* gltfio: Clear texture caches before loading resources
* iOS gltf-viewer: add double-tap to reload model for debugging
* iOS samples: add instructions on ASan / UBSan debugging
There were two places where we were doing unaligned reads: one when
computing the hash for the material identifier, and one when parsing
the chunk in ShaderReplacer.
We also had a potential overflow since civetweb does not add a trailing
null to incoming WebSockets messages.
The most important change here is that we no longer apply the
backend (e.g. Metal/Vulkan) UV transformation before calling the
user's vertex shader. This is an API change for post-process materials
(but they're not public).
Now the user is responsible for using uvToRenderTargetUV() in their
shaders (either in the fragment or vertex as appropriate).
This makes it easier to handle offsets/transforms with all APIs.
Conceptually, the only thing that is needed is to call
uvToRenderTargetUV() just before making a texture call.
This fixes a couple of issues:
- some image shifting in metal/vk
- flare in metal/vk was upside down
We also simplify the DoF code quite a bit now that we can rely on the
rendertargets begin multiple of 16.
We also "fix" SSAO that was working by accident on metal/vk. The UV
correction was applied 3 times 2 of which were canceling each other.
This adds a code generator, implemented in Go.
This PR also prepares `Options.h` (the ground truth) by simplifying its
syntax just a bit. The ground truth file must have very simple C++
syntax, which is described in the README:
https://github.com/google/filament/blob/pr/codegen2/tools/codegen-options/README.md
This process revealed a small bug: `Filter.MEDIAN` was bound to the
incorrect value in Java.
The generated code is not yet used, stay tuned.
* Add multi-scene support to gltf_viewer.
To test this, I generated a multi-scene asset as follows.
```
gltf-transform merge Avocado/glTF/Avocado.gltf \
BarramundiFish/glTF/BarramundiFish.gltf \
~/Desktop/Merged.gltf
```
* Specify c++17 in pbxproj files.
When the guard band is enabled, the effective rendering area is
increased by a certain amount (currently 16 pixels on each side) so
that screen-space effects (e.g. SSAO, SSR, DoF) behave better around
the edges of the screen. Of course, this comes at a performance and
memory cost.
Currently the guard band is not configurable other than being optional.
Added c++, java and js bindings.
- For completion, FilamentAsset now has getRenderableEntities(). This is
similar to sister methods getLightEntities() and getCameraEntities()
except there is no need to store a separate array.
- The web helmet demo does not need to enable shadows, they are already
enabled.
- The ViewerGui populateAsset() method was doing two things that are
now decoupled for clarity: setAsset() and populateAsset().
- The updateRootTransform() method is now called only when the autoscale
checkbox is toggled, instead of every frame.
- The getFooEntities() methods in Java now skip doing work for empty
lists. Actually these should not return arrays at all, but let's fix
that later, since it will break backwards compatibility.
The main changes are:
- ColorPass() and RefractionPass() are now static and moved into a
new RendererUtils file. These methods don't need FRenderer and are
more like a big "script".
- Cleaned-up includes
- Reformatted/reordered methods
The SimpleViewer C++ class was not viewer component like `ModelViewer`
and `<filament-viewer>`. It was actually just the UI builder used
in the `gltf_viewer` desktop app and the remote Android interface.
This adds a new implementation of the TextureProvider interface called
Ktx2Provider.
Tested using the KTX2 variant of the StainedGlassLamp model in the
Khronos samples repo.
Tested on WebGL 2.0 (Chrome v100), Android (Pixel 6 Pro), and Desktop
(Metal, OpenGL, and Vulkan via MoltenVK).
- rename common_math and common_shadowing from .fs to .glsl
because they were both included in both vertex and fragment
shaders
- add getFragCoord() which always returns coordinates in the
glsl convention. This is useful when used with RNGs to get
consistant results accross backends.
this is because this uniform is not well defined -- it's unclear if
it is set to the viewport or the buffer size.
also, it's not needed, and removes a couple multiplies from the shader.
it made it actually more confusing to have two version of the uv
(normalized and not). Also the unnormalized version was computed from
frameUniforms which is not great in the case of post-processing
(it just happened to work).
This allows clients to provide their own asynchronous texture decoders
for various mime-typed images. This is a plug-in component for gltfio,
in some ways similar to MaterialProvider.
There are two motivations for this: to decouple gltfio from STB and
to make it easier to integrate support for BasisU textures.
This also has the side effect of simplifying ResourceLoader, since the
texture decoding jobs have been moved out.
As part of this work, I made the "stb" CMake target into a traditional
static library. Previously we had several files called `Image.cpp`
whose sole purpose was to enable STB_IMAGE_IMPLEMENTATION.
mipgen can now emit basis-encoded KTX2 files. Both the desktop and
web "suzanne" samples use this as a test for compressed textures.
This PR does not add KTX2 support to glTF, but it's on the way.
`BasisEncoder` has a builder style API that calls the basis encoder to
create KTX2 files. This hides some low-level BasisU features that we are
not using, like file I/O and mipmap generation.
`Ktx2Reader` is an easy-to-use API for creating Filament textures from
KTX2 files. Its API primarily consists of these two methods:
bool requestFormat(Texture::InternalFormat format);
Filament::Texture* load(const uint8_t* data, size_t size);
The first method is used to build an ordered list of formats that are
supported by your hardware. The second method consumes the contents of a
basis-encoded KTX2 file and attempts to produce a Filament texture with
a preferred format.
IMPORTANT: Our tools still let you use KTX1 for non-compressed images
because it is useful for HDR, but you can no longer use KTX1 for
block-compressed data.
Partial fix for #4771.
- don't use __PRETTY_FUNCTION__ and try to parse it, __func__ is
standardized and in most case returns what we want (the function name).
- add native support for string_view in our ostream.
- uninline string support from ostream
When creating a KTX file (e.g. with mipgen), you can of course choose
whether or not you want to use an sRGB format.
At load time, your app has an expectation about whether a particular
texture has an sRGB format. e.g. the glTF convention is that albedo
textures should be sRGB, while roughness textures are linear.
Before this commit, our KTX loader would look at the app's expectation,
then silently re-interpret the bits in the glTF texture in order to
match this expectation. This seems very wrong.
Instead, if the expectated format does not match the format in the KTX
file, we now print a warning.
Fixes#2422, which will also be obsoleted by our upcoming KTX2 support.
The `g_linearized` variable was being used for two purposes: to denote
the linearity of the source format AND the linearity of the destination
format. This was confusing and is now split is `sourceIsLinear` and
`destIsLinear`.
This change has no effect on the the look of the suzanne demo.
Changes:
- Remove the strange header-only variant of libs/image
- Rename KtxBundle => Ktx1Bundle
- Move image/KtxUtility => ktxreader/Ktx1Reader
- Add unit test for Ktx1Reader and test stub for KTX2.
Notes:
- Ktx1Bundle does not depend on Filament and is used by cmgen
and mipgen to generate KTX files.
- Ktx1Reader has a dependency on Filament and should therefore live in
a separate library, which it now does.