Until now we were using TARGET_MOBILE in our shaders for both
quality setting and correctness.
With this PR we introduce a new define FILAMENT_QUALITY which currently
can take two value FILAMENT_QUALITY_LOW and FILAMENT_QUALITY_HIGH and
we use that instead of TARGET_MOBILE for quality settings.
Currently, FILAMENT_QUALITY_LOW is selected when TARGET_MOBILE is set.
It looks like the layout(location) is needed for output parameters of
the fragment shader in GLES. Adreno dirver didn't seem to care, but
Mali drivers do.
This fixes shaders that use multiple out buffers in debug mode.
* Add support for sheenColor and sheenRoughness
This work is necessary to support the glTF extension KHR_materials_sheen.
This change effectively adds the specular lobe from the cloth material
model to the base material model. The cloth model remains useful for
its extra subsurface color feature but also because it's cheaper.
* Add support for KHR_materials_sheen to gltfio
* Update documentation
* Document default shading values
* Add support for bent normals
Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.
* Save a couple of multiplications in bent specular AO
When dealing with thin objects we really have two thicknesses to
consider, the thickness in the direction of the normal, which
corresponds to the value used for solid objects, and the thickness of
the object's walls, which generally is a constant.
Reusing thickness in the later case is problematic for assets that have
a thickness map, but are rendered hollow.
In the future we can even imagine handling double-sided hollow objects
by using the thickness information -- e.g. a hollow cube.
Normally the IOR is deduced from the reflectance, but now we allow to
specify the IOR instead or in addition to the reflectance.
In the later case, it's possible to create physically impossible
materials, but this can be useful for artistic reasons.
* Add the ability to modify clip space coordinates in the vertex shader
This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.
* Address code review comments
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.
Stay tuned for a new sample app that demonstrates this feature.
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
* Add new shading model to Filament for specularGlossiness.
This adds a shading model based on KHR_materials_pbrSpecularGlossiness.
The corollary gltfio change will be in an upcoming PR.
* Improve documentation for specular-glossiness
* 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
This is just a cleanup and does not change any behavior. The old code
was a little strange because we'd generate code designed for OpenGL but
we'd pass VULKAN to the code generator. This was a little white lie that
really meant: "I will need SPIRV (for optimization purposes only)"
Instead of passing SamplerInterfaceBlocks and a SamplerBindingMap to
Program, we now set a 'sampler group' per binding point:
Program::addSamplerGroup(...)
A sampler group here consists of a list of N 'Sampler' and a 'Sampler'
is just a unique name (unifrom name in the shader) and binding point in
the shader.
That's all the driver layer needs.
With this change we get rid of the code that re-created the uniform
names in the driver -- this should never have been done there. And we
also remove the hash-map lookups in vulkan and metal drivers.
- 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.
In the public docs and materials API, Filament "variables" are custom
interpolants (outputs of VS, inputs of FS). However we internally used
"variables" to also refer to built-in VS inputs.
CodeGenerator had a generateVariable method and a generateVariables
method, which did something completely different. :)
* Enable optimization passes on materials with external samplers
Because external samplers are not properly supported by SPIRV and
associated library (spirv-cross and spirv-tools) we currently disable
all optimizations when we encounter a material with external samplers.
This however causes issues on some misbehaved drivers (not running
the optimizations has a side effect which causes a crash). To enable
the optimization pass we simply rely on the Vulkan codegen target to
substitute samplerExternal with sampler2D. We then analyze the output
GLSL (post-optimization) and revert the relevants sampler2D declarations
to samplerExternal declarations.
This fixup only occurs after optimization and for mobile targets and
if external samplers were declared.
* Address review comments
* Add clear coat normal map support
This change allows to set a separate normal map for the clear coat layer of a material.
* Document the new clearCoatNormal property
* Fix typo
* Fix post-process shader when not in Vulkan
The post-process shader must not flip the source texture when we compile for OpenGL. This happens because we use SPIR-V/Vulkan as an intermediate format.
* Fix the Android build
We need to output a location when targeting SPIR-V for mobile.
* Update build instructions
* Compile shaders in a separate static library
Each shader string is now part of a separate .o file, which should make recompiling filamat/matc a tad more enjoyable.
* Shaders.h belongs to filamat, not filament