Commit Graph

47 Commits

Author SHA1 Message Date
Romain Guy
56682794d3 Update getTime() documentation 2020-06-16 13:14:48 -07:00
Pixelflinger
13767c3bb4 Don't use gl_FragCoord anywhere as it breaks with custom viewports
This fixes dynamic lighting and SSAO when a viewport is not in 0,0.
In practice this currently happens only when all post-processing is
disabled.

Instead of using gl_FragCoord we introduce a new API, 
getNormalizedViewportCoord(), which as the name implies returns
normalized [0, 1] viewport coordinates with origin at the bottom-left,
on all platforms.

This is implemented in this PR by interpolating gl_Position.
2020-05-01 23:51:17 -07:00
Romain Guy
ddef5ec3c4 Change how emissive works (#2415)
Emissive was previously defined in exposure compensation stops, which
was confusing to many. It is now a value in nits, with the alpha
channel controlling how much the camera exposure affects the emissive.
At 0, the emissive value is just added to the final pixel color, at
1 the emissive value is multiplied by the exposure just like with
regular lights.

The intensity of the emissive property can be computed from an
exposure value (EV) easily with the following formula:

emissive.rgb = emissive.rgb * pow(2.0, EV - 3.0);

This formula is available as Exposure::luminance(float) already
in Filament.
2020-04-17 17:42:21 -07:00
Romain Guy
bf0dc32ee3 Change specularAmbientOcclusion from boolean to enum (#2352)
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections

The last method is more expensive but produces the best results.

This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
  consistency
- Fixes user time in shaders
2020-04-07 09:19:48 -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
Ben Doherty
af47fa9b6d Fix incorrect twoPassesOneSide rendering with Metal (#2133) 2020-02-13 17:32:26 -08:00
Romain Guy
46090793a8 Fully document refraction properties 2020-02-05 17:45:03 -08:00
Romain Guy
eee9249dfc Fix table 2020-02-03 09:35:30 -08:00
Romain Guy
503e66790b Docs fixup 2020-01-30 17:52:39 -08:00
Romain Guy
bc554f77f4 Add documentation for refractive materials 2020-01-30 17:43:21 -08:00
Mathias Agopian
cc9a1d446c added the concept of micro thickness for thin objects
When dealing with thin objects we really have two thicknesses to 
consider, the thickness in the direction of the normal, which 
corresponds to the value used for solid objects, and the thickness of
the object's walls, which generally is a constant.

Reusing thickness in the later case is problematic for assets that have
a thickness map, but are rendered hollow.

In the future we can even imagine handling double-sided hollow objects
by using the thickness information -- e.g. a hollow cube.
2019-12-08 22:18:18 -08:00
Mathias Agopian
cbb5d2b423 fix typos and rename refraction to refractionMode 2019-12-08 22:18:18 -08:00
Pixelflinger
c759743e40 Don't saturate absorption, unless it's a constant
Update documentation.
2019-12-08 22:18:18 -08:00
Mathias Agopian
4790cb5009 Allow materials to override the IOR
Normally the IOR is deduced from the reflectance, but now we allow to
specify the IOR instead or in addition to the reflectance.
In the later case, it's possible to create physically impossible
materials, but this can be useful for artistic reasons.
2019-12-08 22:18:18 -08:00
Pixelflinger
f70b820cbe update material documentation 2019-12-08 22:18:18 -08:00
Ben Doherty
59ceb05f99 Add support for mapping individual planes of iOS external images (#1917) 2019-11-27 10:38:13 -08:00
Romain Guy
b0d116632c Add the ability to modify clip space coordinates in the vertex shader (#1704)
* Add the ability to modify clip space coordinates in the vertex shader

This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.

* Address code review comments
2019-09-28 14:15:32 +03:00
Philip Rideout
9fd1705acf Add support for dynamic backface culling.
Inspired by our recent scissor change (#1639) but motivated by gltfio,
which was forced to create a ton of ubershaders (see #1562).

Tested with:

  gltf_viewer -u ../glTF-Sample-Models/2.0/TextureSettingsTest/glTF/TextureSettingsTest.gltf
2019-09-17 08:22:01 -07:00
Philip Rideout
803e695d5c Add "uvToRenderTargetUV" to public shading API.
Fixes #1626.
2019-09-16 09:03:30 -07:00
Philip Rideout
89c8e7c51a gltfio: support doubleSided in ubershader mode.
Fixes #1562
2019-08-28 13:01:05 -07:00
Romain Guy
6a8e6d45b5 Improve materials under white furnace test (#1563)
* Improve materials under white furnace test

Two major changes:
- Mobile target now implements a cheaper variant of the off specular
  peak bias (which moves the reflected vector towards the normal).
  This greatly helps with rough surfaces that may otherwise point
  toward a bright part of the IBL.
- The indirect diffuse love is now properly attenuated to avoid adding
  the energy reflected by the specular layer. This allows dielectrics
  to be correctly energy conserving under a white furnace.
- Tweak the (hacky) clear coat layer attenuation to behave properly
  under a white furnace.

* Use the same reflected vector modification everywhere
2019-08-28 10:39:57 -07:00
Philip Rideout
0bd9515b3d Add getWorldOffset() shader API, enhance docs.
This allows advanced shader authors like myself to get coordinates
in the API level world space.

Fixes #1485.
2019-08-09 08:28:28 -07:00
Philip Rideout
90c17ccbad Filament now supports GPU vertex morphing.
This works by aliasing CUSTOM0 - CUSTOM7 to morphing attributes, and by
extending our existing skinning variant.

This PR was tested against some upcoming changes to gltfio.

Issue #1149, #1417
2019-07-26 17:53:46 -04:00
Philip Rideout
c2c546d671 Add support for custom vertex attributes.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.

Stay tuned for a new sample app that demonstrates this feature.
2019-07-11 09:00:10 -07:00
Romain Guy
8c299d7b0b Update documentation to fix #1336 2019-06-21 09:29:49 -07:00
Romain Guy
e1b773958f Add screen and multiply blending modes (#1241)
* Add screen and multiply blending modes

This change also fixes a sorting issue: different sorting modes
were sorted in different buckets which is incorrect. We want
to sort only by distance.

* Update release notes and Java API

* Fix build error
2019-05-30 10:17:16 -07:00
Romain Guy
0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
2019-05-23 12:56:26 -07:00
Romain Guy
0347fb0441 Add new material properties: specular/multiBounceAmbientOcclusion (#1198) 2019-05-18 14:30:08 -07:00
Philip Rideout
77237fd3fa Rename specular-glossiness parameters to their canonical names. (#1086)
* Rename specular-glossiness parameters to their canonical names.

* Remove roughness from MaterialInputs for specular-glossiness.
2019-04-10 07:10:27 -07:00
Romain Guy
724e9abf96 Tweak specularGlossiness 2019-04-09 13:45:07 -07:00
Philip Rideout
37cb9247fd Add new shading model to Filament for specularGlossiness. (#1083)
* Add new shading model to Filament for specularGlossiness.

This adds a shading model based on KHR_materials_pbrSpecularGlossiness.
The corollary gltfio change will be in an upcoming PR.

* Improve documentation for specular-glossiness
2019-04-09 13:22:16 -07:00
Philip Rideout
dcc17b9b7e Allow dynamic doubleSided and materialThreshold. (#1072)
* MaterialInstance now has setMaskThreshold for convenience.

* Materials now support dynamic doubleSided property.

This does not change the format of material packages because they
already have both getDoubleSided() and getDoubleSidedSet().

The only way in which this change could impact existing applications is
that materials that explicity set doubleSided to "false" will now
respect the material's culling mode, rather than forcing it to NONE.

Fixes gltf_viewer with littlest_tokyo in ubershader mode.

Fixes #963.

* JNI for dynamic material properties.

* Add underscore prefix to internal material params.

* Remove un-needed mat info field.
2019-04-08 11:43:01 -07:00
Romain Guy
ab12d1d1bb Add postLightingColor property to materials (#1057)
* Add postLightingColor property to materials

This property can be used to modify the color computed in the lighting
passes of the materials. That color is blended with the computed color
according to the postLightingBlending option (add, transparent or opaque).

* Remove test

* Update docs

* Address code review comment

* Switch postLightingColor default blend mode to transparent
2019-03-29 10:02:07 -07:00
Romain Guy
705c1969b2 Add clearCoatIorChange property to materials (#890)
This property can be used to control the darkening of the base layer
due to a change in index of refraction when going through the clear
coat layer.
2019-02-27 10:30:46 -08:00
Romain Guy
552b1c551f The cloth material model is not more expensive 2019-02-26 14:50:25 -08:00
Romain Guy
42acac02c0 Update documentation
Add titles and use energy preservation vs conservation to describe
two different concepts.
2019-02-15 09:26:52 +00:00
Romain Guy
f3752a42c8 Document UV flipping behavior and add control attribute (#720)
Materials can disbale this behavior by setting flipUV: false
in the header section of the material definition.

Fixes #672
2019-01-17 11:12:16 -08:00
Romain Guy
0394aeb23b Add specular anti-aliasing properties to materials (#697)
* Add specular anti-aliasing properties to materials

curvatureToRoughness
limitOverInterpolation

These techiques were supposed to be enabled by default on
desktop but it turns out they were broken. They must now
be enabled manually on each material instead (and work on
mobile).

* Update docs/Materials.md.html
2019-01-14 12:25:51 -08:00
Romain Guy
a38c40cf11 Turn on shaders optimization by default (#614)
* Turn on shaders optimization by default

Release builds of Filament only work well with optimize shaders,
turning optimizations on by default will help avoid mismatches.

This change also adds -g to disable all optimizations, for debug
builds.

* Use -g on debug builds

* Use -g on debug builds

* Update tutorial_redball.md to remove matc's -O

* Update tutorial_suzanne.md to remove matc's -O

* Use -g in debug builds
2018-12-11 09:36:37 -08:00
Mathias Agopian
cd00c4bbe8 Add getUserTimeModulo() to materials
This calculates the modulo of the user time by a given value, using
the high precision user time. This is useful for animations without
having to worry about resetting the time.
2018-12-10 21:36:20 -08:00
Mathias Agopian
76b15e895a [MATERIALS BREAK] higher period clock
THIS CHANGE BREAKS MATERIALS.

This adds getUserTime() in shaders/materials, which returns the time
in second since Renderer::resetUserTime() was called.
Two values are provided, the time in second encoded as a float and
the difference between that and the double value, which together allows
to perform high precision time computation when needed.

This change allows longer running animations in materials. Using only
the float value, give millisecond resolution for more than 4h.
2018-12-10 16:28:07 -08:00
Romain Guy
0938051579 Fix docs 2018-11-15 16:57:16 -08:00
François Guthmann
4177eb14ed Removed typo (#322)
The word 'from' was repeated twice unnecessarily.
2018-10-01 11:19:02 -07:00
Romain Guy
4585b8f896 Add clearCoatNormal property (#131)
* Add clear coat normal map support

This change allows to set a separate normal map for the clear coat layer of a material.

* Document the new clearCoatNormal property

* Fix typo
2018-08-24 08:56:44 -07:00
Romain Guy
3a538f90c8 Update docs 2018-08-13 12:22:53 -07:00
Romain Guy
f05f855656 Make Markdeep work offline 2018-08-04 11:05:12 -07:00
Romain Guy
b3d758f3b3 Initial commit 2018-08-03 10:38:22 -07:00