This does not add any samples or continuous integration, but it at least
allows developers to do a "-p webgl" and check if an actual wasm file
for the core Filament library can be succesfully built.
* 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.
* Add clear coat normal map support
This change allows to set a separate normal map for the clear coat layer of a material.
* Document the new clearCoatNormal property
* Fix typo
* Add missing method to query the type of a light
* IcoSphere now generates front facing triangles
* Add a fairly generic sphere object to use in samples
it provides an ico sphere with normal, and reuses
the same vertex/index buffer for each new instance.
Each instance can have its own material, size and
position.
currently it’s not possible to change the # of
subdivisions.
* FilamentApp now provides a “default” pbr material
this makes it easier to create renderables for
testing.
* clean-up lightbulb and add spheres for each light
lightbulb now has less hardcoded things and it
spawns a small sphere for each light.
* Try to clean up asset folders for sample apps.
This removes the build step where we copy a subset of assets, and makes
it so that FilamentApp hands out a "root path" for assets. For now this
is determined based on the location of the executable. This allows
developers to launch samples from any CWD.
Closes#11
* Restore asset copy to build.
computeLightTree() takes a list of light as
a bitfield and produces a depth-first
binary tree array that can be used to efficiently
check which lights volumes contain a given z
coordinate in screen space.
Currently computeLightTree() produces the array
locally on the stack, which isn’t useful, but
before we can make use of it, a lot of other
things have to happen.
* Add material_testbed application
This application can be used to automatically vary material parameters over multiple frames and capture each frame as a PNG file. This makes it easier to test/compare/etc. It's also useful to generate documentation examples.
* Rename material_testbed to frame_generator