Commit Graph

2506 Commits

Author SHA1 Message Date
Pixelflinger
968dbdb847 make sure "structure" pass is culled when not needed
the structure (depth path) wasn't culled even if both ssao and
contact-shadows were disabled.
2020-03-30 16:13:41 -07:00
Philip Rideout
e43466d2bc Enable Draco for WebGL and iOS. 2020-03-30 15:58:55 -07:00
Philip Rideout
cdf03f91c9 Apply Draco compression to FlightHelmet. 2020-03-30 15:58:55 -07:00
Philip Rideout
abe70caeae Bump material version to prep for release. 2020-03-30 15:58:35 -07:00
Philip Rideout
4891bb6157 Fix SameSite warning for locally run web samples. 2020-03-30 15:58:24 -07:00
Ben Doherty
f5e6ec42b3 Fix draco build with Xcode (#2306) 2020-03-30 15:06:53 -07:00
Romain Guy
92b2dd835d Add support for bent normals (#2303)
* Add support for bent normals

Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.

* Save a couple of multiplications in bent specular AO
2020-03-29 17:00:03 -07:00
Philip Rideout
76f0309b58 Remove unused Draco targets from build. 2020-03-27 17:07:55 -07:00
Philip Rideout
d9e9fabec5 Disable unused Draco features. 2020-03-27 16:32:44 -07:00
Philip Rideout
a922e914b4 Enable Draco for Android. 2020-03-27 16:32:44 -07:00
Philip Rideout
4b7677fd13 Apply Draco compression to BusterDrone. 2020-03-27 16:32:44 -07:00
Ben Doherty
0474a6b8b5 Try to fix Windows build by reducing disk space footprint (#2301) 2020-03-27 16:05:50 -07:00
Philip Rideout
241f08bd74 Draco: do not add files to the build root. 2020-03-27 13:59:41 -07:00
Ben Doherty
b8f8067a87 Support lights in gltfio (#2288) 2020-03-27 13:56:28 -07:00
Pixelflinger
965777da85 fix an assert() when using custom render targets
we now always mask out target bits that don't exist in the render
target before converting them to GLenums.

Fixes #2285
2020-03-27 13:45:54 -07:00
Romain Guy
ffa62d4236 Check for CMake version before setting the policy 2020-03-27 11:50:21 -07:00
Romain Guy
94a01c6010 Be compatible with CMake 3.10 again (#2296)
* Be compatible with CMake 3.10 again

* Windows fix

* Add CMake changes to patch file
2020-03-27 11:15:18 -07:00
Romain Guy
232bf728c6 Update readme for Windows 2020-03-27 09:31:50 -07:00
Romain Guy
0e367580da Update CMake requirement to 3.12 2020-03-27 09:25:23 -07:00
Romain Guy
40aad197da Fixes various issues (#2292)
* Fixes various issues

- Fix gltf_baker crash
- Fix Python3 discovery on macOS
- Fix TBB CMake warning
- Fix bent normals baking

* Find Python 3 on Windows
2020-03-26 22:53:44 -07:00
Kai Chieh Liu (KJ) 劉凱傑
124fd2c978 Fix NameComponentManager dependency and Android build (#2291) 2020-03-26 20:02:03 -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
Romain Guy
09fa87ddfa Update README.md 2020-03-26 16:58:51 -07:00
Pixelflinger
cb356606d9 fog improvements
- handle heightFalloff=0 (i.e. fog doesn't depend on height) correctly,
  previously, a divide-by-zero on the cpu side would get in the way.
  The fix is to clamp heightFalloff to a small-enough value, and to
  make sure that this is handled correctly in the shader.

- default fog distance is 0 instead of 1m

- inScatteringSize parameter should be allowed to be large in samples
2020-03-26 16:01:56 -07:00
Kai Chieh Liu (KJ) 劉凱傑
3de9cc1533 Expose Renderable::getLayerMask() (#2289)
TEST: built on mac

Co-authored-by: KJ Liu <kjliu@amazon.com>
2020-03-26 15:31:38 -07:00
Ben Doherty
f1aaf16082 Add spot light controls to material_sandbox (#2270) 2020-03-26 13:29:39 -07:00
Kai Chieh Liu (KJ) 劉凱傑
4c23f7a436 Fix cmakelist to install subdir properly (#2283) 2020-03-25 18:20:24 -07:00
Pixelflinger
2188923153 Fix fog with transparent objects 2020-03-25 17:10:36 -07:00
Romain Guy
2f47bab237 Update README screenshots 2020-03-25 14:23:36 -07:00
prewettg
fe547a7690 Fixes resizing window not resizing the framebuffer on macOS (#2281) 2020-03-25 14:03:49 -07:00
Pixelflinger
b4f5a4a0a0 Fog improvements
- optimized the fog computations
- fixed issues with the skybox
- added the option of getting the fog color modulated by the IBL envmap
2020-03-24 22:29:25 -07:00
Pixelflinger
5929d5d9dd improve quality of diffuse sampling on desktop
We 4-tap filter the diffuse map, which generally is very small
(e.g. 16x16), to improve quality a bit.
2020-03-24 22:28:59 -07:00
Romain Guy
0b7de0ec65 Turn off contact shadows by default in gltf viewer (#2277) 2020-03-24 16:44:48 -07:00
Romain Guy
87ac282014 Export missing headers for NameComponentManager (#2276) 2020-03-24 16:32:48 -07:00
Pixelflinger
e525a7c7c4 enable some more features in lightbulb
spotlight/contact shadows, ssao, fog, bloom.
2020-03-24 16:15:58 -07:00
Romain Guy
8a84c7f0a3 Install all public headers from libutils 2020-03-24 15:46:23 -07:00
Ben Doherty
e462c22a07 Fix MetalBufferPool crash in completion handler (#2273) 2020-03-24 12:35:54 -07:00
Philip Rideout
3ea8a25127 Add Draco 1.3.6 to third_party. 2020-03-24 10:13:13 -07:00
Romain Guy
45df197bd6 Expose libutils APIs that should have been public (#2269)
* Expose libutils APIs that should have been public

* Don't make JobSystem public for now
2020-03-24 09:57:04 -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
Ben Doherty
aefa03291e Fix spot light shadow bugs related to light culling (#2264) 2020-03-23 16:12:44 -07:00
Pixelflinger
6e02fa186a generateMipmap needs at least 2 levels allocated 2020-03-23 15:05:00 -07:00
Pixelflinger
756074d8bd don't generate fog code in post-process materials 2020-03-23 15:04:42 -07:00
Pixelflinger
2caa09bebd Fix IBL mip calculation
The max mip (i.e. mip at roughness 1) was off by one.
2020-03-23 15:04:24 -07:00
Ben Doherty
72a182122a Update spirv-cross to 871c85d (#2262) 2020-03-20 16:59:47 -07:00
Pixelflinger
0688db7da3 fix a shadow clipping bug
In some situations the shadow map would be too aggressively clipped.
This was due to a bug in the box-frustum intersection algorithm, which
could fail when some vertices of the frustum were inside the box, and
some vertices of the box inside the frustum and the total number
of vertices such classified was 8.
2020-03-20 11:13:18 -07:00
Mathias Agopian
0c6d96c407 Add support for basic fog (#2256)
* Add support for basic fog

* address reviewers comments
2020-03-19 18:01:07 -07:00
Pixelflinger
1f48bd3e79 fix contact-shadows with shadow multiplier 2020-03-19 18:00:41 -07:00
Ben Doherty
7103f4f0b3 Share material dictionaries between GLSL / MSL (#2252) 2020-03-19 11:16:01 -07:00
Ben Doherty
210234255c Fix contact shadow GLSL compilation error (#2254) 2020-03-18 10:05:58 -07:00