Commit Graph

548 Commits

Author SHA1 Message Date
Patrik Huber
58d4671c24 Fixes to frame_generator sample (#9050)
* [Fix] frame_generator sample: open ifstream with ios::binary
* [Fix] frame_generator sample: allocate storage for g_materialBuffer
   reserve() merely reserves memory, but does not actually change the size of the vector.
* [Fix] frame_generator sample: destroy materials/renderables during cleanup

Otherwise the sample crashes with a Filament error saying that the material is still associated with a renderable.
2025-08-11 19:21:05 +00:00
Powei Feng
c8ab2f335e Fix places where generateMipmaps is called without proper usage (#9054) 2025-08-07 22:24:40 +00:00
Mathias Agopian
d7ef6665cc a hybrid instancing sample 2025-07-25 15:03:12 -07:00
Sungun Park
09545690bf Revert "materials: introduce mutable spec constants (#8795)"
This reverts commit 8a1a0b0fd2.
2025-06-13 15:02:55 -07:00
Powei Feng
3ce752c47b gltfio: enable passing in variant filters (#8851)
This enables filtering variants when using the JitMaterialProvider.
2025-06-13 21:06:22 +00:00
Juan Caldas
921dbddad9 webgpu: add condition to sample (#8860)
* Add option for enabling MSAA
2025-06-12 12:14:54 -04:00
Juan Caldas
f27ff203cf webgpu: Enable multisampling in the sample (#8854) 2025-06-11 23:09:59 +00:00
bridgewaterrobbie
33b4b46220 Create simple gltf viewer based on gltf_instances, primarily to facilitate webgpu development 2025-06-06 14:51:17 -04:00
Eliza
8a1a0b0fd2 materials: introduce mutable spec constants (#8795)
* materials: introduce mutable spec constants

Rationale & design of this feature has been discussed internally.

The current implementation uses a `FixedCapacityVector` to store the new program
handles, but I wouldn't object to replacing it with a hasmap as discussed
offline.

I have compiled but not tested this yet on Android, so I'm not certain that the
API bindings are correctly wired up.

* materials: mutable spec constant feedback

* materials: address mutable spec constant comments
2025-06-06 03:52:20 +00:00
Juan Caldas
ad8c9ce4e0 Add common CLI Args parser for the samples (#8819) 2025-06-05 18:18:41 +00:00
Sungun Park
d56ade924e Add checks for MSAA (#8782) 2025-05-28 19:48:12 +00:00
Sungun Park
a261429d06 Add multiview MSAA support for custom swapchain (#8767)
BUGS=[417311684]
2025-05-23 00:42:04 +00:00
Andy Hovingh
c55d459986 webgpu: samples/hellopbr.cpp CLI allows for selecting webgpu backend api 2025-05-20 14:40:48 -05:00
Andy Hovingh
7876695545 webgpu: add CLI to texturedquad.cpp sample to select backend + updated WebGPU warning message. 2025-05-20 14:40:48 -05:00
Syed Idris Shah
dd62f98784 Treat native Window as CAMetalLayer
Attach MetalLayer to Native View same as vulkan and metal backend.
This change assumes native window is already a CAMetalLayer. This is no different
for IOS and Mac.
2025-04-08 16:28:26 -04:00
bridgewaterrobbie
49b7c7169f Avoid building point size demo and material if WebGPU is enabled. 2025-03-17 15:16:19 -04:00
Andy Hovingh
c95f9ed7e0 WebGPU: backend components created and conditionally logged
Initial groundwork in creating WebGPU backend components, namely
the instance, adapter, device, and queue.
If configured to do so, the backend will print out details about
these components.
The samples/hellotriangle.cpp was slightly modified to include a
webgpu option which allows for exercising the above, but does not
yet draw anything to the screen/window.
NOTE: This has only been sanity tested with hello triangle
on Mac OS and the Android emulator at this time, NOT IOS,
Windows, or Linux yet.
2025-03-13 19:45:48 -05:00
Powei Feng
db30a9a50c viewer: add option to export TIFF in automation (#8472)
PPM does not store alpha channel, but TIFF does.  We add a method
to export RGBA to a TIFF file without compression.

We add the corresponding options to gltf_viewer and
AutomationEngine.

The default export format for both gltf_viewer and AutomationEngine
is now TIFF.
2025-02-27 18:54:37 +00:00
GavinKG
c16cab239d Use CAMetalLayer to create MVK surfaces to avoid potential deadlocks. 2025-02-07 12:39:24 -08:00
Sungun Park
4fe852e88a Ensure correct resource cleanup sequence to avoid crashes upon app closing (#8408)
The commit 1747ae8f5a enfoces a correct
order for releasing resource. Fix the order to avoid crashes.

Make some samples to use the DEPTH32F format for better compatibility.
Some manufacturers don't fully support DEPTH24 on Vulkan. E.g., AMD
Radeon PRO W6400
2025-02-03 21:23:53 +00:00
Ben Doherty
863b1346e1 Rename IOS define to FILAMENT_IOS (#8340) 2025-01-08 13:11:39 -08:00
Powei Feng
0803987df3 samples: clean-up automation objects in gltf-viewer (#8285) 2024-11-19 15:38:28 -08:00
Sungun Park
9d57ced452 Fix broken layerCount for some types of textures (#8151)
Currently mLayerCount for RenderTarget is always updated to the number
of depth for attachments, which incurs unintended behaviors for some
types of textures. i.e., 2d array, cubemap array, and 3d textures.

Fix this by updating mLayerCount only for multiview use case.

BUGS=[369165616]
2024-09-24 10:24:32 -07:00
Mathias Agopian
d16fc01cfe Add support for exr files in gltf_Vvewer 2024-09-15 23:08:58 -07:00
Powei Feng
0fd2436cd1 sample: fix two IBL loading crashes
- Both Scene and IBL are holding on to a skybox reference. We
   need to make sure the order they are destroyed in right order.
 - Reloading IBL should trigger resetting the indrect light in
   gltf_viewer.
2024-09-13 17:02:02 -07:00
Sungun Park
37c615e249 Support multi-layered render target (#8108)
Clients can create a multi-layered render target that consists of array
textures, and use it as a custom render target.

A new sample app "hellostereo" demonstrates how to use this feature.
2024-09-09 20:27:58 +00:00
Mathias Agopian
2202b5ab8c Add support for depth clamp and use it for shadows
vk, metal and desktop gl all support depth clamp, GLES/android also does
with ANGLE. Add support for it in the backends.

use depth clamp to improve directional shadow quality; this allows
to render everything that's behind the camera at the same "zero" depth,
so we can reduce the depth range we need.

Fixes #6293
2024-08-30 10:56:31 -07:00
Sungun Park
a7317e7a99 Revert two depth relevant changes (#8083)
This reverts commits
- b70aa43727 "depth clamp cannot work with VSM"
- 6c0bd360b3 "Add support for depth clamp and use it for shadows"
2024-08-26 23:30:15 +00:00
Mathias Agopian
1c2ffc9ed4 new screenshot debug option in gltf_viewer
screenshots are saved in the current directory as 
"screenshotXX.ppm" with XX increasing after each
screenshot.
2024-08-20 22:41:49 -07:00
Mathias Agopian
6c0bd360b3 Add support for depth clamp and use it for shadows
vk, metal and desktop gl all support depth clamp, GLES/android also does
with ANGLE. Add support for it in the backends.

use depth clamp to improve directional shadow quality; this allows
to render everything that's behind the camera at the same "zero" depth,
so we can reduce the depth range we need.

Fixes #6293
2024-08-19 17:13:30 -07:00
Mathias Agopian
5966b5dd8f fix shadow cascade computations
shadow cascades where not calculated properly because part of the 
calculation took the cascade near/far into account, while another
part didn't. This resulted in cascades being too large. It didn't
create wrong shadows, but reduced (and in some case canceled) the
usefulness of the cascade.

We fix the problem by always  using the projection matrix only for
describing the cascade's frustum, as opposed to just passing the
near/far plane distances.

Now the calculation of each cascade is completely self contained and
identical.


We also improve the orientation of the light frustum:
We can rotate the light frustum around the light direction axis, so
it aligns with the view direction, this generally result in smaller
light frustums. This cannot be used in stable mode.
2024-08-19 16:30:16 -07:00
Mathias Agopian
f7a5111106 switch to new morphing API
- remove deprecated morphing APIs
- repair gltfio, samples and tests

The new API doesn't allow a MorphTargetBuffer per RenderPrimitive,
instead the MorphTargetBuffer is specified per Renderable.

gltfio separates RenderPrimitives from Renderables, in particular all
RenderPrimitives are created before their Renderable; this was
problematic for this change because all primitives must share
a single MorphTargetBuffer living in the Renderable.

To fix this, we're no longer initializing the morphing paramters
at RenderPrimitive creation, instead we store a reference to the
BufferSlot in the Primtive structure, so that later, when the Renderable
is created we can finally retrieve the BufferSlot and initialize its
morphing paramters, which are not available. The "morphing parameters"
are now expanded to contain the MorphTargetBuffer as before (except now
it's always the same for all the primitives of a Rendrable), as well
as the offset within the buffer and the vertex count.
2024-06-28 12:14:57 -07:00
Sungun Park
56ac7ab902 IBL drag & drop support for desktop gltf_viewer (#7947)
Users now can drag and drop IBL files for desktop gltf_viewer.

It attempts to load gltf files first then tries to load IBL files.
2024-06-27 23:14:13 +00:00
Sungun Park
db9183a105 Fix memory leak of asset loading for gltf_viewer (#7933)
When a user drags and drops a gltf file to the gltf_viewer window, it
loads the new asset.

While this happens, the function `checkAsset` tries parsing the gltf
file, but it doesn't free it. Fix this.
2024-06-21 10:37:01 -07:00
Mathias Agopian
682150ceec add debug option to disable sub-passes 2024-06-10 13:18:59 -07:00
Powei Feng
4c6d653d60 samples: Enable backend selection for hellopbr (#7898) 2024-06-05 19:15:45 +00:00
Ben Doherty
cf91e42847 Switch ASSERT macros to new stream API (#7881) 2024-05-24 20:46:34 +00:00
Mathias Agopian
18ccf0cd8d change the morphing API so it uses only one buffer per renderable
The current API allowed to have a buffer for each primitive in a
renderable. We instead restrict the API so that there is a single 
MorphTargetBuffer for the whole renderable, shared by all primitives.
The buffer can be shared thanks to the "offset" parameter on
setMorphTargetBufferAt().

Also
- fix FMorphTargetBuffer::updateDataAt()
- add support for the "offset" parameter of setMorphTargetBufferAt()
2024-05-16 14:11:07 -07:00
Powei Feng
a9f3971989 Refactor stereo build flags and configs (#7857)
- Add option to build.sh to build for paritcular stereo
   techniques (default to NONE). Only applies to samples.
 - Consoldiate viewer checkbox for debugging stereo rendering
 - Add DriverConfig flag for stereoscopic type so that it can
   be used to determine availability of the feature and
   (to be completed) enable corresponding GPU features.

Co-authored-by: Mathias Agopian <mathias@google.com>
2024-05-16 17:37:27 +00:00
Mathias Agopian
95134883d6 add the -a option to skinning and morphing samples (#7815)
* add the `-a` option to skinning and morphing samples

* Update samples/skinningtest.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/helloskinningbuffer_morebones.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/hellomorphing.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/helloskinningbuffer.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

---------

Co-authored-by: Ben Doherty <bendoherty@google.com>
2024-05-01 15:24:01 -07:00
Sungun Park
0f7cffc407 Connect multiview components together (#7671)
Plumb through multiview configurations to the pipeline so that the
engine draws scenes using multiview extension. Users need to prepare
shaders compiled with the `multiview` param and set the
`stereoscopicType` flag to MULTIVIEW in the Engine::Config to enable
multiview feature.

In this change, postprocessings for multiview are not yet supported. So
we all disable them until they're supported.

The debug option `combineMultiviewImages` combines layers as one image,
which allows us to check the final result.
2024-03-15 22:01:38 +00:00
Sungun Park
bb6c8ef1c8 Add option FILAMENT_SAMPLES_STEREO_TYPE for samples/gltfio (#7658)
This option can be either "instanced" or "multiview", indicating what
stereoscopic rendering type shaders in samples/gltfio should be built
for.
2024-03-12 13:49:00 -07:00
Powei Feng
0c48f40836 vk: add /usr/local/lib to rpath on macos (#7643)
For reasons unknown, after upgrading to XCode 15.3, dlopen can
no longer find libvulkan.1.dylib. We fix it by explicitly adding
/usr/local/lib to rpath for macos.
2024-03-08 23:18:43 +00:00
Mathias Agopian
59b59cf6be add missing includes in libutils public headers 2024-01-26 10:58:00 -08:00
Mathias Agopian
130825422e Shadowmap texture vizualizer
The vizualizer is implemented inside filament itself and activated
using the debug registry. This intended for filament development use.
2024-01-24 11:28:11 -08:00
Ben Doherty
7d31a7f7ea Move stereoscopic debug options to Settings framework (#7347) 2023-11-15 10:51:58 -08:00
Powei Feng
d5bab43ceb Revert "engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)" (#7360)
This reverts commit 038f07cb34.
2023-11-13 22:26:03 -08:00
Mathias Agopian
a900bc69fb don't precompile variants in gltfio
we recently added calls to Material::compile in gltfio to precompile
materials are they are discovered. that wasn't a good call, because 
this should be the responsibility of the app, not of gltfio, at least
not without an option.

This is now done in gltf_viewer. We need something similar for 
Android.

Bugs #7318, #7336
2023-11-10 15:30:44 -08:00
Ben Doherty
06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Powei Feng
038f07cb34 engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
2023-11-06 14:06:00 -08:00