Commit Graph

57 Commits

Author SHA1 Message Date
Philip Rideout
adccf9f432 gltfio: remove details namespace 2020-06-01 09:19:18 -07:00
Philip Rideout
2c6042bd44 Add systrace markers to gltfio. 2020-05-29 18:13:49 -07:00
Philip Rideout
83cff32856 gltfio: Add support for instanced animation.
When animation is applied to the master asset, all instances are
animated.

Instances can also be individually animated via the Animator in
FilamentInstance.

Fixes #1513.
2020-05-29 07:43:44 -07:00
Philip Rideout
8de730f76c gltfio: Add support for simple instancing.
This adds createInstancedAsset() to AssetLoader, which creates a master
asset and a set of slave instances. Vertex buffers, index buffers,
textures, and material instances are shared. Entities and components are
duplicated.

Instances have their own API object that is very simple. Light sources
and material instances are not instanced, so are not accessible through
the instance API object.

The master-slave ownership model lets us avoid complex shared ownership
semantics. The existing cache structures in AssetLoader allow the
implementation of this feature to be fairly simple.

The master asset exposes the union of all entities and allows clients to
modify all instances en masse if they wish. This design also works
naturally with ResourceLoader, which does not need to know about
instancing. For example, asynchronous loading is completely unchanged;
the dependency graph simply contains the union of entities across all
instances.

Support for animation is added in a subsequent commit.

Fixes #1513.
2020-05-29 07:43:44 -07:00
Philip Rideout
9024b4afd7 gltfio: fix vertex attribute type mismatch.
Vulkan complains if a pipeline declares an integer vec2 attribute but
the shader consumes it as "vec2" rather than "ivec2". gltfio was doing
this when supplying dummy texture coordinates.

This fixes one of the two bugs reported in #2573.
2020-05-26 13:19:52 -07:00
KJ Liu
920dc6b167 AssetLoader now loads names for mesh-free nodes. 2020-05-06 17:59:20 -07:00
Ben Doherty
0769aabf29 Add intensityCandela API to LightManager (#2465) 2020-04-30 10:12:09 -07:00
Pixelflinger
e7df636368 fix spotlight documentation and clamping
filament spotlights use half-angles, which is the same as gltf.
2020-04-15 22:00:26 -07:00
Philip Rideout
1366e3dcd1 gltfio: simplify skinning processing.
Moved all the skinning processing into one place.
2020-04-07 16:23:46 -07:00
Ben Doherty
2ad932f345 Convert from half to full angles for gltfio spot lights (#2340) 2020-04-03 17:06:03 -07:00
Ben Doherty
b8f8067a87 Support lights in gltfio (#2288) 2020-03-27 13:56:28 -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
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
Romain Guy
4ec5fac95c Add support for KHR_materials_clearcoat to gltfio (#2169) 2020-02-26 10:11:34 -08:00
Philip Rideout
b9c857130a Introduce gltfio-lite.
This is 466 KB insted of the usual 850 KB. It assumes that users do not
need spec-gloss, non-lit, or a special transparency mode.

(uncompressed SO size on arm64)

We can add a new maven project for this next week.
2020-02-18 11:55:47 -08:00
Philip Rideout
891e85ba2b gltfio: add nominal support for flat shading.
This "fixes" the new animated Fox model in the glTF conformance suite.
As per the glTF spec, we now generate per-face normals for the case
where normals are not specified in the model.

Note that true flat shading (i.e. flat interpolation) is not a
requirement in the glTF spec, since some Khronos members advocate for
WebGL 1.0 compatibility.

Fixes #2088.
2020-02-10 14:29:04 -08:00
Philip Rideout
415aeef95b gltfio JNI: fix broken getName() method. 2020-02-07 17:15:28 -08:00
Philip Rideout
d2c883877d gltfio: hide entities with not-yet-ready textures.
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.
2020-02-04 12:47:32 -08:00
Philip Rideout
6146b4d2d9 Fix out-of-bounds when glTF has many UV sets.
glTF specifies that client implementations must support at least two UV
texture coordinate sets but does not seem to have an upper limit.

We use a mapping table in order to honor high-numbered UV set indices,
but our mapping table only accomodates 8 entries.

Fixes #2042
2020-01-16 14:09:48 -08:00
Philip Rideout
15b071acaa gltfio: support external resources on Android.
This was untested because our only glTF Android sample uses glb instead
of JSON. We will soon be adding a new Android demo that uses an actual
gltf file.

This fixes #1841.
2020-01-10 09:15:38 -08:00
Philip Rideout
06b9bb0c34 gltfio: honor node labels if they exist.
In glTF, multiple nodes can refer to the same mesh, and each node can be
assigned a unqiue string label. Previously we used NameComponentManager
to annotate entities with mesh labels rather than node labels. This was
wrong because Filament entities are 1:1 with nodes, not meshes.

We still fall back to mesh labels when node labels are not provided.
2020-01-03 10:13:59 -08:00
Philip Rideout
655b7dc13c Emit warning for too many morph targets.
Motivated by #1852.
2019-11-06 15:39:38 -08:00
Philip Rideout
636c54ec6f gltfio: support mesh-level morph weights.
We honored node-level defaults but not mesh-level.

Fixes #1840.
2019-11-04 12:32:02 -08:00
Philip Rideout
66f4419518 gltfio: Fix black default material.
Fixes #1828.
2019-10-31 16:45:01 -07:00
Philip Rideout
fa108d6a65 Use the Jim Arvo method for transforming AABB's.
This is from the 1990 Graphics Gems article.
2019-10-30 16:15:55 -07:00
Philip Rideout
e66215295c gltfio: use the new sparse support in cgltf. 2019-10-09 18:45:27 -07:00
Philip Rideout
3f742880b5 gltfio: do not abort for sparse data, warn instead.
Sparse accessors are easy to punt gracefully, we can emit a warning
and instead use the dense "base" data.

Also, after cgltf support for this lands, we will need to apply sparse
data in ResourceLoader, so this adds a bit of plumbing to prep for that.

Relates to #1727.
2019-10-08 08:18:46 -07:00
Gregory Popovitch
d5c0d11404 Final changes for building with msvc 2019 on Windows (#1681) 2019-09-30 14:18:06 -07:00
Philip Rideout
694db54d9d Minor cleanup. 2019-09-09 11:10:39 -07:00
Philip Rideout
c67266833a gltfio: rename getResourceUrl => getResourceUri 2019-09-06 16:43:53 -07:00
Philip Rideout
d6b0b6ff52 gltfio: expose all resource URI strings.
Some buffers (like animation data) do not contain any vertex data
but web-based clients still need to know about this.

This interface is much simpler than the bindings lists, and in fact
we might remove the binding lists in the future to simplify the API.

Fixes #1593.
2019-09-06 16:43:53 -07:00
Philip Rideout
6754e80c75 gltfio: Minor cleanup. 2019-08-15 14:29:07 -07:00
Philip Rideout
0fe8035309 gltfio: allow names to be queried.
Fixes #1425.
2019-08-06 12:54:29 -07:00
Philip Rideout
3263c46355 Add morphing support to gltfio.
Issue #1149, #1417
2019-07-30 10:20:50 -07:00
Philip Rideout
a79a83d6da gltfio: gracefully error when mesh uses draco. 2019-06-21 16:12:59 -07:00
Philip Rideout
02a5541fed gltfio: minor improvements to error handling. 2019-06-21 10:09:57 -07:00
Philip Rideout
eff3d1a09b gltfio: show warning for missing normals. 2019-06-20 16:29:22 -07:00
Philip Rideout
a7ab0d98fa gltfio: allow clients to pass in EntityManager.
NOTE: Should we expose Engine::getEntityManager() to help with issues
like this? e.g. it would allow gltfio to extract it from the engine
rather than consuming an additional argument.

This fixes an entity id collision that I saw when building gltfio into
its own DSO (e.g. on Android). Since it is a separate executable it has
its own EntityManager singleton. This id collision was causing unwanted
entities to be added to the scene.
2019-06-17 11:11:06 -07:00
Philip Rideout
1f72b3ac24 gltfio: improve robustness for missing attributes.
The bistro model has some UV-free primitives associated with textured
materials. This caused Filament to emit warnings like:

[entity=445, primitive @ 0] missing required attributes (0xb), declared=0x3

We now catch these in gltfio, which enables a friendlier warning so that
the artist can go make a fix:

Missing UV0 data in Bistro_Research_Exterior_Paris_Building_01_paris_building_01_bottom_4669
2019-06-12 11:22:18 -07:00
Philip Rideout
0949e0a6f3 gltfio: fix bad color in ubershader mode. 2019-06-12 11:22:18 -07:00
Philip Rideout
f93046308c gltf_baker: improve error handling throughout. 2019-06-05 15:25:47 -07:00
Philip Rideout
475cd80faf gltfio: consolidate buffer slots.
Instead of using the actual glTF attribute indices, we now pack them
so that unused indices do not take up any VertexBuffer slots.

Fixes #1256.
2019-06-04 14:35:51 -07:00
Philip Rideout
a900851abc gltfio: add optional diagnostic shading. 2019-06-03 17:30:56 -07:00
Philip Rideout
78ec315b69 Overhaul the gltf_baker UI.
As per the design doc, this makes the app somewhat usable by eliminating
hardcoded filenames, the hidden state machine, etc.
2019-06-03 08:32:48 -07:00
Philip Rideout
657473ae2e gltfio: remove alpha cutoff from MaterialKey. (#1127)
Harmless cleanup. The cutoff value is a uniform and therefore does not
need to be a part of the material configuration structure.
2019-04-22 16:06:36 -07:00
Philip Rideout
3629a8154c gltfio: support specular-glossiness (#1084)
Fixes #1068
2019-04-09 13:36:47 -07:00
Philip Rideout
bd20d005ce gltfio: split out a core library for WebGL and Android (#1080) 2019-04-08 12:43:30 -07:00
Philip Rideout
0102489748 gltfio: add UbershaderLoader, an implemention of MaterialProvider. 2019-03-12 15:29:17 -07:00
Philip Rideout
8628c43fbf gltfio: material generator cleanup. 2019-03-10 15:11:58 -07:00
Philip Rideout
af9b3a99e0 gltfio: introduce MaterialProvider interface.
This prepares for an alternate "sans filamat" implementation of
MaterialProvider, which will be especially useful for web.
2019-03-10 11:59:47 -07:00