Commit Graph

862 Commits

Author SHA1 Message Date
Benjamin Doherty
29d5ae621a Release Filament 1.32.4 2023-04-19 14:09:32 -04:00
Benjamin Doherty
3603aaafa6 Release Filament 1.32.3 2023-04-11 11:17:21 -07:00
Benjamin Doherty
9b98ae66ce Release Filament 1.32.2 2023-04-05 12:54:40 -07:00
Mathias Agopian
4503ad1e34 fix -ffast-math and -fno-finite-math-only
- remove -ffast-math in place where it didn't seem too useful
- added -fno-finite-math-only everywhere we use -ffast-math so that
  isinf/isnan work.
2023-03-30 16:15:42 -07:00
Mathias Agopian
d8eb48c9de Improvements to fog
- FogOption::color is now correctly multiplied by the exposure and
  environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
2023-03-23 09:31:01 -07:00
Mathias Agopian
3ccd592eab fix manual instancing
only use the instanced UBO with automatic instancing.

Fixes #6579
2023-03-23 09:30:36 -07:00
Benjamin Doherty
a157546d82 Release Filament 1.32.1 2023-03-21 15:47:47 -07:00
Benjamin Doherty
7e54bc8bcd Release Filament 1.32.0 2023-03-14 10:46:08 -07:00
Daniel Rahme
e30a99f692 Fix wrong package name 2023-03-13 15:14:46 -07:00
Benjamin Doherty
7cca872af5 Release Filament 1.31.7 2023-03-09 10:39:17 -08:00
Powei Feng
df78322bdc android: fix sample-material-builder app name (#6624)
fixes #6622
2023-03-08 11:11:56 -08:00
Romain Guy
5a75fb9b53 Add new alphaToCoverage material property (#6606)
* Add new alphaToCoverage material property

The alphaToCoverage property lets you enable or disable alpha to coverage
in a material. More importantly it lets you overrides the behavior of
blending: masked which automatically enables alphaToCoverage.

* Update release notes
2023-03-02 12:40:55 -08:00
Benjamin Doherty
78785a5bca Release Filament 1.31.6 2023-03-01 11:23:37 -08:00
Benjamin Doherty
29983772ed Release Filament 1.31.5 2023-02-21 13:16:09 -08:00
Mathias Agopian
94f121f37d Add a camera near/far setting in gltf_viewer 2023-02-17 11:16:42 -08:00
Mathias Agopian
337e18051a The default render channel is now 2 instead of 0
This also fixes some potential issues with refraction when using
render channels.
2023-02-13 17:31:34 -08:00
Benjamin Doherty
d2690bf75a Release Filament 1.31.4 2023-02-13 11:51:06 -08:00
Igor Korobka
d613145c1a Fix JNI after minification is applied
UbershaderProvider.getNativeObject() is accessed from AssetLoader.cpp,
so it must be annotated with @UsedByNative("AssetLoader.cpp") to
avoid runtime crashes when minification is applied.

Fixes #5944
2023-02-08 15:29:55 -08:00
ritik619
a788f66e18 Fixed typographic error 2023-02-08 12:01:50 -08:00
Romain Guy
9ca3a7456c Fix JNI 2023-02-08 09:07:59 -08:00
Mathias Agopian
a7bf90f5be build.sh -d is now split in two options
`-d` now enables matdbg and adds debugging data, but doesn't affect 
 material optimization

`-g` disables material optimizations


A similar change is done with gradle options. The new proprety
`com.google.android.filament.matnopt` is used to disable material
optimizations.

These options mimic `matc` options.
2023-02-01 23:59:00 -08:00
Benjamin Doherty
03b89b4327 Release Filament 1.31.3 2023-02-01 11:53:41 -08:00
Mathias Agopian
4a09e13e9d fix a couple typos and consts.
make it easier to activate matdbg on android builds, by adding, but
commenting out the appropriate property.
2023-02-01 10:03:20 -08:00
Mathias Agopian
5754b9907d Add support for sRGB swapchains
This change adds a 'SRGB' config flag when creating a SwapChain that
enables linear to sRGB conversion on write.

When using this flag, the linear->srgb conversion in the color grading
post processing should be disabled (or, the whole post-processing
stage should be disabled).

There is also a new query to determine if this flag is supported by
the underlaying platform.

On Metal, this happens automatically when the underlaying layer is sRGB.

This reverts commit 3799e219fc.
2023-01-31 09:29:02 -08:00
Benjamin Doherty
298e54c32a Release Filament 1.31.2 2023-01-24 14:26:22 -08:00
Mathias Agopian
d0c043c7ff implement draw command channels
There can be up to 4 channels drawing commands can be associated to. 
Channels work like "priorities" except it's the strongest command ordering 
key, in particular it takes precedence over the object's blending mode.
2023-01-23 13:47:41 -08:00
Benjamin Doherty
5017cbe67e Release Filament 1.31.1 2023-01-18 14:23:21 -08:00
Romain Guy
6a02dd0993 Update to Android Studio Electric Eel and AGP 7.4.0 (#6456) 2023-01-13 08:21:03 -08:00
Romain Guy
bbe46071f3 Update Android dependencies (#6452) 2023-01-12 10:02:18 -08:00
Benjamin Doherty
72bba47880 Release Filament 1.31.0 2023-01-10 12:50:17 -05:00
Benjamin Doherty
2f0bdd9c39 Release Filament 1.30.0 2022-12-19 11:11:45 -08:00
Koncz Levente
c2fcaf7a6b Add RGTC + BPTC support (#6320)
* Add RGTC support
* Add BPTC support
2022-12-06 11:18:35 -08:00
Mathias Agopian
d8c9391498 fix clear options
When more than one view was used, only the first view was cleared with
the ClearOption. This was actually intended when the views are rendering
into the swapchain (e.g. post process disabled), but that's incorrect 
when the views render into intermediate buffers.

The clear flags are now associated with the actual rendertarget.
2022-12-02 15:24:40 -08:00
ThomasGorisse
fe67404fd5 Fix typo in LightManager documentation 2022-11-28 14:56:22 -08:00
ThomasGorisse
555ed96918 Fix confusing typo in Camera documentation 2022-11-28 14:56:22 -08:00
Benjamin Doherty
e2384f59a2 Release Filament 1.29.0 2022-11-21 15:44:09 -08:00
Mathias Agopian
b1e438e141 move vsm's MSAA sample count to the view settings
VSM's MSAA is no longer a "per light" setting, it is now global for
the whole view.
2022-11-14 15:29:08 -08:00
Benjamin Doherty
957380b258 Release Filament 1.28.3 (ignore prev commit) 2022-11-09 16:41:13 -08:00
Benjamin Doherty
fe3f16924d Release Filament 1.29.0 2022-11-09 16:37:39 -08:00
Mathias Agopian
41ef71abdf Add MaterialInstance getters for overridable properties (#6243)
In addition to the new getters, this change fixes the duplication of
a MaterialInstance, which didn't carry along the following states:
  - alpha mask threshold
  - specular AA threshold
  - specular AA variance
  - double sidedness

TODO: stencil state, polygon offset and scissor are stil not queryable
2022-11-01 11:22:01 -07:00
Benjamin Doherty
f2c049222b Release Filament 1.28.2 2022-11-01 13:01:13 -04:00
Benjamin Doherty
f7cfc6a65e Release Filament 1.28.1 2022-10-25 13:07:56 -04:00
Benjamin Doherty
2d43ad59ec Revert Android API_LEVEL change
glDispatchCompute requires Android API level 21, however bumping our
required minimum from 19 to 21 caused some clients' builds to fail.
Commenting-out that line for now to proceed with the 1.28.0 upgrade.
2022-10-18 13:34:50 -04:00
daemyung jang
784416f658 Support glTF EXT_meshopt_compression 2022-10-17 09:57:58 -07:00
Benjamin Doherty
affc5be840 Release Filament 1.28.0 2022-10-13 12:35:45 -04:00
Mathias Agopian
acd5823953 Add support for point light shadows
[experimental]
2022-10-10 13:03:36 -07:00
Mathias Agopian
734d8ff85c rename upcast() to downcast()
it was down casting all along!
2022-10-07 17:50:56 -07:00
Mathias Agopian
5aa414dd24 support for ELVSM and 32 bits xVSM
This basically adds two settings:
- highPrecision at the View level, which controls the bit depth
  of the vsm shadow texture used. This affects all shadowmaps.
- elvsm per shadowmap, which enables Exponential Layered VSM.

the main change in the shaders is that we now always output the 
"negative" EVSM, even when it's not enabled. If no shadowmap uses
ELVSM, then the texture is stil an RG texture and the calculation is
lost (with some luck culled by the shader compiler), either way it's
not a lot of math and it's done only once per shadow texel.

During the color pass, on the other hand, we compute the "negative"
EVSM only if enabled.
2022-09-30 12:04:27 -07:00
Mathias Agopian
fc484bd319 fix "stable" shadows
We were always adjusting the near/far of the view volume based on the
scene content for shadowing, which defeated the "stable" shadows.

Also changed the default cascade splits from a linear split to a
log2 split, because due to the perspective projection, the log2 split
actually looks linear. Also intuitively, it makes more sense to give
more resolution to the shadows close to the camera.
2022-09-30 12:00:02 -07:00
Philip Rideout
15ba54c4c5 Update README wrt Android Studio Version. 2022-09-29 16:28:50 -07:00