Commit Graph

505 Commits

Author SHA1 Message Date
Mathias Agopian
59b59cf6be add missing includes in libutils public headers 2024-01-26 10:58:00 -08:00
Mathias Agopian
130825422e Shadowmap texture vizualizer
The vizualizer is implemented inside filament itself and activated
using the debug registry. This intended for filament development use.
2024-01-24 11:28:11 -08:00
Ben Doherty
7d31a7f7ea Move stereoscopic debug options to Settings framework (#7347) 2023-11-15 10:51:58 -08:00
Powei Feng
d5bab43ceb Revert "engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)" (#7360)
This reverts commit 038f07cb34.
2023-11-13 22:26:03 -08:00
Mathias Agopian
a900bc69fb don't precompile variants in gltfio
we recently added calls to Material::compile in gltfio to precompile
materials are they are discovered. that wasn't a good call, because 
this should be the responsibility of the app, not of gltfio, at least
not without an option.

This is now done in gltf_viewer. We need something similar for 
Android.

Bugs #7318, #7336
2023-11-10 15:30:44 -08:00
Ben Doherty
06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Powei Feng
038f07cb34 engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
2023-11-06 14:06:00 -08:00
Mathias Agopian
7d694ee85e repair gltf_viewer drag&drop
Drag and dropping a gltf folder was broken:
- the handle didn't find the gltf file on drag&drop
- the ResourceLoader cached the asset path
- don't exit(1) when drag&dropping an invalid file
2023-11-02 06:00:45 -07:00
Eliza Velasquez
56355231bd Allow explicitly initializing at feature level 0
This change does three main things. First, it adds an option to the Engine
Builder to pick the feature level at which to instantiate Filament. The only
real practical purpose of allowing this is to be able to instantiate at feature
level 0. Secondly, it allows feature level 0 to properly work on non-ES2
devices. Thirdly, it changes both Android and desktop hellotriangle samples to
explicitly opt-in to feature level 0.

Unfortunately, feature levels are used in two different, somewhat contradictory
ways presently in Filament, which can make reasoning about this change a bit
confusing. From a client perspective, feature levels refer to buckets of
capabilities which are guaranteed to be supported. Internally, there is a
separate "feature level" stored internally at the Driver subclass level which
generally corresponds to the maximum supported feature level, but is also
referenced when activating workarounds for limited devices. For example, Uniform
Buffer Objects are not supported in ES2, however, Filament supports emulating
them such that the client does not need to care at all; a supported feature is a
supported feature. But internally, Filament uses this "Driver" feature level to
determine whether or not a given workaround is needed. There were several cases
where the "active feature level" was being examined in order to activate these
workarounds rather than the "driver feature level", which was incorrect.

Why should non-ES2-only devices want to activate feature level 0? Allowing this
behavior 1. makes feature level 0 more consistent with the behavior of other
feature levels and 2. allows clients a layer of validation that their software
will work on all devices supported by Filament if they explicitly opt into it.

Consistency: Filament guarantees that any given device which supports a given
feature level will also support running on every feature level below, except for
feature level 0. This change removes that exception.

Validation: It's not perfect, and there will likely be bugs and unexpected
differences in behavior between ES2 and non-ES2 devices that crop up in the
future between two devices running on the same feature level. However, it's at
least a basic high level layer of validation that enables more rapid testing
workflows directly via desktop versions of Filament rather than having to fiddle
with something like ANGLE to get perfect GLES 2.0 compliance. Additionally, it
expands options for automated testing (with the same caveats).

This change has been tested on both the desktop and Android versions of
hellotriangle.
2023-10-26 22:20:57 +00:00
Mathias Agopian
0f9a2dd6af Froxel visualization debug option
The setting can be changed at runtime using a debug property.
2023-10-23 10:02:52 -07:00
Mathias Agopian
6498cf5b64 dynamic shadowmap visualization (#7274)
* debugging PCF mode

This mode always uses a hard PCF and takes a 
slightly slower code path.

* dynamic shadowmap visualization

The directional shadowmap visualizer is implemented behind a 
specialization constant. Add the DebugRegistry infrastructure to be
able to update the spec-constant at runtime and have a subset of 
all materials invalidated.

This allows to toggle the visualization at runtime using a debug
property.

This is also a proof of concept that we can update spec-constants
at runtime; we could probably leverage this work for engine-wide
shader configurations.

* Update main.fs

* Update filament/src/details/Material.cpp

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2023-10-19 12:18:00 -07:00
Mathias Agopian
1b0db0fca2 fix a couple shadow stability bugs
- shadows are now stable (in stable mode) when an IBL rotation is
  used.

- fix the shadow transform option which didn't work when an IBL rotation
  was used

- also use the x-axis as a reference for the "up" direction when
  computing the light space matrix so that we don't fall into the
  degenerate case when the light points straight down, which is a
  common case

FIXES=[299310624]
2023-10-17 12:26:43 -07:00
fvbj
5d30435620 Extend skinning for >4 bones per vertex (#6772)
* Add skinning and morphing samples to check functionality
* Implement skinning for more than four bones pair vertex

The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution.
Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
2023-09-21 13:04:12 -07:00
Mathias Agopian
da73f89a23 improve/simplify "Focus on shadow casters" algorithm
Functionally this shouldn't be too different, but we have some
improvements:
- better detection of "no shadows" cases
- more computations done in light-space, which should result in
  better light frustum.
- spit the code into several static functions
2023-09-19 14:15:52 -07:00
Mathias Agopian
1ff0a2dd6d Improvements to shadowing
- use the geometric normal to apply the shadow bias. This affects
  cascades > 0 and spot/point lights.

- use the scene's origin as a reference point for stabilizing the
  shadowmap, this is more robust.

- clamp directional shadowmap correctly to the 1-texel border, which
  needs to be reachable, as it is a valid value.

- don't snap the shadowmap to texel boundaries if stable mode is not
  active (before we only didn't do it based on lispsm). Stable mode can
  make the shadow unstable when both the camera and the scene move 
  together, so it's better to have a more predictable API where
  "stable" mode means that the snapping occurs and doesn't otherwise.

- add "far origin" distance slider to the debug ui

FIXES=[299310624]
2023-09-12 10:14:21 -07:00
Ben Doherty
6bb29f6e01 Implement preliminary support for instanced stereo (#6967) 2023-08-15 17:08:11 -07:00
mackong
549c582287 engine: support setDepthFunc for MaterialInstance (#7004)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-07-31 15:49:48 -07:00
mackong
95c7e4d02b sample: fix typo 2023-07-27 10:03:11 -07:00
Powei Feng
d43c632e55 vulkan: add option to choose gpu in platform (#6864) 2023-06-06 17:18:57 -07:00
Mathias Agopian
a8afa91b7d add support for custom fog color in gltf_viewer
this is implemented by here by using the skybox texture and blurring it
with the irradiance filter + mipmapping. This only creates a subtle
anisotropic phase-function effect.
2023-05-24 16:37:10 -07:00
Mathias Agopian
f6c8ce1fd1 New API to apply a transform to the large-scale fog.
This works by making the fog an entity which can be used to create
a TransformManager component an participate to the transform hierarchy.

This feature can be used as more advanced way to set the fog's floor,
which now can have an orientation (essentially be a plane).
This is useful for coordinate systems that are not y-up.
2023-05-16 12:42:59 -07:00
Mathias Agopian
ee9d427526 hellotriangle can now choose the backend 2023-04-05 16:22:46 -07:00
Mathias Agopian
6eb4c5e356 gltf_viewer: debug option to move the origin far away 2023-03-31 14:47:54 -07:00
Mathias Agopian
4503ad1e34 fix -ffast-math and -fno-finite-math-only
- remove -ffast-math in place where it didn't seem too useful
- added -fno-finite-math-only everywhere we use -ffast-math so that
  isinf/isnan work.
2023-03-30 16:15:42 -07:00
Mathias Agopian
96acc6900d gltf_viewer now respects FILAMENT_DISABLE_MATOPT
debug builds are unchanged, release builds will now optimize shaders and
either build can be overridden with OPTIMIZE_MATERIALS.
2023-03-24 09:23:10 -07:00
Powei Feng
9fed30af55 gltf-viewer: update API/backend usage description (#6638) 2023-03-13 23:22:30 -07:00
Ben Doherty
5f3f3f1b24 Fix NaN parameters in material_sandbox (#6609) 2023-03-03 12:13:06 -08:00
Mathias Agopian
94f121f37d Add a camera near/far setting in gltf_viewer 2023-02-17 11:16:42 -08:00
Mathias Agopian
a878d1f39c improve sample_full_pbr
- -m option now works with "directory_*.png" or just "*.png"
- "color" replaced by "albedo" to mach other places in the source tree
- fixed warnings
- clear the background when IBL is not used
2023-02-01 10:04:02 -08:00
Koncz Levente
2eb0dd7153 Sample Full PBR fixes (#6490)
* Calculate view vector without using camera eye position

* Fix compilation error (during parsing the material when a height map is passed in)

* Add SUN light to the scene
2023-01-31 12:28:25 -08:00
Mathias Agopian
032ace2051 Add output color space to ColorGrading settings 2023-01-31 09:46:22 -08:00
daemyung danny jang
c7c184d952 Make a small optimization on drop event at filament app (#6424) 2023-01-05 08:38:28 -08:00
Mathias Agopian
1d387d04fd add a debug option for Renderer's buffer padding 2022-12-12 11:18:17 -08:00
Mathias Agopian
913e3d32ee fix viewtest
- it didn't clear the swapchain
- added support for `-a` option
2022-12-01 09:36:46 -08:00
Philip Rideout
6e38db882f Fix installed IBL location for desktop.
Fixes #6193
2022-10-17 12:30:11 -07:00
Philip Rideout
9fa6dc4131 gltfio API change part 1: move all MaterialInstance methods to FilamentInstance 2022-09-29 16:28:50 -07:00
Mathias Agopian
fabba73b1e Initial support for compute
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend

* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.

* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers

* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".

* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.

* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser

* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
2022-09-27 15:52:40 -07:00
Mathias Agopian
0dc0bbd4f3 LiSPSM is now a user settable option 2022-09-22 09:35:45 -07:00
Mathias Agopian
8dc16494a7 introduce "feature level 3"
This is because most android devices only support 16 texture in the
shaders (94.4%), so we can't realistically have feature level 2 demand
that.

Instead feature level 2 enables compute/ES3.1 features.
2022-09-14 16:53:43 -07:00
Philip Rideout
c4abe4f46a gltfio: allow zero-instance assets.
This is a feature request from Google. It allows users to "preload" an
asset, ie you can now create all VertexBuffer objects, Texture objects,
etc, without actually creating any entities or renderable components.

In the past we used TransformManager to help out with computing the big
asset-level bounding box, but now we use `gltf_node_transform_world()`
because entities might not yet exist.

One minor side effect is that `FilamentAsset::getBoundingBox()` now
returns the AABB that was determined at load time, and does not account
for instances. As a result, our `gltf_instances` sample app looks
slightly different but this is expected.
2022-09-14 16:40:47 -07:00
Mathias Agopian
58401e0b6e Fix FilamentApp multiview mode in gltf_viewer
- fix View::setVisibleLayers to match code. By default only layer 0
  is active, despite the documentation stating otherwise.

- add a helper to enable/disable layers more easily

- don't use layer 0,1,2 for the overdraw function as they were used by
  FilamentApp in "multi view" mode.
2022-09-12 15:55:16 -07:00
Romain Guy
eaa86060e2 Fix memory leak (#6056)
This change fixes #6055
2022-09-08 20:57:46 -07:00
Mathias Agopian
25990ecd37 FilamentApp sets the feature level to highest allowed
There is also a new option to override the default with a lower
feature level. This is used in gltf_viewer only at the moment.
2022-09-07 15:32:58 -07:00
Mathias Agopian
ead5a97871 make AutomationEngine feature level aware
this basically just adds an Engine* parameter too all applySettings
methods
2022-09-07 15:32:58 -07:00
Ben Doherty
4e15b7abc2 Add overdraw visualization to gltf_viewer (#6018) 2022-09-02 12:33:26 -04:00
Philip Rideout
7337a467b9 gltfio cleanup: NodeMap is now a FixedCapacityVector, etc. 2022-08-30 15:57:30 -07:00
Philip Rideout
54769a2ad3 gltfio: Move the API for recomputeBoundingBoxes.
Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.

The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.

Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
2022-08-26 09:48:04 -07:00
Philip Rideout
8dc6fde588 gltfio API change: assets are now always 'instanced' etc
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:

(1) Consolidate separate loader entry points for GLB and GLTF.

The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points.  Clients do not (and should not) need
to check the file name extension.

(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.

In the new scheme, all assets have at least 1 instance.

Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).

This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.

This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:

    - getSkinCount, getSkinNameAt
    - getJointCountAt, getJointsAt
    - attachSkin, detachSkin
2022-08-18 08:58:24 -07:00
Johnathon Selstad
1e3ddd612e Organize Subprojects into Folders in the IDE (#5934)
* Begin Sorting SubProjects into Folders

* Add more subprojects to folders

* Add even more subprojects to folders

* Add further subprojects to folders

* Move the last two projects

* Move Resources to a Resources subfolder

* Remove spaces to be stylistically coherent

* Revert Improper CMake Modifications

* Revert erroneous line removals

* Only specify sdl2's folder on WIN32

* Add the shader subprojects to a Generated folder

* Move shaders to Filament/Shaders
2022-08-17 12:42:21 -07:00
Mathias Agopian
7afd5e5963 Camera API and documentation improvements
- getNear() and getCullingFar() now return doubles
- updated documentation
- all setProjection() calls can now throw (when enabled) and will
  do so if preconditions are not met (instead of setting a default
  projection).
- Frustum can now be logged on debug builds
2022-07-11 09:56:41 -07:00