Commit Graph

67 Commits

Author SHA1 Message Date
Mathias Agopian
2c4ecebf11 Minor importance sampling tweaks and code clean-up (#342)
* cleanup importance sampling code

* Add VNDF importance sampling -- work in progress.

* minor code cleanup
2018-10-04 15:21:34 -07:00
Philip Rideout
551fe7ef8b Suzanne now uses LINEAR_MIPMAP_LINEAR. 2018-10-04 08:02:53 -07:00
Philip Rideout
37a42ee854 Enable ETC for Suzanne normal map.
Due to an assertion in etc2comp, this unfortunately uses RGB8 instead of
RG11 but it still helps quite a bit (3.3 MB savings in the unzipped KTX
size).
2018-10-03 12:35:34 -07:00
Philip Rideout
cc61e4649b Add ETC support to mipgen / imageio / suzanne.
This shrinks file size as follows, although it seems to darken the
rendered result.

```
  1398209 Oct  2 16:22 ao.ktx
   699172 Oct  2 16:20 ao_etc.ktx
  1398209 Oct  2 16:22 metallic.ktx
   699172 Oct  2 16:19 metallic_etc.ktx
  1398209 Oct  2 16:22 roughness.ktx
   699172 Oct  2 16:20 roughness_etc.ktx
```
2018-10-02 21:57:22 -07:00
Philip Rideout
3ad0574878 Add ASTC support to Suzanne. 2018-10-02 07:46:51 -07:00
Philip Rideout
3185d0f237 Add S3TC support to imageio and Suzanne.
At build time, mipgen now creates several compressed and non-compressed
variants for albedo.

For ASTC we use the ARM encoder, for S3TC we use the STB encoder. The
latter is somewhat limited so we may wish to investigate other libraries
in the future (e.g., AMD Compressenator).

At run time, we detect which of these variants to download, based on
available WebGL extensions. In practice, this means that desktop
browsers will use the S3TC variant and mobile browsers will use the ASTC
variant.

The makes unzipped albedo go from ~4 MB to 682 KB using S3TC.

Mobile support (ASTC and ETC2) is coming in a future PR, stay tuned.
2018-10-01 14:34:21 -07:00
prideout
6f2455e7e3 Simplify KTX metadata. 2018-09-25 15:37:49 -07:00
Philip Rideout
6f09389d2f web / cmgen: use KTX metadata for sh coefficients. 2018-09-25 15:37:49 -07:00
Ben Doherty
804c974819 Fix, Vulkan samples not compiling on Windows (#306) 2018-09-25 13:28:32 -07:00
Philip Rideout
c454a835d1 Web: allow arbitrary file extensions for KTX files.
Sometimes you want your KTX file to end in an extension other than
".ktx".  For example, GitHub Pages applies gzip encoding to bmp files
but not to ktx files (which I think is consistent with nginx defaults).

This change makes it so that a deploy script can rename the files and
apply a simple string transformation to the HTML.
2018-09-21 15:55:00 -07:00
Philip Rideout
c6ac562ca9 Rotate WebGL samples IBL by 180.
This is being done simply to maintain the rough alignment between
the light source and the env map. See 09830cd for more information.
2018-09-21 13:13:48 -07:00
Philip Rideout
665ff2cd8f Refactor filaweb::Asset. 2018-09-21 11:54:03 -07:00
prideout
63f2fe4ebc Use KTX for envmaps in WebGL demos.
For each envmap/skybox pair, this reduces the number of downloads
from 61 files to 3 files.
2018-09-21 11:54:03 -07:00
prideout
b396b85818 Refactor filaweb to prep for KTX envmaps. 2018-09-21 11:54:03 -07:00
Philip Rideout
d3e7103ee5 Fix three bugs that caused bad normals with Suzanne.
(1) Suzanne's normal map is actually linear but we were telling GL that
it is SRGB, so the shader was not reading (0.5,0.5,1.0) from a perfectly
flat normal map.

(2) --linear in mipgen was not honored when consuming PNG files.

(3) The build was not passing --linear to mipgen for the normal map.
2018-09-20 10:01:43 -07:00
Philip Rideout
44b4cee4b1 Minor filaweb cleanup. 2018-09-19 17:18:44 -07:00
Philip Rideout
695543154b Fix filaweb bug with detecting PNG vs KTX.
To determine PNG vs KTX, we were looking at the file extension of the
asset name rather than the actual file path (which is a URL).

Also, le singe était trop sombre, so I added a call to setIntensity.
2018-09-19 17:17:17 -07:00
Philip Rideout
f392ba629d Suzanne demo now uses KTX for some textures.
In Chrome, this reduces texture load time from 620 ms to 150 ms because
it removes the PNG decoding work for the surface textures. We are still
using PNG for the envmap, I'll fix that soon.

Many web servers, including GitHub Pages, automatically use gzip
encoding for these files. Over the wire these files actually are not
much bigger than the PNG, even though they contain miplevels.

Stay tuned for compressed textures, which should make this better.
2018-09-19 13:59:05 -07:00
Ben Doherty
f965b02b1b Fix, normal must be set prior to prepareMaterial (#273) 2018-09-19 13:37:24 -07:00
Mathias Agopian
c1d8cc0d7a fix normals of the shadow plane.
They ended-up pointing down.
2018-09-18 19:08:50 -07:00
Philip Rideout
fd8b1851a9 Add --grayscale option to mipgen.
By using single-component images instead of RGB, we are greatly reducing
the size of KTX files for roughness, metallic, and ambient occlusion.
2018-09-18 16:46:38 -07:00
prideout
52ee8e570d mipgen can now generate KTX files.
I tested the validity of the resulting KTX files by using macOS Preview,
which can read some types of KTX files. (!)

This CL also adds mipgen to the WebGL build, although its outputs are
not yet used by the sample apps.
2018-09-18 12:42:47 -07:00
Philip Rideout
0ff40948dc Allow macOS developers to optionally use an SDK version of Vulkan.
This looks for VULKAN_SDK at build time, and if present it tells
Filament to use the `libvulkan.1.dylib` that's located there. Otherwise
it falls back to our old loading strategy, which uses a bundled version
of MoltenVK that allows us to avoid requiring installation of the
LunarG SDK.

I tried this out an it works for me...

Closes issue #238.
2018-09-13 08:07:55 -07:00
Philip Rideout
12d3b06622 High-to-Low includes, per our style guidelines. 2018-09-12 10:43:41 -07:00
Philip Rideout
ef134f5304 Users can now spin the model in web sandbox. 2018-09-11 13:58:38 -07:00
Philip Rideout
31a3044d51 Fix minor HTML build issue. 2018-09-11 13:57:09 -07:00
Philip Rideout
f84d74378f Ignore non-primary touch events. 2018-09-11 13:25:05 -07:00
Philip Rideout
750b15830f Add new demo for WebGL called "sandbox".
This adds a new demo that leverages ImGui. It looks very similar to the
existing material_sandbox demo we have for desktop, with a few
differences:

    1. Does not use FilamentApp.
    2. Does not draw a shadow plane.
    3. Does not use a TrueType font in ImGui. (improves load time)
    4. Does not allow the user to spin the model. (will fix soon)

We now have a triumvirate of web demos with a progression in complexity:

    1. triangle
    2. suzanne
    3. sandbox

This is a sufficient set of WebGL samples for now, at least until we
finish creating a proper JavaScript API.

This CL factors out some of the common code with the native sandbox
demo, but keeps the UI definition separate since the web demo has some
minor differences (e.g., there is no shadow plane yet).

Note that using viewport units for height was wrong; it caused a bad
aspect ratio on Android while the URL bar was visible. This is explained
in an article:

https://developers.google.com/web/updates/2016/12/url-bar-resizing
2018-09-11 13:25:05 -07:00
Philip Rideout
bd8ddbc0df Reflection maps must be 256x256.
This makes the web samples comply with the size requirement in
`filament/src/IndirectLight.cpp`.
2018-09-10 15:53:10 -07:00
Philip Rideout
6aaa1dc628 WebGL: support touch screens. (#229) 2018-09-10 11:35:20 -07:00
Philip Rideout
c8948be59e Hook up mouse events for web. (#227) 2018-09-07 19:15:52 -07:00
Philip Rideout
d4cb898dfe Prep for using imgui with WebGL. (#225) 2018-09-07 13:19:35 -07:00
Philip Rideout
e22b82e4e0 WebGL samples should pass free callback to BufferDescriptor. (#224)
Unfortunately the trick of passing the address to stdlib "free" causes
a crash in WebGL, so we need to wrap these in lambda.
2018-09-07 10:33:13 -07:00
Philip Rideout
d9dd791561 Huge speed up for WebGL debug builds. (#223)
The WebGL build invokes cmgen for samples, which takes several minutes
in debug configuration. Let's use a release build for the host tools,
regardless of the build configuration for the target architecture.
2018-09-07 10:12:34 -07:00
Philip Rideout
90790d233b Fix bad skybox color in web demo. (#221)
In a previous CL today, I changed the skybox to RGBM but forgot to
change the format. Thanks Romain for catching this.
2018-09-06 19:45:46 -07:00
Philip Rideout
7b36ed4638 WebGL demos now decode PNG in C. (#214)
This removes the trick of drawing to a 2D canvas. It was corrupting the
alpha in RGBM images, which caused subtle banding in the Suzanne
reflection. Moreover it added complexity to the demo code.

This commit will increase the pre-zipped WASM size by 17k, but I think
it's worth it.

This also removes one of the cmgen passes in the WebGL build; we were
using PNG instead of RGBM for the skybox to work around the banding
issue that this fixes.
2018-09-06 13:48:22 -07:00
Philip Rideout
9b17472d67 WebGL: use an opaque canvas and legal HTML. (#211)
Some browsers complain about missing charset metadata etc, so this makes
our HTML samples a bit more legit.

Also, using an opaque canvas improves performance and makes it easier to
diagnose bugs.
2018-09-05 17:18:41 -07:00
Philip Rideout
6767258805 Make debug builds of WebGL usable. (#208) 2018-09-05 13:02:56 -07:00
Philip Rideout
edec94bb08 Suzanne fixup: create entities for point lights. (#206)
This was causing an assert with debug builds.
2018-09-05 11:59:26 -07:00
Romain Guy
a6722c1f12 Add new Android sample app (#190)
This sample app shows a lit, rotating cube
2018-08-31 14:20:57 -07:00
Romain Guy
4002498438 Add new HDR environment maps in third_party (#182)
These are much better than the ones we had in assets/
2018-08-29 14:22:58 -07:00
prideout
a6caacba77 Add missing semicolon. 2018-08-28 17:00:53 -07:00
prideout
86e7afecea Minor code cleanup to filaweb. 2018-08-28 16:58:02 -07:00
Philip Rideout
fa9f597ca4 CMake improvements for samples/web. (#179)
This uses "foreach" in order to create proper dependencies for each
cubemap face and miplevel.

It also adds a custom command for the mesh and envmap assets, similar to
how we already handle materials. This seems to work properly and
rebuilds the assets only when upstream dependencies have been dirtied,
or when downstream dependencies have been deleted.
2018-08-28 16:07:48 -07:00
Philip Rideout
557dd53233 Add filamesh to HOST_TOOLS. (#178) 2018-08-28 14:39:13 -07:00
Philip Rideout
db2e1426e9 Introduce two WebGL samples: triangle and suzanne. (#170)
* Introduce two WebGL samples: triangle and suzanne.

This commit has no effect on mobile / desktop builds, it only adds new
targets to the `-p webgl` build.

We will eventually expose a proper JavaScript API, but for now these
samples use a (somewhat under-engineered) `filaweb` framework whereby
the WebAssembly module exposes a small number of C entry points: launch,
render, and resize.

Each sample has two source files: a cpp file and an html file. The cpp
file generates js / wasm pair.  The generated js is simply a loader for
the wasm.

The CMake script creates a pristine "public" folder which contains the
minimal set of files needed to serve the web application using a simple
static file server. The public folder like this:

    /suzanne.js         built by em++ from suzanne.cpp
    /suzanne.wasm       built by em++ from suzanne.cpp
    /suzanne.html       copied from REPO/samples/web
    /filaweb.js         copied from REPO/samples/web
    /favicon.png        copied from REPO/samples/web
    /monkey/*.png       copied from REPO/assets/models
    /monkey/*.filamesh  built by filamesh
    /desert/*           built by cmgen

To decode PNG textures, we use the somewhat unusual approach of using
JavaScript to draw them into a hidden 2D canvas, then reading back the
pixels. This allows us to avoid fattening up the wasm file with a PNG
decoder. An alternative idea would be to pass a DOM Image directly into
glTexImage2D, but this would require some #ifdefing and/or JS injection
in Filament's OpenGL backend.

* Optimize the suzanne material.
2018-08-28 11:09:06 -07:00
Romain Guy
a779e92b99 Fix clang-tidy warnings (#158) 2018-08-27 14:30:12 -07:00
Romain Guy
39ca6d146f Fix ambiguities with translate() and scale() (#154)
These two functions expect a vector of the same size as the
matrix's storage vectors (float4 for a mat4f for instance) which
has two major issues:

- The vector must end with 1 for homogeneous coordinates to work
- Passing a single scalar (mat4f::scale(0.5)) creates a matrix
  whose diagonal is set to that scalar, thus breaking homogeneous
  coordinates

With this change scale and translate expect a vector who dimensionality
is 1 less that of the matrix's underlying storage vectors. i.e. a float3
for mat4f.
2018-08-27 10:21:13 -07:00
prideout
3a7d80f29b Restore "Add single-threaded config to Filament. (#130)"
This reverts commit 24022010f9.
2018-08-27 08:51:46 -07:00
Philip Rideout
24022010f9 Revert "Add single-threaded config to Filament. (#130)" (#152)
This reverts commit e3457aa0a7.
2018-08-26 18:40:49 -07:00