* MaterialInstance now has setMaskThreshold for convenience.
* Materials now support dynamic doubleSided property.
This does not change the format of material packages because they
already have both getDoubleSided() and getDoubleSidedSet().
The only way in which this change could impact existing applications is
that materials that explicity set doubleSided to "false" will now
respect the material's culling mode, rather than forcing it to NONE.
Fixes gltf_viewer with littlest_tokyo in ubershader mode.
Fixes#963.
* JNI for dynamic material properties.
* Add underscore prefix to internal material params.
* Remove un-needed mat info field.
- "stable" mode disables all resolution optimizations that can affect
stability of the shadow map (e.g. lispsm, focusing)
- expose near/far hint + stable option to java
* 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
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.
It's now possible to enable/disable tone-mapping, fxaa, msaa and
dynamic resolution independently.
A new set/getToneMapping() method is added to View.
It's still possible to disable *all* these post-processing effects
together using setPostProcessing(). This is currently needed when
rendering a transparent view (such as UI) on top of another view.
This limitation might be addressed in the future.
This fixes#621
Filamat public headers were including a private header. This PR fixes
this problem. It also forces filamat to always be compiled to avoid
breaking filamat without noticing. The flag `-l` is not available
anymore in build.sh as a result.
- EngineEnums.h is not a private headers as it contained mostly private
stuff
- MaterialEnums.h is still public, but now only contains public stuff.
Private parts were moved to MaterialEnums.h or MaterialBuilder.h
- And finally SamplerBinderMap is moved under private/ as well, since
it's certainly not a public API.
With this change, the public headers of filabridge become more reasonable
and limited.
This moves our existing VertexBuffer utility into a new "geometry"
library and adds new functionality for computing tangents based on UV's.
The UV-based method comes from Eric Lengyel.
We considered mikktspace (which thankfully has a zlib-style license) but
it would require re-indexing via meshoptimizer and is therefore a bit
heavyweight.
The new library has no dependencies and will add only 7 KB to Filament's
Android aar file.
Fixes#858 and preps for #528.
* Android standalone toolchains are not longer necessary
The latest NDK (19) contains ABI/API level specific command line
tools making standalone toolchains unnecessary. This change adapts
to the new model which greatly simplifies the build script and
ensures the latest version of the tools is being used.
Note that this requires a fairly recent version of CMake which fixes
a bug related to ranlib. This change was tested with CMake 3.13
(CMake 3.7 does not work).
* Modify CI build script to fetch recent CMake
* Remove dependency on standalone toolchains in Windows README
* Use correct CMake path
* Update NDK to latest
* Only download CMake and NDK for Android builds
* Add version constant for ninja
* Make output more quiet
The bug was reproduced and the fix was verified by copying the following
code snippet into one of our Android samples:
val norm = floatArrayOf(1.0f, 0.0f, 0.0f)
val tang = floatArrayOf(0.0f, 1.0f, 0.0f, 1.0f)
val expected = floatArrayOf(0.5f, 0.5f, 0.5f, 0.5f)
val resultBuffer = FloatBuffer.allocate(4)
val qtc = VertexBuffer.QuatTangentContext()
qtc.quatCount = 1
qtc.quatType = VertexBuffer.QuatType.FLOAT4
qtc.outBuffer = resultBuffer
qtc.normals = FloatBuffer.wrap(norm)
qtc.tangents = FloatBuffer.wrap(tang)
VertexBuffer.populateTangentQuaternions(qtc)
Log.e("Filament", "${expected[0]} == ${resultBuffer[0]}")
Fixes#695.
Amazingly, the size field in PixelBufferDescriptor was often totally
incorrect for Java-based clients. The reason we did not notice: OpenGL
often consumes a pointer to image data without consuming a byte count
(e.g. glTexImage2D).
OpenGL infers size from dimensions + format, but Vulkan does not. This
caused texture corruption with Vulkan on Android.
This fix follows a pattern used in other places such as
FRenderer::readPixels.
* Fix the Android filamesh file loader
The loader was not updated to support the SNORM16 format now sometimes
used to encode UV sets in filamesh files.
Fixes#708
* Update android/samples/image-based-lighting/app/src/main/java/com/google/android/filament/ibl/MeshLoader.kt
We still do not compile the Vulkan backend for Android by default, this
simply makes it possible to use the samples on Vulkan with a one-line
change, which is useful for testing purposes.
This change also makes it so that the materials used for the samples
include SPIR-V. This makes them fatter but they are merely samples.
I still consider Vulkan on Android to be experimental, there are some
features that need to be implemented.
* Fix FXAA computations in mediump
UV coordinates computed in highp should be passed to the FXAA function
in highp as well. This change also fixes a potential division by 0 which
was causing dir1 to have components set to inifinity, thus breaking the
texture sampling calls below. We fix this with an early exit when a
potential division by 0 is detected. The original code contained a bias
to try to avoid this problem but that bias was not always enough. It
was frequent in mediump to cancel out the bias.
* Update shaders/src/fxaa.fs
Co-Authored-By: romainguy <romainguy@curious-creature.com>
* Improve rendering to TextureView
UiHelper wasn't calling the resize callback at init time when attaching
to a TextureView, but it was for a SurfaceView. This makes both code
paths consistent and fixes the standard samples if they are modified to
render to a TextureView.
This change also adds a new sample app that shows how to render into
a TextureView.
* Suppress warning
* Suppress another warning
We simply don't emit unwind tables, which are not needed anyways since
we're compiling without exceptions. the combined saving for all four
targets we support is about 120K.
This seems to improve .aar's compression, for a total gain of 152 KiB.
We also disable stack-protector in the jni code, since it wasn't
enabled in libfilament.a anyways. However, we now compile all debug
builds with -fstack-protector
* 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
THIS CHANGE BREAKS MATERIALS.
This adds getUserTime() in shaders/materials, which returns the time
in second since Renderer::resetUserTime() was called.
Two values are provided, the time in second encoded as a float and
the difference between that and the double value, which together allows
to perform high precision time computation when needed.
This change allows longer running animations in materials. Using only
the float value, give millisecond resolution for more than 4h.