughness

This work is necessary to support the glTF extension KHR_materials_sheen.
This change effectively adds the specular lobe from the cloth material
model to the base material model. The cloth model remains useful for
its extra subsurface color feature but also because it's cheaper.

* Add support for KHR_materials_sheen to gltfio

* Update documentation

* Document default shading values
2020-12-12 11:07:40 -08:00
Philip Rideout 70dba2398e gltfio: add createInstance() to AssetLoader.
Note that this API is on the loader rather than the asset. This is
because the loader knows how to create Filament entities by traversing
a cgltf node hierarchy.

Animation on dynamically added instances is not yet supported.

We did not add destroyInstance() because gltfio favors flat arrays for
long term storage of entity lists and instance lists, which would be
slow to shift. We also wish to discourage create/destroy churn since it
is more efficient to pre-allocate instances and selectively add them
into the scene.

Fixes #3137.
2020-11-02 09:47:14 -08:00
Philip Rideout 468992f4cd gltfio: do not segfault on invalid primitives. 2020-10-31 13:28:13 -07:00
Philip Rideout a6f364e0f3 gltfio: fix segfault when consuming invalid file. 2020-10-28 11:50:54 -07:00
Philip Rideout c6942a52e6 gltfio: refactor the instancing cache.
This prepares for #3137 by moving the mesh cache and material instance
cache out of the loader (where they were transient anyway) and into the
actual asset. This paves the way for a `createInstance()` API.
2020-10-27 10:30:18 -07:00
Pixelflinger ec9fd58fc0 use more inclusive language 2020-07-22 15:20:54 -07:00
Philip Rideout 3862b44ef4 gltfio: Add support for KHR_materials_transmission.
This chooses type=THIN, mode=SCREENSPACE, and blending=TRANSPARENT.

Due to sampler overload, we print a friendly error message and enable a
fallback if the user tries to simultaneously enable ubershader mode, the
clearcoat extension, and the transmission extension.
2020-07-22 08:40:55 -07:00
Ben Doherty 7c4661cc6b Fix glTF camera aspect ratio (#2807) 2020-07-13 14:42:26 -07:00
Ben Doherty b2c63b6cd2 Add support to gltfio for glTF cameras (#2663) 2020-06-11 13:57:01 -07:00
Philip Rideout 1f9d073a64 gltfio: enable unused UV attributes when possible.
Reproduced the issue by hacking the TexturedCube glTF file.

Verified the fix by viewing TexturedCube in ubershader mode, then
hacking the shader with matdbg in order to visualize texture
coordinates.

Fixes #2659
2020-06-11 12:05:43 -07:00
Philip Rideout 6c173489d7 gltfio: Add get-by-name and get-by-prefix methods.
Java bindings will be forthcoming in a separate commit.
2020-06-02 10:17:12 -07:00
Philip Rideout adccf9f432 gltfio: remove details namespace 2020-06-01 09:19:18 -07:00
Philip Rideout 2c6042bd44 Add systrace markers to gltfio. 2020-05-29 18:13:49 -07:00
Philip Rideout 83cff32856 gltfio: Add support for instanced animation.
When animation is applied to the master asset, all instances are
animated.

Instances can also be individually animated via the Animator in
FilamentInstance.

Fixes #1513.
2020-05-29 07:43:44 -07:00
Philip Rideout 8de730f76c gltfio: Add support for simple instancing.
This adds createInstancedAsset() to AssetLoader, which creates a master
asset and a set of slave instances. Vertex buffers, index buffers,
textures, and material instances are shared. Entities and components are
duplicated.

Instances have their own API object that is very simple. Light sources
and material instances are not instanced, so are not accessible through
the instance API object.

The master-slave ownership model lets us avoid complex shared ownership
semantics. The existing cache structures in AssetLoader allow the
implementation of this feature to be fairly simple.

The master asset exposes the union of all entities and allows clients to
modify all instances en masse if they wish. This design also works
naturally with ResourceLoader, which does not need to know about
instancing. For example, asynchronous loading is completely unchanged;
the dependency graph simply contains the union of entities across all
instances.

Support for animation is added in a subsequent commit.

Fixes #1513.
2020-05-29 07:43:44 -07:00
Philip Rideout 9024b4afd7 gltfio: fix vertex attribute type mismatch.
Vulkan complains if a pipeline declares an integer vec2 attribute but
the shader consumes it as "vec2" rather than "ivec2". gltfio was doing
this when supplying dummy texture coordinates.

This fixes one of the two bugs reported in #2573.
2020-05-26 13:19:52 -07:00
KJ Liu 920dc6b167 AssetLoader now loads names for mesh-free nodes. 2020-05-06 17:59:20 -07:00
Ben Doherty 0769aabf29 Add intensityCandela API to LightManager (#2465) 2020-04-30 10:12:09 -07:00
Pixelflinger e7df636368 fix spotlight documentation and clamping
filament spotlights use half-angles, which is the same as gltf.
2020-04-15 22:00:26 -07:00
Philip Rideout 1366e3dcd1 gltfio: simplify skinning processing.
Moved all the skinning processing into one place.
2020-04-07 16:23:46 -07:00
Ben Doherty 2ad932f345 Convert from half to full angles for gltfio spot lights (#2340) 2020-04-03 17:06:03 -07:00
Ben Doherty b8f8067a87 Support lights in gltfio (#2288) 2020-03-27 13:56:28 -07:00
Philip Rideout 0d32c58e41 gltfio: add support for Draco (desktop only)
This needs a bit more testing before merging, but I wanted to put up the
PR for review. I will look into supporting Android after we land this.

Fixes #1932.
2020-03-26 19:52:26 -07:00
Philip Rideout 1ecb83bf73 gltfio: Big internal refactoring / simplification.
This replaces the "bindings" structures with simple types that re-use
data structures from cgltf.

This also moves some trivial work from ResourceLoader to AssetLoader,
which simplifies the communication between these two classes.

Motivated by #1932.
2020-03-24 09:22:20 -07:00
Romain Guy 4ec5fac95c Add support for KHR_materials_clearcoat to gltfio (#2169) 2020-02-26 10:11:34 -08:00
Philip Rideout b9c857130a Introduce gltfio-lite.
This is 466 KB insted of the usual 850 KB. It assumes that users do not
need spec-gloss, non-lit, or a special transparency mode.

(uncompressed SO size on arm64)

We can add a new maven project for this next week.
2020-02-18 11:55:47 -08:00
Philip Rideout 891e85ba2b gltfio: add nominal support for flat shading.
This "fixes" the new animated Fox model in the glTF conformance suite.
As per the glTF spec, we now generate per-face normals for the case
where normals are not specified in the model.

Note that true flat shading (i.e. flat interpolation) is not a
requirement in the glTF spec, since some Khronos members advocate for
WebGL 1.0 compatibility.

Fixes #2088.
2020-02-10 14:29:04 -08:00
Philip Rideout 415aeef95b gltfio JNI: fix broken getName() method. 2020-02-07 17:15:28 -08:00
Philip Rideout d2c883877d gltfio: hide entities with not-yet-ready textures.
This feature adds one new method to `FilamentAsset` and uses it in our
Kotlin, JavaScript, and C++ helpers:

    utils::Entity popRenderable() noexcept;

This pops a ready renderable off an internal queue, or returns 0 if no
renderables have become ready. It provides a simple way for clients to
gradually add renderables to the scene as they become ready. Previously
clients could only get the entire list of entities, regardless of
whether they had Renderable components or complete textures.

To facilitate this feature, this PR adds a new internal-only class to
gltfio called `DependencyGraph`, which is a temporary object used for
bookkeeping during the asynchronous load.

`DependencyGraph` discovers ready-to-render entities by tracking the
textures that each entity depends on. This is a graph because
renderables connect to a set of material instances, which in turn
connect to a set of parameter names, which in turn connect to a set of
texture objects. These relationships are not easily inspectable using
the Filament API or ECS.
2020-02-04 12:47:32 -08:00
Philip Rideout 6146b4d2d9 Fix out-of-bounds when glTF has many UV sets.
glTF specifies that client implementations must support at least two UV
texture coordinate sets but does not seem to have an upper limit.

We use a mapping table in order to honor high-numbered UV set indices,
but our mapping table only accomodates 8 entries.

Fixes #2042
2020-01-16 14:09:48 -08:00
Philip Rideout 15b071acaa gltfio: support external resources on Android.
This was untested because our only glTF Android sample uses glb instead
of JSON. We will soon be adding a new Android demo that uses an actual
gltf file.

This fixes #1841.
2020-01-10 09:15:38 -08:00
Philip Rideout 06b9bb0c34 gltfio: honor node labels if they exist.
In glTF, multiple nodes can refer to the same mesh, and each node can be
assigned a unqiue string label. Previously we used NameComponentManager
to annotate entities with mesh labels rather than node labels. This was
wrong because Filament entities are 1:1 with nodes, not meshes.

We still fall back to mesh labels when node labels are not provided.
2020-01-03 10:13:59 -08:00
Philip Rideout 655b7dc13c Emit warning for too many morph targets.
Motivated by #1852.
2019-11-06 15:39:38 -08:00
Philip Rideout 636c54ec6f gltfio: support mesh-level morph weights.
We honored node-level defaults but not mesh-level.

Fixes #1840.
2019-11-04 12:32:02 -08:00
Philip Rideout 66f4419518 gltfio: Fix black default material.
Fixes #1828.
2019-10-31 16:45:01 -07:00
Philip Rideout fa108d6a65 Use the Jim Arvo method for transforming AABB's.
This is from the 1990 Graphics Gems article.
2019-10-30 16:15:55 -07:00
Philip Rideout e66215295c gltfio: use the new sparse support in cgltf. 2019-10-09 18:45:27 -07:00
Philip Rideout 3f742880b5 gltfio: do not abort for sparse data, warn instead.
Sparse accessors are easy to punt gracefully, we can emit a warning
and instead use the dense "base" data.

Also, after cgltf support for this lands, we will need to apply sparse
data in ResourceLoader, so this adds a bit of plumbing to prep for that.

Relates to #1727.
2019-10-08 08:18:46 -07:00
Gregory Popovitch d5c0d11404 Final changes for building with msvc 2019 on Windows (#1681) 2019-09-30 14:18:06 -07:00
Philip Rideout 694db54d9d Minor cleanup. 2019-09-09 11:10:39 -07:00
Philip Rideout c67266833a gltfio: rename getResourceUrl => getResourceUri 2019-09-06 16:43:53 -07:00
Philip Rideout d6b0b6ff52 gltfio: expose all resource URI strings.
Some buffers (like animation data) do not contain any vertex data
but web-based clients still need to know about this.

This interface is much simpler than the bindings lists, and in fact
we might remove the binding lists in the future to simplify the API.

Fixes #1593.
2019-09-06 16:43:53 -07:00
Philip Rideout 6754e80c75 gltfio: Minor cleanup. 2019-08-15 14:29:07 -07:00