Commit Graph
420 Commits
Author SHA1 Message Date
Mathias Agopian c35a60808c repair ShadowOptions::shadowFar
the shadow far plane (shadowFar) was only partially taken into account
2023-09-13 10:29:05 -07:00
Mathias Agopian 4e2a791e81 Directional shadows can now be transformed
This setting only exists for artistic reasons.

b/297095805
2023-09-07 00:09:02 -07:00
Romain Guy 763bc1f34a Fix possible NPE when updating fog options (#7123) 2023-08-30 08:44:39 -07:00
Ben Doherty 0aa0efe159 Transition setFrameCompletedCallback to take a CallbackHandler (#7103) 2023-08-28 10:27:38 -07:00
Mathias Agopian 8d440cea17 Update/Improve ViewerGUI
- separate out the settings for bloom, ssao and ssr
- update webgl binaries

- change default bloom resolution to 384 from 360 to have up to 7 
mipmap levels vertically
2023-08-25 09:53:52 -07:00
Mathias Agopian 97f20afdd7 remove the anonymous union in SamplerParams
- don't rely on it being 32-bits
- update the jni code to store SamplerParams in a long (64 bits)
  instead of a int. This gives us some future-proofing of the java side.
2023-08-24 21:36:42 -07:00
Romain Guy 66081e6cc1 Add fields used by JNI to proguard rules (#7096) 2023-08-21 10:39:34 -07:00
Mathias Agopian 1e4172b820 RenderTarget needs not to have a color attachment
This was a somewhat arbitrary requirement, some RenderTarget could be
depth only for instance.
2023-08-08 08:59:32 -07:00
mackongandMathias Agopian 549c582287 engine: support setDepthFunc for MaterialInstance (#7004)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-07-31 15:49:48 -07:00
Mathias Agopian d302525674 Add a way to query the validity of filament objects
Engine::isValid() can be used to check the validity of most filament
objects.
2023-07-27 10:02:31 -07:00
Romain Guy 4582ce8769 Fix texture upload callbacks in Java/Kotlin (#6939)
* Fix texture upload callbacks in Java/Kotlin

* Update release notes
2023-07-06 15:53:24 -07:00
Mathias Agopian 094abdc194 helpers to fix jank when resizing a TextureView (#6889)
There was two related issues:
- we need to "latch" the new TextureView size when its resized. That
  can only be done by recreating the EGLSurface (i.e. recreating the
  SwapChain). UiHelper now calls onNativeWindowChanged in the case of
  the TextureView resize, so clients can recreate their SwapChain.
- we also needed to make sure that all current filament frames have
  finished to render (i.e. the last eglSwapBuffers has been called) so
  that they don't pick-up a new size (this happens after
  eglSwapBuffers) that doesn't match the viewport.

Fixes b/282220665
2023-06-12 23:09:47 -07:00
Mathias Agopian 153dc08aa7 Support for custom fog-color texture
Fix 282968398
2023-05-23 15:52:01 -07:00
Mathias Agopian da17b6f867 New RenderableManager API to opt-out of fog
Fog can now be opted-out on a per renderable basis. When fog is disabled
on a renderable it removes the requirement that this renderable's 
materials have the FOG variant.
2023-05-17 15:58:56 -07:00
Mathias Agopian f6c8ce1fd1 New API to apply a transform to the large-scale fog.
This works by making the fog an entity which can be used to create
a TransformManager component an participate to the transform hierarchy.

This feature can be used as more advanced way to set the fog's floor,
which now can have an orientation (essentially be a plane).
This is useful for coordinate systems that are not y-up.
2023-05-16 12:42:59 -07:00
Mathias Agopian 899c15f023 very basic API for materials to have global variables (#6764)
A material global is a variable seen by all materials. There are 4 such 
variable which are all vec4 and they can be set on a per-view basis.

All materials used during Renderer::render() will see the same value.

These variable can be accessed in the materials by using 
getMaterialGloabal{0|1|2|3}.
2023-04-25 17:20:43 -07:00
Mathias Agopian c24cc726e8 Fix Android samples so they handle surface resizes properly 2023-04-21 15:36:02 -07:00
Romain Guy 9fb96cd200 Upgrade to AGP/Gradle 8.0.0, and other dependency upgrades (#6753)
This upgrade lets us remove several hacks we needed to properly publish
our artifacts on Maven.
2023-04-20 18:02:23 -07:00
Mathias Agopian d8eb48c9de Improvements to fog
- FogOption::color is now correctly multiplied by the exposure and
  environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
2023-03-23 09:31:01 -07:00
Mathias Agopian 3ccd592eab fix manual instancing
only use the instanced UBO with automatic instancing.

Fixes #6579
2023-03-23 09:30:36 -07:00
Romain Guy 5a75fb9b53 Add new alphaToCoverage material property (#6606)
* Add new alphaToCoverage material property

The alphaToCoverage property lets you enable or disable alpha to coverage
in a material. More importantly it lets you overrides the behavior of
blending: masked which automatically enables alphaToCoverage.

* Update release notes
2023-03-02 12:40:55 -08:00
Mathias Agopian 337e18051a The default render channel is now 2 instead of 0
This also fixes some potential issues with refraction when using
render channels.
2023-02-13 17:31:34 -08:00
ritik619 a788f66e18 Fixed typographic error 2023-02-08 12:01:50 -08:00
Mathias Agopian 5754b9907d Add support for sRGB swapchains
This change adds a 'SRGB' config flag when creating a SwapChain that
enables linear to sRGB conversion on write.

When using this flag, the linear->srgb conversion in the color grading
post processing should be disabled (or, the whole post-processing
stage should be disabled).

There is also a new query to determine if this flag is supported by
the underlaying platform.

On Metal, this happens automatically when the underlaying layer is sRGB.

This reverts commit 3799e219fc.
2023-01-31 09:29:02 -08:00
Mathias Agopian d0c043c7ff implement draw command channels
There can be up to 4 channels drawing commands can be associated to. 
Channels work like "priorities" except it's the strongest command ordering 
key, in particular it takes precedence over the object's blending mode.
2023-01-23 13:47:41 -08:00
Koncz Levente c2fcaf7a6b Add RGTC + BPTC support (#6320)
* Add RGTC support
* Add BPTC support
2022-12-06 11:18:35 -08:00
Mathias Agopian d8c9391498 fix clear options
When more than one view was used, only the first view was cleared with
the ClearOption. This was actually intended when the views are rendering
into the swapchain (e.g. post process disabled), but that's incorrect 
when the views render into intermediate buffers.

The clear flags are now associated with the actual rendertarget.
2022-12-02 15:24:40 -08:00
ThomasGorisse fe67404fd5 Fix typo in LightManager documentation 2022-11-28 14:56:22 -08:00
ThomasGorisse 555ed96918 Fix confusing typo in Camera documentation 2022-11-28 14:56:22 -08:00
Mathias Agopian b1e438e141 move vsm's MSAA sample count to the view settings
VSM's MSAA is no longer a "per light" setting, it is now global for
the whole view.
2022-11-14 15:29:08 -08:00
Mathias Agopian 41ef71abdf Add MaterialInstance getters for overridable properties (#6243)
In addition to the new getters, this change fixes the duplication of
a MaterialInstance, which didn't carry along the following states:
  - alpha mask threshold
  - specular AA threshold
  - specular AA variance
  - double sidedness

TODO: stencil state, polygon offset and scissor are stil not queryable
2022-11-01 11:22:01 -07:00
Mathias Agopian acd5823953 Add support for point light shadows
[experimental]
2022-10-10 13:03:36 -07:00
Mathias Agopian 5aa414dd24 support for ELVSM and 32 bits xVSM
This basically adds two settings:
- highPrecision at the View level, which controls the bit depth
  of the vsm shadow texture used. This affects all shadowmaps.
- elvsm per shadowmap, which enables Exponential Layered VSM.

the main change in the shaders is that we now always output the 
"negative" EVSM, even when it's not enabled. If no shadowmap uses
ELVSM, then the texture is stil an RG texture and the calculation is
lost (with some luck culled by the shader compiler), either way it's
not a lot of math and it's done only once per shadow texel.

During the color pass, on the other hand, we compute the "negative"
EVSM only if enabled.
2022-09-30 12:04:27 -07:00
Mathias Agopian fc484bd319 fix "stable" shadows
We were always adjusting the near/far of the view volume based on the
scene content for shadowing, which defeated the "stable" shadows.

Also changed the default cascade splits from a linear split to a
log2 split, because due to the perspective projection, the log2 split
actually looks linear. Also intuitively, it makes more sense to give
more resolution to the shadows close to the camera.
2022-09-30 12:00:02 -07:00
Ben Doherty 7f5ad3743b Fixes for 1.27.2 release (#6125) 2022-09-29 13:08:00 -07:00
Thomas Gorisse 5262512eea Fix JNI for TransformManager.getChildren() (#6116) 2022-09-28 11:27:35 -07:00
Mathias Agopian 0dc0bbd4f3 LiSPSM is now a user settable option 2022-09-22 09:35:45 -07:00
Romain Guy 8dae181c2f Upgrade AGP and dependencies including plugins (#6078)
This moves to a new, maintained Maven publishing plugin.
2022-09-15 16:05:18 -07:00
Mathias Agopian ba8abb9031 scissor improvements
- improve scissor documentation, specify coordinate system and
  clipping behavior
- scissor now takes the guard bands into account
- on the backend side the scissor is no longer clipped to the viewport
- clipping to the viewport is now done on the filament side
- don't set scissor when material instance doesn't specify one
  (common case)
2022-09-12 12:45:36 -07:00
e80ea5eae2 Add JNI for TransformManager.getChildCount(), TransformManager.getChildren() and Scene.hasEntity() (#6007)
* Add JNI for TransformManager.getChildCount(), TransformManager.getChildren() and scene.hasEntity()

* Update RELEASE_NOTES.md

* Fixes

* Change getChildren to take a nullable array

* Remove no params TransformManager.getChildren()

* Update RELEASE_NOTES.md

Co-authored-by: Ben Doherty <benjdoherty15@gmail.com>
Co-authored-by: Ben Doherty <bendoherty@google.com>
2022-09-01 11:22:44 -07:00
Ben Doherty 60294c2514 Add stencil API bindings for Java (#5949) 2022-08-23 11:54:09 -04:00
Philip Rideout ceea495da1 Android: prevent misc obfuscation for gltfio
Fixes #5944
2022-08-19 09:36:09 -07:00
Mathias Agopian b2ec57776d new feature level API for backends (#5784)
* new feature level API for backends

backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays

Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.

* Add public APIs for feature levels

* Add infrastructure to check feature levels in materials

* validate material feature level on use

The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).

* material documentation

* activate ESSL 3.10 for feature level 2

also generate #defines to identify available feature levels

* support for cubemap arrays in the public API


if feature level 2 is supported, cubemap arrays can be used from the
public API.

* add release notes
2022-08-17 10:14:26 -07:00
Mathias Agopian 38ca4ceb52 Fix Texture documentation
Fixes #5904
2022-08-15 12:38:57 -07:00
Philip Rideout f79e703861 Remove vestiges of old API from Stream. 2022-08-01 11:37:38 -07:00
Mathias Agopian 61fb5a588e rework backend texture upload APIs
The main goal is to allow more flexibility, allow cubemap arrays in
the future and better match vk and metal apis.

Main changes:
- remove updateCubeImage
- remove update2DImage
- update3DImage is now the only texture upload backend API

cubemaps are now treated just like a 2D array of 6 layers.

For this reason, Texture::setImage(..., FaceOFfsets) is deprecated.
Additionally, the 2D versions of Texture::setImage() become inline
helpers.

A side effect of this change is that it is now possible to update only
a single face of a cubemap, but also a region of a face (or faces).
2022-07-21 11:12:05 -07:00
Mathias Agopian 7afd5e5963 Camera API and documentation improvements
- getNear() and getCullingFar() now return doubles
- updated documentation
- all setProjection() calls can now throw (when enabled) and will
  do so if preconditions are not met (instead of setting a default
  projection).
- Frustum can now be logged on debug builds
2022-07-11 09:56:41 -07:00
Mathias Agopian 09f188659a fix typos in Camera documentation 2022-07-07 09:37:34 -07:00
Mathias Agopian a64b1eccdf add API to enable/disable auto-instancing globally.
auto-instancing can have some overhead, so when it is known that the
scene doesn't have identical primitives, it is better to disable it.
(disabled by default).

Also add some missing bindings for `enableAccurateTranslations`.
2022-07-06 15:51:41 -07:00
Ben Doherty 9ce797eee8 Fix destroyEntity documentation (#5760) 2022-07-06 13:17:19 -07:00