* 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
This needs a bit more testing before merging, but I wanted to put up the
PR for review. I will look into supporting Android after we land this.
Fixes#1932.
- handle heightFalloff=0 (i.e. fog doesn't depend on height) correctly,
previously, a divide-by-zero on the cpu side would get in the way.
The fix is to clamp heightFalloff to a small-enough value, and to
make sure that this is handled correctly in the shader.
- default fog distance is 0 instead of 1m
- inScatteringSize parameter should be allowed to be large in samples
This replaces the "bindings" structures with simple types that re-use
data structures from cgltf.
This also moves some trivial work from ResourceLoader to AssetLoader,
which simplifies the communication between these two classes.
Motivated by #1932.
* Add support for screen-space contact shadows
This CL adds support and always enables it.
toggles and setting in the next CL (same PR).
* Plumb settings for screen-space contact shadows
screen-space contact shadows is handled like a shadow option,
parameters (including on/off) are set in the LightManager, using
the existing ShadowOptions API.
Additionally there is a per-renderable toggle.
Both toggles are off by default.
* Allow contact shadows when shadowing is auto-disabled
Shadowing can be auto-disabled when for instance there are no
shadow casters in the scene. We still allow contact shadows in
that case.
This would allow for instance, to make the vegetation on a terrain
not shadow-casting, and still get some shadowing there by using
contact shadows instead.
* apply micro-shadowing after contact shadows
also, don't compute contact shadows when we know we're fully shadowed.
This change adds new commands to matinfo to print dictionaries.
This feature is useful to debug dictionaries, and I just used
it to identify that using a shared dictionary would save ~12 KiB
in the Android build. The macOS build (GLSL + Metal) would go
down to 71 KiB from 136 KiB.
The SPIRV to Metal conversion leaves leading spaces and some
comments. This change also runs the shrinker on optimized Metal
shaders to further reduce the size of shaders.
we've had issues with some devices running in arm mode, where they
would throw spurious SIGILL on the WFE instruction used in spin locks.
Since on Android Mutexes are very efficient, we just use that instead.
This might fix#2197
libmath itself doesn't expose any stream operators anymore. However,
libutils is able to automatically print libmath types into its
io::ostream -- however matrices are not formatted nicely.
Added a new optional library, libmathio, that provides std::ostream
operators for all libmath types. libmathio does a better job at
formating matrices.
Also removed apply() and map() from libmath because there were not used
anywhere and they forced us to depend on <functional> in public headers.
This is 466 KB insted of the usual 850 KB. It assumes that users do not
need spec-gloss, non-lit, or a special transparency mode.
(uncompressed SO size on arm64)
We can add a new maven project for this next week.