Support legacy morphing (morphing with targets supplied via VertexAttributes) for older clients. This gives clients more time to transition over to the new MorphTargetBuffer API.
* API CHANGE: honor user-defined precision, rename SamplerPrecision.
matc now honors 'precision' on non-samplers in mat files, and
the filamat API now allows clients to specify precision for
non-samplers.
This involved flattening a union that is internal to filamat.
* MaterialBuilder: Add Java bindings for precision.
* Materials can now provide custom lighting/shading
When a material uses the "lit" shading model, customSurfaceShading can
be enabled to replace Filament's lighting implementation. When this
feature is enabled, the material *must* provide the following function
in the fragment shader block:
vec3 surfaceShading(
const MaterialInputs materialInputs,
const ShadingData shadingData,
const LightData lightData
) {
return vec3(1.0); // custom lighting here
}
Please refer to the docs in Materials.html for more information about
this feature and the different values provided by the data structures
passed to the function.
* Update docs
* Update docs/Materials.md.html
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
* Stop using members as globals between methods
* Multi-thread shaders generation with JobSystem
* Pass JobSystem to MaterialBuilder::build()
* Fix MeshAssimp to use the new API
* Allow the Java API to pass a job system via Engine
* Update docs
* Apply suggestions from code review
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections
The last method is more expensive but produces the best results.
This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
consistency
- Fixes user time in shaders
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 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
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.