Commit Graph

105 Commits

Author SHA1 Message Date
Romain Guy
b4d2a1991a Add new curves color grading tool (#2651)
* Add new curves color grading tool

* Add release notes
2020-06-08 12:17:53 -07:00
Romain Guy
1935598a7d Add Java bindings for ColorGrading (#2638) 2020-06-04 11:03:15 -07:00
Pixelflinger
62ff7b7d0a Improve AO buffer upsampling
Since AO is computed at 1/4 resolution, it is necessary to upsample
the AO buffer. Until now this was done with a bilinear tap, which is
less than ideal as it can creates jaggies at edges.

High quality upsampling can now be enabled and uses a bilateral filter.
The cost is about 2.0 ms at 250MHz on Pixel 4. ES3.1 is required.
2020-05-26 12:59:47 -07:00
Philip Rideout
9a47178b3d gltfio: expose getMaterialInstances to Java.
Tested locally by hacking gltf-viewer on Android, added the following
lines to MainActivity:

```kotlin
for (mat in modelViewer.asset!!.materialInstances) {
    Log.d("gltf-viewer", mat.name)
}
```
2020-05-11 10:39:13 -07:00
Pixelflinger
d194eec0ad report to java when an object can't be destroyed
The JNI layer already does this, but can only track objects it created,
sometimes developers might create filament objects on the native side
and wrap them into java objects and this might cause a failure to
detected when objects are double-destroyed.

However, this can often be caught by the native code -- so, when the
native side is asked to destroy an object that doesn't exist, we now
return an error (exception if enabled) and we throw an exception
on the java side.

Filament typically doesn't do this kind of tests, however these bugs
can be very hard to find, and the cost is small.
2020-05-08 15:39:14 -07:00
Philip Rideout
f53f03b5dd Java MaterialInstance::getName now creates string lazily. 2020-05-08 09:44:49 -07:00
Philip Rideout
c3c8293862 MaterialInstance now has an optional name.
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.
2020-05-08 09:44:49 -07:00
Pixelflinger
786dbdc6e4 fix JNI objects allocation and memory corruption
- we were allocating objects with a destructor in the command stream
  which is always invalid because there is no guarantee that when 
  the callback is called, the underlaying memory is still valid
  (and it wasn't).

- AutoBuffer move-ctor wasn't moving some of its state, which would
  lead to destroying the same ref several times.
2020-05-06 18:08:13 -07:00
Pixelflinger
e80ea979a4 improvements to DoF
- bokeh rotates with the aperture diameter
- match sample count on cpu and cpu sides which affects CoC calculation
- feather blur radius to avoid visible "steps" in bokeh size
2020-05-05 11:38:32 -07:00
Pixelflinger
4e873e8007 A new depth of field (DoF) post-process effect 2020-04-30 13:22:28 -07:00
Ben Doherty
0769aabf29 Add intensityCandela API to LightManager (#2465) 2020-04-30 10:12:09 -07:00
Mathias Agopian
f8e0cedcdb Add java doc for LightManager (#2441)
* Add java doc for LightManager

Co-Authored-By: Ben Doherty <bendoherty@google.com>

Co-authored-by: Ben Doherty <bendoherty@google.com>
2020-04-23 11:02:57 -07:00
Pixelflinger
56285d6227 improve contact shadows support
- contact shadows are now supported for point and spot lights
- and are now independent from regular shadows, that is they can
  be enabled without enabling regular shadows

The only limitation currently is that the distance and step count for
ALL contact shadow are taken from the directional light options.
2020-04-17 17:40:32 -07:00
Romain Guy
9b1a0e2f58 Remove of static JNI fields (#2400)
Static JNI lookups were causing issues with multiple libraries.
We now do the lookups when we need them as they are effectively
just hashmap lookups and we do them only in places where the
work we need to perform will be much larger than a simple hash
map lookup anyway.

This chane also manually registers filament-utils JNI bindings
to get rid of unnecessary symboles. We should do the same for
other Filament libraries (the symbols are pretty long and
we now have many of them).
2020-04-16 09:00:54 -07:00
Pixelflinger
ed326e1e68 Implement texture swizzling 2020-04-14 18:46:21 -07:00
Mathias Agopian
1b36f82c1e API BREAKAGE: this change aims to fix multi-view support (#2376)
* 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
2020-04-10 15:54:14 -07:00
Romain Guy
1ef3535ba7 Expose Java API to control discard flags (#2368)
* Expose Java API to control discard flags

This change also adds the new sample sample-multi-view that shows
how to use discard flags to render multiple views.

* Disable clears
2020-04-08 16:03:49 -07:00
Pixelflinger
746e273336 rework how dynamic resolution scaling is specified
- now the DynamicResolutionOptions don't specify the target frame rate,
  they only specify how to scale this given view

- there is a new FrameRateOptions setting on Renderer, which is used
  to specify the desired target frame rate for the whole Renderer

- the frame rate is now specified as a "frame interval" in units of
  the display frame period.

- the display frame period is (indirectly) set via DisplayInfo.

In other words, the use must set (and update) DisplayInfo properly
(the default are reasonable, but assume 60 Hz). They must also set the
desired interval (default is 1, which is probably what you want).
Finally they must enable dynamic scaling per View, the defaults are
also reasonable.

Currently Renderer doesn't attempt (yet) to actually target the
requested frame rate, so it's up to the caller to push frames at the
desired speed. however, dynamic resolution, like before, will attempt
to shrink work to fit the target.
2020-04-06 16:55:24 -07:00
Pixelflinger
b2dd6683be Add a way to query and set Display information
Renderer can now be given a DisplayInfo that contains some
important information about the current display. This will be used
for frame-pacing and dynamic-resolution.

This is most relevant on Android, where we can accurately query these
parameters. Added support for that in our samples.


This also sets the minSDK to 19 (including gltf viewer's), since this is
the version we support. We were cheating before by under-reporting our
minSdk.
2020-04-06 16:55:24 -07:00
Pixelflinger
526898e7d6 add vsync timestamp to Renderer::beginFrame() API 2020-04-06 16:55:24 -07:00
Romain Guy
72056ee9e3 Fix support for 565 textures (#2347)
* Fix support for 565 textures

This requires exposing a new USHORT_565 pixel data type.

* Update JS bindings
2020-04-06 12:01:41 -07:00
Ben Doherty
df2caf4f62 Expose setCulling to public RenderableManager API (#2331) 2020-04-02 17:07:19 -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
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
Mathias Agopian
d54ceff7a3 Add support for screen-space contact shadows (#2245)
* Add support for screen-space contact shadows

This CL adds support and always enables it.
toggles and setting in the next CL (same PR).

* Plumb settings for screen-space contact shadows

screen-space contact shadows is handled like a shadow option,
parameters (including on/off) are set in the LightManager, using
the existing ShadowOptions API.

Additionally there is a per-renderable toggle.

Both toggles are off by default.

* Allow contact shadows when shadowing is auto-disabled


Shadowing can be auto-disabled when for instance there are no
shadow casters in the scene. We still allow contact shadows in
that case.

This would allow for instance, to make the vegetation on a terrain
not shadow-casting, and still get some shadowing there by using
contact shadows instead.

* apply micro-shadowing after contact shadows

also, don't compute contact shadows when we know we're fully shadowed.
2020-03-16 22:39:24 -07:00
Pixelflinger
8866e2829f Add a quality option to dynamic-scaling
It controls the quality of the upsampling filter. This can help a lot
if heavy scaling is needed to maintain performance, it also helps if
MSAA is not enabled.

There are 3 quality levels, low, medium and high. 1, 4 and 9 bilinear
taps are used for each level respectively. The high quality setting
employs a tent filter.
2020-03-08 22:28:10 -07:00
Romain Guy
00629bac48 Add camera controls to gltf_viewer (#2188)
Exposure: shutter speed, aperture and ISO
Focal length

The shadow plane can now be toggled  at runtime.
2020-02-28 23:46:17 -08:00
Philip Rideout
f403876784 Fix JNI signature for RenderTarget API.
Fixes #2151
2020-02-21 15:08:47 -08:00
Pixelflinger
675012a2eb Added a quality level parameter for SSAO
Currently it only selects how many samples are used.
Low,medium,high and ultra respectively map to 7,11,16 and 32 samples.
The default is "low", which is sufficient for most mobile applications.
2020-02-20 11:26:10 -08:00
Mathias Agopian
4e8f323e47 Reduced AO processing time by 1/3
This is achieved by computing a small 2x2 box blur in the AO pass
taking advantage of quad shading, which allows to halve the size
of the bilateral blur kernel.

Reducing the size of the blur kernel has a side effect to kick Adreno
gpu into direct mode, which apparently is much faster here.

Overall we go from 3.4ms to 2.4ms on Pixel4.

The quality is impacted, but not severely. This probably assumes 
GPU that have working derivatives.
2020-02-19 22:09:53 -08:00
Mathias Agopian
8bbf0ce9ef Bloom can now have a dirt texture applied 2020-02-13 20:51:43 -08:00
Mathias Agopian
651ccb183e New mathfwd.h header
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.
2020-02-12 15:30:13 -08:00
Mathias Agopian
b17c51e340 Add a threshold option (enabled by default) for bloom.
Threshold can be either on or off, and only thresholds at 1.0 when 
activated (in pre-exposed mode).

This allows to use very high strengths values for the bloom without
softening the rest of the image, and is useful for artistic considerations.
2020-02-11 16:15:04 -08:00
Philip Rideout
a61bc51271 Add Java bindings for SurfaceOrientation.
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.
2020-02-11 12:38:06 -08:00
Mathias Agopian
bccb8260e2 Implement a Bloom post-process effect 2020-02-11 12:15:57 -08:00
Philip Rideout
4665f6027f Add dynamic raster states to MaterialInstance.
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.
2020-02-10 14:33:14 -08:00
Mathias Agopian
610dca88a3 Remove everything related to the depth-prepass
depth-preass is no longer supported.
2020-01-29 13:32:45 -08:00
Mathias Agopian
3105a8330e remove unneeded includes in public headers
Replace with forward declarations if needed and includes in .cpp that
now need them.
The idea here is to have our headers have the least amount of impact as
possible on our clients (e.g. compilation time).
2020-01-24 12:13:48 -08:00
Pixelflinger
dd8c0a759f Improve IBL's diffuse
If spherical harmonics are not specified in IndirectLight (i.e. 
omitted entirely), we instead use the roughness==1 LOD in the shader.
This produce much better results with absolute HDR environment, and 
generally works better more often.

This is now the preferred solution.

For cases where spherical harmonicas are better or preferred, they
can simply be supplied as before.
2019-12-10 12:26:52 -08:00
Mathias Agopian
cbb5d2b423 fix typos and rename refraction to refractionMode 2019-12-08 22:18:18 -08:00
Pixelflinger
ee0080487a finish plumbing for new material parameters 2019-12-08 22:18:18 -08:00
Romain Guy
08b83e7ed1 Make including jawt_md.h more resilient (#1922)
Sometimes CMake decides to use the JNI bits included with XCode instead
of those from the installed JDK. The header files are located in different
directories. This does the proper include.
2019-12-02 08:45:20 -08:00
Pixelflinger
0da551c7fd More improvements to SSAO
- we add an 'intensity' parameter that allows to control the strength
  of the AO effect. This is useful for aesthetic reasons.

- the default intensity is now 2x that of before this change, which
  makes the intensity parameter match AO papers this implementation
  is inspired of.

- bias is now z-dependent, which reduces some self shadowing wrt the
  depth.
2019-11-15 09:42:37 -08:00
Philip Rideout
a7d572f060 Stream API: improve dlsym usage. 2019-11-15 08:40:41 -08:00
Philip Rideout
44e8d57935 Stream API: cleanup as per code review feedback. 2019-11-15 08:40:41 -08:00
Philip Rideout
d85f8164c0 Stream API: add support for acquire / release semantics.
Previously, Streams had two modes (native and texid), this adds a third
mode called "acquired", which allows for copy-free synchronized external
textures in OpenGL and paves the way for Vulkan.

The native mode is now deprecated but texid mode needs to stay around
until all clients can be upgraded.

In an early prototype, this functionality was added directly into
Texture but required quite a bit of additional state tracking, so the
Stream API seemed like a better fit.

This API is probably not necessary for Metal due to Metal's shared
ownership semantics.

This has been tested with a new Android sample that will be added in a
subsequent PR.
2019-11-15 08:40:41 -08:00
Mathias Agopian
bf72adbb57 Implement Headless SwapChain mode.
This is useful for unit tests. The content of the swapchain can be
read to main memory with Renderer::readPixels().


This PR doesn't implement this new feature in the following backends and
platforms (TODO):

VulkanDriver.cpp
MetalDriver.mm

PlatformWGL.cpp
PlatformWebGL.cpp
PlatformCocoaTouchGL.mm
2019-11-05 12:19:29 -08:00
Mathias Agopian
5462cc0fcf Renderer::readPixels() can now read back from a RenderTarget
Before it was limited to reading back from the SwapChain.
2019-11-04 17:18:39 -08:00
Mathias Agopian
20c3d45b9c Engine.flushAndWait() is not needed in most places 2019-10-03 16:04:22 -07:00
Mathias Agopian
566d3613d1 Skybox javadoc 2019-10-02 15:58:57 -07:00