Commit Graph

138 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
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
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
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
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
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
6eb4c5e356 gltf_viewer: debug option to move the origin far away 2023-03-31 14:47:54 -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
Mathias Agopian
94f121f37d Add a camera near/far setting in gltf_viewer 2023-02-17 11:16:42 -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
Philip Rideout
9fa6dc4131 gltfio API change part 1: move all MaterialInstance methods to FilamentInstance 2022-09-29 16:28:50 -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
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
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
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
Mathias Agopian
a64b1eccdf add API to enable/disable auto-instancing globally.
auto-instancing can have some overhead, so when it is known that the
scene doesn't have identical primitives, it is better to disable it.
(disabled by default).

Also add some missing bindings for `enableAccurateTranslations`.
2022-07-06 15:51:41 -07:00
Philip Rideout
68c6253b3f gltf_viewer: exercise picking functionality. 2022-06-10 13:45:28 -07:00
Philip Rideout
5e4025bd4c UbershaderProvider now takes a custom archive in its constructor.
We still use resgen for convience, but the archive is now passed in
from the client application.

This will allow us to shrink the gltfio Android library (stay tuned).
2022-06-09 14:31:24 -07:00
Philip Rideout
30dbd3ac4f Rename gltfio to filament::gltfio. 2022-06-06 16:25:02 -07:00
Philip Rideout
0ae83a6c97 gltfio: Rename all plugin classes to have "provider" suffix.
UbershaderLoader  => UbershaderProvider
    MaterialGenerator => JitShaderProvider
2022-06-06 16:25:02 -07:00
Philip Rideout
2947229d40 gltfio: Streamline the AABB + skinning computation.
This optimizes and cleans up some code from a 3P contributor.

When computing a bounding box, there was no need for an inner loop
through the entire skins array.

Tested using the torus model in #4973 and the `-r` flag in gltf_viewer.
2022-05-25 10:44:31 -07:00
daemyung jang
b7787b9a1a Fix a memory leak (#5539)
Delete the resource loader when the application is terminated.
2022-05-11 09:27:27 -07:00
Philip Rideout
f39815393a Fix crash regression with gltf_viewer and gltf_instances. 2022-05-05 09:42:08 -07:00
Philip Rideout
9031babd92 Various glTF-related cleanup and enhancements.
- 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.
2022-05-04 13:53:28 -07:00
Philip Rideout
fc284af684 Rename SimpleViewer to ViewerGui.
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.
2022-05-03 08:10:53 -07:00
Philip Rideout
f035655f5b Add support for KHR_texture_basisu.
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).
2022-05-02 13:15:56 -07:00
Mathias Agopian
f4f9f331c0 CameraInfo cleanups
- add getUserViewMatrix() on CameraInfo, the "user" view matrix is the 
view matrix before we apply the world origin transform, it is needed in
 a few places, so we make it a  method so that in the future we could 
precompute it if we wanted to.

- remove worldOffset which is just the last column of worldOrigin
2022-04-26 11:32:41 -07:00
Philip Rideout
f847232296 gltfio: introduce TextureProvider API.
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.
2022-04-21 13:25:40 -07:00
daemyung jang
c79fcf6d8d Fix a typo (#5324) 2022-03-16 08:42:30 -07:00
Philip Rideout
dc60f57a9a gltfio: simplify API, make animator always available.
In the past there was an API gotcha because users had to "get" the
animator before releasing the glTF source data. This could have been
surprising because it was a getter method, not a factory method.

This was due to overeager optimization on my part, I wanted to avoid
animator overhead for non-animated models, when in fact it has very
little overhead.

Moreover, the animator is conceivably useful even when there are no
pre-supplied animations (e.g. for applying skins), so let's just create
it unconditionally.

Motivated by #5299.
2022-03-10 11:36:46 -08:00
Ankbzpx
fb1eb35ba5 Fix aabb misalignment for skinned gltf model (#4973) 2022-01-10 15:06:23 -08:00
Mathias Agopian
078de4e422 Add support for basic PCSS 2021-12-08 00:17:12 -06:00
Ben Doherty
2aa160a98c Fix release build crash in gltf_viewer (#4908) 2021-11-30 12:29:45 -08:00
Mathias Agopian
e15796b348 Rewrite controller for dynamic resolution scaling
- move the control code out of FrameInfo and into
  View itself. FrameInfo now just gathers information about the 
  frames instead of also doing part of the control.

- the control code has been refactored into a more formal PIDController.

- a few bugs were fixed in the control loop and default parameters
  tuned. 


The control loop itself now outputs a relative scale factor instead
of an absolute one. The relative scale factor seems easier to
control and is less jittery, and doesn't have to rely on the "integral"
term of the PID.

It's possible that more tuning is needed, but the scaling is now 
more stable.
2021-10-18 10:06:44 -07:00