Commit Graph

60 Commits

Author SHA1 Message Date
Mathias Agopian
cc13420e31 add missing includes
Should fix #3633
2021-03-15 22:45:31 -07:00
Philip Rideout
d669b1b26f Add null terminator to fix Windows build. 2021-02-03 14:56:34 -08:00
Philip Rideout
c2b4b6347e matc: add --raw argument for internal use.
This feature can generate SPIRV blobs and will be used by VulkanBlitter.

(#3485)
2021-02-03 14:56:34 -08:00
Romain Guy
4567b01c1d Multi-thread shaders generation when compiling materials (#3464)
* Stop using members as globals between methods

* Multi-thread shaders generation with JobSystem

* Pass JobSystem to MaterialBuilder::build()

* Fix MeshAssimp to use the new API

* Allow the Java API to pass a job system via Engine

* Update docs

* Apply suggestions from code review

Co-authored-by: Philip Rideout <philiprideout@gmail.com>
2021-01-29 09:30:37 -08:00
Ben Doherty
90c156ebef Add fog variant filter to matc (#3286) 2020-11-12 12:47:42 -08:00
Ben Doherty
239246e221 Add ability to specify post-process material output location (#3205) 2020-10-21 12:19:46 -06:00
Ben Doherty
e7250571e7 Add subpass parameter type to materials (#3193) 2020-10-19 16:28:26 -06:00
Ben Doherty
d3e3974179 Add new shader variants for VSM (#2968) 2020-08-17 18:00:01 -07:00
Ben Doherty
b0c11c17e9 Add outputs block to material definition (#2823) 2020-07-20 16:48:00 -07:00
Ben Doherty
1af254db43 Add matc support for command-line preprocessor defines (#2760) 2020-07-01 10:42:46 -07:00
Ben Doherty
92f2004c4b Improve matc error reporting (#2741) 2020-06-29 11:21:56 -07:00
Pixelflinger
6df20f3083 Add a private property to materials to control framebuffer_fetch
this is intended to be temporary until we properly add support
for vulkan's subpasses. this PR just helps us activate
ext_framebuffer_fetch on select materials.
2020-05-19 12:25:41 -07:00
brian.wang
0187caf10f Fix minor bug in Vulkan backend on Windows
* fix compile error when vulkan

* matc:print shaders support

* fix link error

* ussage for matc print flag

Co-authored-by: brian.wang <brian.wang@noitom.com>
2020-05-12 08:59:25 -07:00
Romain Guy
bf0dc32ee3 Change specularAmbientOcclusion from boolean to enum (#2352)
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections

The last method is more expensive but produces the best results.

This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
  consistency
- Fixes user time in shaders
2020-04-07 09:19:48 -07:00
Mathias Agopian
cbb5d2b423 fix typos and rename refraction to refractionMode 2019-12-08 22:18:18 -08:00
Pixelflinger
1ccae61d40 shader plumbing for screen-space refraction
In this PR, the filament side is missing, so we're outputting back.
But all codepaths in the shader are implemented:
 cubemap/screenspace, solid/thin
2019-12-08 22:18:18 -08:00
Mathias Agopian
f94aa731ed Add plumbing for refraction type (solid or thin) 2019-12-08 22:18:18 -08:00
Pixelflinger
0371a805ed basic refraction 2019-12-08 22:18:18 -08:00
Ben Doherty
b28e535540 Combine license file generation functions for MSVC compatability (#1684) 2019-09-24 12:45:38 -07:00
Ben Doherty
d849231caf Remove old post-process shader pipeline (#1631) 2019-09-13 09:29:28 -07:00
Benjamin Doherty
efb9e005b2 Fix build due to DirIncluder test 2019-08-23 12:40:47 -07:00
Ben Doherty
d4943cc70b Add #include preprocessing to filamat and matc (#1541)
* Add #include preprocessing to filamat and matc

* Update RELEASE_NOTES

* Fix RELEASE_NOTES

* Use final instead of virtual / override

* Clarify comments

* Use pure virtual for includer functions

* Use a callback instead of an interface

* Rename Includer.h to IncludeCallback.h

* Update comment
2019-08-23 11:10:36 -07:00
Philip Rideout
b859b57797 matc, matinfo et al: improve diagnostic output
This enhances the exisiting matc option "--debug" so that it includes
debug information in the resulting SPIR-V.

Previously we tied this to the build configuration which isn't very
flexible. Moreover this needs to be orthogonal to shader opts, because
we often need to debug problems that arise from optimization.

This CL also gives meaningful names to the ubershader materials and
fixes up the new matinfo analysis so that it prints the entire SPIRV
chunk that corresponds to each potentially problematic GLSL codeline.

Motivated by #1516.
2019-08-14 13:01:43 -07:00
Philip Rideout
90c17ccbad Filament now supports GPU vertex morphing.
This works by aliasing CUSTOM0 - CUSTOM7 to morphing attributes, and by
extending our existing skinning variant.

This PR was tested against some upcoming changes to gltfio.

Issue #1149, #1417
2019-07-26 17:53:46 -04:00
Philip Rideout
c2c546d671 Add support for custom vertex attributes.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.

Stay tuned for a new sample app that demonstrates this feature.
2019-07-11 09:00:10 -07:00
Ben Doherty
57d6bdff1b Allow mutliple API flags in matc (#1327) 2019-06-21 09:27:49 -07:00
Ben Doherty
cdb2b47e0f Add material domains boilerplate (#1305) 2019-06-20 08:53:36 -07:00
Philip Rideout
d5179bd9ed Fix JsonishParser to handle parameter arrays. 2019-06-19 15:32:40 -07:00
Romain Guy
e1b773958f Add screen and multiply blending modes (#1241)
* 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
2019-05-30 10:17:16 -07:00
Romain Guy
0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
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).
2019-05-23 12:56:26 -07:00
Romain Guy
0347fb0441 Add new material properties: specular/multiBounceAmbientOcclusion (#1198) 2019-05-18 14:30:08 -07:00
Philip Rideout
fe2c5f6a9e Fix build issue due to static initialization order. 2019-04-10 14:37:32 -07:00
Philip Rideout
0a0c2497d5 Temporary fix for build break. 2019-04-10 14:28:02 -07:00
Philip Rideout
6663f6584b Simplify matc ParametersProcessor. (#1091)
(1) Merge two same-sized lists into a single map with struct values.

(2) Constify all the string-to-enum maps and move them into the
scope where they are used.

(3) Move a bunch of object methods into static free functions to
simplify the header and reduce code duplication.

(4) The PARAM_KEY_FOO string constants were referenced only once (except
in a few error messages) so replace them with string literals.
2019-04-10 14:07:58 -07:00
Philip Rideout
37cb9247fd Add new shading model to Filament for specularGlossiness. (#1083)
* 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
2019-04-09 13:22:16 -07:00
Romain Guy
ab12d1d1bb Add postLightingColor property to materials (#1057)
* Add postLightingColor property to materials

This property can be used to modify the color computed in the lighting
passes of the materials. That color is blended with the computed color
according to the postLightingBlending option (add, transparent or opaque).

* Remove test

* Update docs

* Address code review comment

* Switch postLightingColor default blend mode to transparent
2019-03-29 10:02:07 -07:00
Mathias Agopian
639d05374b update layering: libbackend is now at the bottom
We now have:

backend -> filabridge -> filaflat -> filament
                      -> filamat

Instead of backend depending on filabridge.
2019-03-26 11:47:47 -07:00
Romain Guy
9c69b377b7 Fix #1039 (#1040) 2019-03-25 16:24:19 -07:00
Mathias Agopian
2b5f6cafa6 Separate src/driver into its own library
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.
2019-03-22 09:45:51 -07:00
Romain Guy
705c1969b2 Add clearCoatIorChange property to materials (#890)
This property can be used to control the darkening of the base layer
due to a change in index of refraction when going through the clear
coat layer.
2019-02-27 10:30:46 -08:00
Ben Doherty
52ebfb1665 Add Init and Shutdown methods to MaterialBuilder (#840) 2019-02-20 10:44:12 -08:00
Philip Rideout
e60744a6e4 Introduce MATERIAL_VERSION and panic.
Material archives already contain two version chunks (post process and
normal) but the renderer was ignoring these. The change makes it so that
matc writes a new MaterialEnums value into these chunks, and the engine
panics when receiving a material version that it does not expect.

This also adds a --version option to matc. No changes were necessary
to matinfo because it already prints out these values.

Fixes #796.
2019-02-19 15:54:58 -08:00
Ben Doherty
7be3994c96 Add Metal shading language compilation to matc (#752) 2019-01-29 12:44:58 -07:00
Romain Guy
f3752a42c8 Document UV flipping behavior and add control attribute (#720)
Materials can disbale this behavior by setting flipUV: false
in the header section of the material definition.

Fixes #672
2019-01-17 11:12:16 -08:00
Romain Guy
0394aeb23b Add specular anti-aliasing properties to materials (#697)
* 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
2019-01-14 12:25:51 -08:00
Romain Guy
a38c40cf11 Turn on shaders optimization by default (#614)
* Turn on shaders optimization by default

Release builds of Filament only work well with optimize shaders,
turning optimizations on by default will help avoid mismatches.

This change also adds -g to disable all optimizations, for debug
builds.

* Use -g on debug builds

* Use -g on debug builds

* Update tutorial_redball.md to remove matc's -O

* Update tutorial_suzanne.md to remove matc's -O

* Use -g in debug builds
2018-12-11 09:36:37 -08:00
Romain Guy
e41dd027ab Enable optimization passes on materials with external samplers (#605)
* Enable optimization passes on materials with external samplers

Because external samplers are not properly supported by SPIRV and
associated library (spirv-cross and spirv-tools) we currently disable
all optimizations when we encounter a material with external samplers.

This however causes issues on some misbehaved drivers (not running
the optimizations has a side effect which causes a crash). To enable
the optimization pass we simply rely on the Vulkan codegen target to
substitute samplerExternal with sampler2D. We then analyze the output
GLSL (post-optimization) and revert the relevants sampler2D declarations
to samplerExternal declarations.

This fixup only occurs after optimization and for mobile targets and
if external samplers were declared.

* Address review comments
2018-12-10 12:02:59 -08:00
Ben Doherty
b759074c8f Deprecate set method on MaterialBuilder (#545)
* Remove the defines entry in material definitions

* Deprecate set function

* Remove some getter methods from MaterilaBuilder

* Fix tests, add to CI
2018-11-28 15:35:19 -08:00
Ben Doherty
a1ed3b81a3 Move static code analysis into filamat (#534)
* Handle static code analysis automatically

* Fix matc test cases

* Only call InitializeProcess once per process
2018-11-27 14:11:27 -08:00
Ben Doherty
6d158bbc80 Remove codeGenTargetApi (#511) 2018-11-26 10:51:34 -08:00