* Add screen and multiply blending modes
This change also fixes a sorting issue: different sorting modes
were sorted in different buckets which is incorrect. We want
to sort only by distance.
* Update release notes and Java API
* Fix build error
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
* Add new shading model to Filament for specularGlossiness.
This adds a shading model based on KHR_materials_pbrSpecularGlossiness.
The corollary gltfio change will be in an upcoming PR.
* Improve documentation for specular-glossiness
This is mostly about moving constant from EngineEnums.h to
the backend, either in Program.h or DriverEnums.h
The goal is that libbackend doesn't depend on EngineEnums.h
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.
Program::shader() was taking a string before which didn't make sense
for spirv. Now it's just a blob, in the case of GL/Metal, the blob
must be a null terminated c-string, and the size must include the
terminating null character.
This fixes an out-of-bound access in ShaderBuilder::getShader() (which
doesn't exist anymore), because it was creating a CString passing
a size that included the null terminating char, which is not was CString
expects. CString can now assert() in that case.
driver::Program now uses a std::vector<> for storage, which we should
fix at some point (b/c it's a public header). CString was not suited to
store binary blobs.
- EngineEnums.h is not a private headers as it contained mostly private
stuff
- MaterialEnums.h is still public, but now only contains public stuff.
Private parts were moved to MaterialEnums.h or MaterialBuilder.h
- And finally SamplerBinderMap is moved under private/ as well, since
it's certainly not a public API.
With this change, the public headers of filabridge become more reasonable
and limited.
filaflat only had on header dependency on filabridge (DriverEnums.h)
and only needed two small enum types.
In fact, I don't think it was right for filaflat to assume any
particular value for these fields -- this is the responsibility of the
callers.
* Add specular anti-aliasing properties to materials
curvatureToRoughness
limitOverInterpolation
These techiques were supposed to be enabled by default on
desktop but it turns out they were broken. They must now
be enabled manually on each material instead (and work on
mobile).
* Update docs/Materials.md.html
This removes a lot of heap allocations/deallocations, and reduces
code size. Most improvements come from using CString and
StaticString instead of std::string and better using move
semantics.
Since we use this for decoding, this adds a dependency to the core
filament renderer which in practice is only used for Vulkan. However
this is a tiny library, so it's simplest just to always include it.
The next PR will add the actual compression / decompression code to
filaflat and filamat. Here are the preliminary results.
102K => 29K aiDefaultMat.filamat
102K => 29K aiDefaultTrans.filamat
21K => 5.0K bakedColor.filamat
22K => 5.2K bakedTexture.filamat
21K => 5.0K depthVisualizer.filamat
40K => 10K groundShadow.filamat
102K => 29K sandboxCloth.filamat
125K => 36K sandboxLit.filamat
126K => 36K sandboxLitFade.filamat
126K => 36K sandboxLitTransparent.filamat
109K => 31K sandboxSubsurface.filamat
21K => 4.9K sandboxUnlit.filamat
21K => 4.9K transparentColor.filamat
Both the "before" and "after" numbers are excluding non-Vulkan targets,
and I also changed our CMakeLists to build filamat instead of inc.
- move UBO declarations in UibGenerator, i.e. next
to their Uniform Interface Block definition.
This should help forgetting to update one but
not the other.
- move UniformInterfaceBlock.h and SamplerInferfaceBlock.h under
private/filament/.
- do the same things for samplers
* Update SPIRV libraries
- Update `spirv-cross`
- Update `spirv-tools`
- Update `glslang`
`spirv-tools` contains a fix for an issue we reported (unnecessary promotions to highp in certain expressions).
* Add SPIRV-Tools dependency to matinfo