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