glTF assets are required to provide min/max attributes for POSITION,
so in theory we never need to compute the AABB. However the option is
still there.
This PR also makes it so that Java clients can choose this option,
previously it was hardcoded for all non-native clients.
Adding this for completeness, although the feature triggers a known
issue with Chrome's WebGL implementation that emits an error when
source and destination textures of a draw call are the same.
When no name is provided during instance creation, it does NOT inherit
the name of its parent material. This is because instances should be
lightweight and users can already do instance->getMaterial()->getName().
In a subsequent PR, this feature will be exercised and tested via the
gltfio AssetLoader.
Fixes#2485.
This updates the tutorial markdown, fixes up the literate programming
Python script, and updates the web site itself.
The doc build script now uses a Pipfile instead of "requirements.txt",
which I find less frustrating since it does not interfere with other
Python projects on your machine.
Fixes#2483.
* API BREAKAGE: this change aims to fix multi-view support
What has changed:
- View doesn't have a notion of clear color anymore
- View doesn't have a notion of discard flags anymore
- The clear color and color-buffer discard/clear flags are moved to Renderer
- Skybox can now be set to a constant color
- View have a blend-mode
What does is all mean:
"Clearing" (i.e.) setting its background is now handled by Skybox, by
setting a constant color to the Skybox. This should take care of
drawing views side by side.
When a view needs to be drawn on top of another, it's BlendMode needs to
be set to TRANSLUCENT and of course and, generally, it wither won't have
a skybox, or will have one that sets some translucent pixels.
As an optimization, a View with BlendMode::OPAQUE will have its
background cleared with the color specified in Renderer.
If the SwapChain already has some content, it's now possible to set
the Renderer to not discard the content, together with TRANSLUCENT views,
it's possible to draw on top of that content.
It is NOT possible to share depth/stencil buffers between views.
Fixes: #2369, #2372, #2364
* Address reviewers comments.
Note: WebGL is still broken with this PR
-DFILAMENT_SKIP_SAMPLES=ON with CMake
-Pfilament_skip_samples with gradle
This change also renames CMake options specific to Filament
to avoid clashes with subprojects.
After the native async functionality landed, there was no way for web
clients to be notified that the decoding has finished. This PR changes
the existing `onDone` callback so that it gets called after all textures
have been decoded. (Previously it was called after downloading rather
than decoding.)
This has the side effect of simplifying the API because clients no
longer need to call a finalize function.
math/mathwfd.h forward declares all {mat|vec}{2|3|4}<> classes,
which allows us to remove their respective #include in a lot of
our public headers.
Our math headers are full of templates, so this should help build times
a bit.
Also we want to keep the public headers as minimalist as possible.
Note that libgeometry is already included in `filament-android`, this
simply exposes more of its existing functionality.
The Java version of SurfaceOrientation is similar to the JavaScript
version because we are bundling it into the main Filament package, even
though it is a separate library in C++. This is much simpler than
creating a brand new Java package.
New Android sample that tests this is forthcoming.
Fixes#1729.
Fulfills a request from tirichards@.
This is similar in some ways to dynamic backface culling but simpler
because there is no interaction with double-sided lighting.
For reference, dynamic backface culling was implemented with #1936, #1877, #1641.
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.
We were already using jobs for decoding PNG and JPEG files, but we were
doing a join. This add three methods to ResourceLoader that allow
clients to amortize the decoding process across multiple frames, even on
single-threaded platforms like WebGL.
This PR adds async loading to the following demos:
- samples/gltf_viewer (now shows a progress bar in the UI)
- android/sample-gltf-viewer
- web/samples/helmet.html
Fixes#1876.