Commit Graph

208 Commits

Author SHA1 Message Date
Philip Rideout
c1c5776439 Serialization: enforce correctness for bool.
If expecting a bool and receiving anything other than true or false,
this is invalid and should fail. This change triggered a unit test
failure which uncovered several actual problems.
2021-05-10 13:27:41 -07:00
Philip Rideout
f5ee074674 Remote UI: fix lensFlare serialization. 2021-05-10 12:11:25 -07:00
Mathias Agopian
0c787b94b8 update remote ui 2021-05-10 11:22:55 -07:00
Mathias Agopian
c23a7343d4 update remote ui 2021-05-07 16:57:05 -07:00
Mathias Agopian
d1c8d42bd2 update remote ui 2021-05-07 15:19:15 -07:00
Romain Guy
459f70f7b4 Update docs 2021-05-03 17:55:32 -07:00
Romain Guy
f5adbbddb8 Fix typo 2021-04-27 20:33:58 -07:00
Mathias Agopian
036bfa9b20 Materials now have a quality property.
We used to have that before, but it was hardcoded and depended on
mobile vs. desktop.
With this change, users can set the quality on the material itself.
The default match the current settings. There are 3 quality levels:

low: enables optimization that might not be 100% correct 
     (e.g. abs(x) instead of sqrt(x*x))

normal: like low, but doesn't sacrifices correctness.

high: could be improved upsampling, etc...
2021-04-27 14:20:50 -07:00
Romain Guy
9c123a59ab New experimental tone mapper (#3850)
* New experimental tone mapper

The new tone mapper proposed in this change replaces Uchimura (see
below) and is composed of two distinct algorithms:

- The first is the customizable compression curve from Timothy Lotte
  (from GDC 2015). The curve's default parameters were chosen to
  match the overall appearance (contrast) of the ACES curves used
  as our current default tone mapper. This was done to provide a
  good migration path to making this new solution the default in
  a future version of Filament.
  The compression curve can be customized via its contrast, shoulder,
  input middle gray, output middle gray, and maximum "HDR value"
  (scene referred).
  It is important to note that the compression is only applied to
  the luminance of the input scene referred value.
- The second is a novel approach by Troy Sobotka called Exposure
  Value Invariant Luminance Scaling (or EVILS). This solution works
  on the largest chromatic channel of the input value as opposed
  to mapping all RGB channels as we do in our other tone mappers.
  The algorithm effectively scales all channel by a ratio that
  depends on both the compressed luminance from the first stage
  and the luminance of input value normalized by the largest
  channel.

This new solution offers important benefits as it manages to
preserve chromaticity for high input values. It is also designed
to provide a desirable rolloff to white on overexposure. This
means that even without gamut mapping, this solution avoids many
hue skews (red to orange, blue to purple, etc.). The results
provided by this solution are much more natural and make using
other color grading tools much easier.

* Use std::pow instead of pow

* Fix Web builds
2021-04-26 18:09:37 -07:00
Ben Doherty
03d74f1313 Update web docs, add note about shadowMultiplier (#3855) 2021-04-26 12:05:25 -07:00
Mathias Agopian
9914eb84a4 Fix documentation for getNormalizedViewportCoord
Fixes #3821
2021-04-23 22:39:01 -07:00
Philip Rideout
3c09d8784a Minor fixups for drag-and-drop viewer page. 2021-04-15 10:11:05 -07:00
Philip Rideout
09bda8a1dc Add glTF viewer to public website.
This will allow folks to drop a GLB into the following page to get a
WebGL preview. It always uses the latest version of Filament via unpkg.

https://google.github.io/filament/viewer

After the next release we can also use the `<filament-viewer>` component
itself from unpkg and remove the local copy.
2021-04-14 10:42:38 -07:00
Mathias Agopian
9302a2e711 update remote controler 2021-04-06 21:18:18 -07:00
Philip Rideout
4f49cdbd1e Update remote control web page. 2021-04-06 14:17:07 -07:00
Philip Rideout
7d604cd05b Add script that updates remote UI.
This script makes it easy to update the web page at
https://google.github.io/filament/remote/ even if you do not have the
emscripten SDK. It works by downloadinug the latest continuous web
build, then placing the wasm file in the right place.

After running the script, the user must make a git commit to finish the
operation.
2021-04-02 12:34:16 -07:00
Philip Rideout
e19dff18c3 Add JSON unit test, fix ring count output.
Shockingly there were no unit tests that did a simple write-then-read.
This is important because it's easy to forget details such as trailing
commas and the fact that uint8_t is a char.
2021-04-01 21:06:44 -07:00
Philip Rideout
deee5d2815 Update the remote web page. 2021-04-01 18:00:49 -07:00
Philip Rideout
3161f6a8f1 Remote UI now handles keyboard input. 2021-03-30 08:15:01 -07:00
Philip Rideout
4197afba49 Web site: update Filament in /remote. 2021-03-24 08:24:00 -07:00
Philip Rideout
dced766999 Update Remote Control page. 2021-03-10 10:51:19 -08:00
Philip Rideout
61b1542468 Add new remote page to site. 2021-03-08 08:57:57 -08:00
Philip Rideout
50799f3760 Replace QR code page with something better. 2021-03-02 18:36:38 -08:00
Philip Rideout
74aa7d3c87 Add QRCode page for glTF files. 2021-02-28 17:59:53 -08:00
Romain Guy
22d16c1910 Fix typo in docs 2021-02-19 12:04:45 -08:00
Romain Guy
4ad947f0ad Update docs 2021-02-12 10:54:54 -08:00
Philip Rideout
0f9cee0b83 Update WebGL demos on website.
This includes an important fix for Chrome on Windows, which does not
support RGB16F.
2021-02-09 11:41:09 -08:00
Romain Guy
317c82711b Improve docs generation (#3527)
build.sh -w now performs a full install of dependencies instead
of relying on local installation tricks.
2021-02-09 11:40:02 -08:00
Romain Guy
9da69dac46 Update documentation 2021-02-09 10:43:49 -08:00
Ben Doherty
07ddd52dcf Add getVertexIndex API for vertex shaders (#3493) 2021-02-04 12:40:21 -08:00
Romain Guy
dc2d55c409 Update static documentation 2021-01-14 10:29:38 -08:00
Romain Guy
c0b8e98a93 Update documentation to fix broken links 2021-01-14 10:28:56 -08:00
Romain Guy
2895530e09 Add support for sheenColor and sheenRoughness (#3358)
* 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
2020-12-12 11:07:40 -08:00
Romain Guy
6486eba7e2 Fix typo in docs 2020-11-09 09:37:10 -08:00
Ben Doherty
f31eb09ca0 Add Live Wallpaper Android sample (#3161) 2020-10-06 11:03:55 -06:00
Pixelflinger
dc16eb04f8 rename .blurScale to .cocScale in dof options
.blurScale was in fact a scale factor applied to the circle of
confusion (which makes it indeed a "blur scale", but let's use
a more precise language here). 

Update comments to show how to  use .cocScale to control the DoF
effect independently from the camera aperture, which can be useful for
artistic reasons.
2020-09-14 22:22:52 -07:00
Benjamin Doherty
014abbfb63 Fix documentation bug 2020-09-11 15:43:20 -07:00
Romain Guy
0584cea125 Update website 2020-08-07 11:02:38 -07:00
Romain Guy
058c9cd28b Update docs 2020-08-07 10:55:11 -07:00
Philip Rideout
3862b44ef4 gltfio: Add support for KHR_materials_transmission.
This chooses type=THIN, mode=SCREENSPACE, and blending=TRANSPARENT.

Due to sampler overload, we print a friendly error message and enable a
fallback if the user tries to simultaneously enable ubershader mode, the
clearcoat extension, and the transmission extension.
2020-07-22 08:40:55 -07:00
Romain Guy
8c9cc988a6 Update references to master with references to main 2020-06-16 13:35:57 -07:00
Romain Guy
56682794d3 Update getTime() documentation 2020-06-16 13:14:48 -07:00
Philip Rideout
242e8d1b56 Update live JS demos and tutorials.
At some point I should probably change the tutorials to use a versioned
NPM package rather than a checked-in prebuilt Filament WASM file.

Fixes #2686.
2020-06-15 11:34:59 -07:00
Romain Guy
fbb8742cbd Add new color grading feature: shadows/mid-tones/highlights (#2623)
* Add new color grading feature: shadows/mid-tones/highlights

This feature can be used to color correct specific tonal ranges.
The tonal zones can be precisely controlled.
2020-06-02 12:28:38 -07:00
Romain Guy
50adc1f661 Add per-view color grading LUT (#2615)
* Add the ability to set a ColorGrading LUT per View

In this change, material_sandbox allows to change the tone mapping
operator at runtime.

* Add Mathematica notebook used to explore white balance

The implementation is meant to reproduce the temperature/tint sliders
founds in Adobe Lightroom. The temperature can be offset from 2,000K
to 50,000K using a slider between -100 and +100 (-1.0 to 1.0 in our
API). The range of tint was modelled after the range used for the
temperature.

* Fix various issues

- A refactoring wrongly remamed the color grading pass
- Setting a View's ColorGrading to null selects the
  default color grading options

* Implement white balance in ColorGrading
2020-05-31 19:24:42 -07:00
Romain Guy
91f052a9b0 Clarify doc 2020-05-10 14:15:42 -07:00
Romain Guy
6a0a2d965e Update documentation 2020-05-09 15:13:25 -07:00
Philip Rideout
fb643eb422 Update web site and JS tutorials.
This updates the tutorial markdown, fixes up the literate programming
Python script, and updates the web site itself.

The doc build script now uses a Pipfile instead of "requirements.txt",
which I find less frustrating since it does not interfere with other
Python projects on your machine.

Fixes #2483.
2020-05-05 12:39:25 -07:00
Pixelflinger
13767c3bb4 Don't use gl_FragCoord anywhere as it breaks with custom viewports
This fixes dynamic lighting and SSAO when a viewport is not in 0,0.
In practice this currently happens only when all post-processing is
disabled.

Instead of using gl_FragCoord we introduce a new API, 
getNormalizedViewportCoord(), which as the name implies returns
normalized [0, 1] viewport coordinates with origin at the bottom-left,
on all platforms.

This is implemented in this PR by interpolating gl_Position.
2020-05-01 23:51:17 -07:00
Romain Guy
54a4545ac5 Update README 2020-04-25 10:37:13 -07:00