In this first step, we just "blindly" move everything under src/driver
to a new library libbackend.a. And all headers are moved under
private/backend.
Note that "driver" is renamed "backend", but namespaces are unchanged for now.
Later we'll have to untangle the actual private headers from public
ones and ideally not have any private headers.
The new gltf_viewer app has an optional zero-arguments mode whereby it
loads a resgen-embedded binary model, which is useful for quick
sanity testing. If you don't specify an IBL, it loads a compressed
version of the pillars IBL.
Assimp's CalcTangentSpace deviates from de facto glTF 2.0 so we were
compensating for this with an unconditional fixup in MeshAssimp. However
the fixup should apply only when CalcTangentSpace is active, i.e. when
the model is missing tangents.
This makes it so that NormalTangentMirrorTest (has tangents) and
NormalTangentTest (needs tangents) both look reasonable.
I also noticed that MeshAssimp was inexplicably applying
aiProcess_CalcTangentSpace twice: once as a flag, and once as a
post-process. I removed the latter.
This will be fixed in the upcoming cgltf-based loader, which will
use our officially-sanctioned utility method in VertexBuffer.
See #528
- baseColorFactor.a was not taken into account
- Some glTF files do not set `doubleSided` properly, so here we assume
that non-opaque materials are double-sided. We may need to revisit
this decision later...
* grouped MeshAssimp arguments into struct
* added snormuv optimization to MeshAssimp and changed snormuv optimization range from [0, 1] to [-1, 1] in filamesh
When cmgen creates ktx files, it creates a pair: one with an _ibl suffix
and one with _skybox. This convention is now honored by FilamentApp.
Note that we already have several KTX environments in the repo, so you
can clone a fresh repo and do:
gltf_viewer --ibl={FILAMENT}/docs/webgl/pillars_2k DamagedHelmet.gltf
Note that we have several hundred files in samples/envs, we should
consider replacing those or copying the environments in docs/webgl
(which git would internally de-dup, due to content hashing).
We started to write our own implementation of mikktspace, but it
required an unindexed mesh for input. This was awkward because assimp is
already applying a pipeline of operations that includes tangent
generation and indexing. It felt reduandant to add our own pipeline on
top of that (unindexing => tangentgen => reindexing).
Since assimp's CalcTangentsProcess method is already producing
tangents that follow the orientation implied by texture coordinates,
this simply needs to be tweaked to match glTF. (flip the bitangent)
Also fixed a bug for the case where models have neither UV's nor
tangents, where we were calling norm instead of normalize. :)
* Revert "Rollback MeshAssimp enhancements."
This reverts commit b3dce967eb.
* Re-enable glTF support
* Start looking for texture ids at 1, not 0
* Detect if the importer is glTF
* glTF and regular materials both work
This caused regressions with some of our samples like vk_hellopbr:
- For the new 1x1 textures, RGB isn't accepted by Vulkan and Metal.
Currently these platforms require RGBA, although we plan on adding
reshaping functionality for the future.
- Too many texture samplers in a single shader, this causes a run time
error. This could be alleviated by creating an atlas.
- vk_hellopbr assumes that all materials have a "metallic" param.
Going forward, we plan on creating a new library that avoids MeshAssimp,
so for now let's just disable gltf_viewer.
This change will allow the skybox use a compressed texture format.
For now, the old internal format "RGBM" is still honored, but in a
forthcoming change we will replace the enum with UNUSED.
These two functions expect a vector of the same size as the
matrix's storage vectors (float4 for a mat4f for instance) which
has two major issues:
- The vector must end with 1 for homogeneous coordinates to work
- Passing a single scalar (mat4f::scale(0.5)) creates a matrix
whose diagonal is set to that scalar, thus breaking homogeneous
coordinates
With this change scale and translate expect a vector who dimensionality
is 1 less that of the matrix's underlying storage vectors. i.e. a float3
for mat4f.
* Add single-threaded config to Filament.
This adds a tick method to Engine and disables a couple components
in Renderer (FrameSkipper and FrameInfoManager).
This will make it easier to support WebGL, and will allow us to remove
some of the command buffer debugging stuff that we added for Vulkan.
* tick => execute, and other review feedback
* Restore the ASSERT for FFence::wait.