Sometimes CMake decides to use the JNI bits included with XCode instead
of those from the installed JDK. The header files are located in different
directories. This does the proper include.
- we add an 'intensity' parameter that allows to control the strength
of the AO effect. This is useful for aesthetic reasons.
- the default intensity is now 2x that of before this change, which
makes the intensity parameter match AO papers this implementation
is inspired of.
- bias is now z-dependent, which reduces some self shadowing wrt the
depth.
Previously, Streams had two modes (native and texid), this adds a third
mode called "acquired", which allows for copy-free synchronized external
textures in OpenGL and paves the way for Vulkan.
The native mode is now deprecated but texid mode needs to stay around
until all clients can be upgraded.
In an early prototype, this functionality was added directly into
Texture but required quite a bit of additional state tracking, so the
Stream API seemed like a better fit.
This API is probably not necessary for Metal due to Metal's shared
ownership semantics.
This has been tested with a new Android sample that will be added in a
subsequent PR.
This is useful for unit tests. The content of the swapchain can be
read to main memory with Renderer::readPixels().
This PR doesn't implement this new feature in the following backends and
platforms (TODO):
VulkanDriver.cpp
MetalDriver.mm
PlatformWGL.cpp
PlatformWebGL.cpp
PlatformCocoaTouchGL.mm
Filament keeps a global static list of engines for verification purposes
which was being recreated multiple times, causing a panic. After a lot
of experimentation with the build, I was not able to fix this while
keeping the current scheme of dynamically loading both libraries.
As a "solution", we now staticly link filament into gltfio-jni, and ask
clients to load only that.
Fixes#1811.
* Lower limit from API 21 to API 19
This was requested by an internal application. API 19 is when OpenGL
ES 3.0 support was added so there is no good reason for us to not
support this API level. The only trick is to avoid referring to the
glTexStorage2DMultisample symbol directly as it only exists in 3.1.
* Compile out code we never use
* Use reflection to handle shared EGL contexts pre-API 21.
* Remove comment
* More fixes required to run on API level 19
- dlym() fails for ashmem on API 19, so we only try on API 26+ instead.
- Older emulation for OpenGL ES 3.0 returns error states for valid API calls so we need to clear the GL error bit before we create the GL driver.
- Activity lifecycle changes since API 19 would cause animations to keep running and to reference destroyed objects.
- EGLContext.getNativeHandle() is new in API 21, we need to use reflection on API 19. The new code path uses the class loading trick to avoid a bytecode verification error on API 19.
* Filament now runs properly on API level 19
This commit adds a new api_level() API to libutils which can be used to
query the platform's API level. On Android it works as expected, other
platforms currently return 0.
* Add new setExposure(float) API on Camera
This API can be used to set a specific exposure value. For instance:
camera.setExposure(1.0)
Will set the exposure to 1.0 (or ISO 100, apeture 1.0 and shutter speed 1.2s).
This can be useful to match the lighting setup of other engines/tools. Setting
the exposure to 1.0 can for instance be used to treat lights as being unitless
(a directional light could have a strength of 2.0 for instance).
Fixes#1667
* Update release notes
* Fix Java build error
* Fix Web bindings
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