Commit Graph

274 Commits

Author SHA1 Message Date
Romain Guy
8b2ea72be2 Fix emissive in unlit shaders
This change applies exposure compensation just like with
lit shaders.
2020-02-25 09:47:06 -08:00
Romain Guy
8eaa1f5e88 Add options to skip samples (#2163)
-DFILAMENT_SKIP_SAMPLES=ON with CMake
-Pfilament_skip_samples with gradle

This change also renames CMake options specific to Filament
to avoid clashes with subprojects.
2020-02-24 18:15:33 -08:00
Pixelflinger
4dd3d7ab5e Greatly improve SSAO quality by using better samples
The power parameter now really controls the contrast. It's default value
is now 1, instead of 0.
2020-02-19 22:09:53 -08:00
Mathias Agopian
8bbf0ce9ef Bloom can now have a dirt texture applied 2020-02-13 20:51:43 -08:00
Philip Rideout
67406c42ec Clamp viewport width to prevent floating point exception.
To trigger an exception users could either shrink the window or enlarge
the sidebar. Constraining both of these is somewhat tricky so let's
just clamp the viewport width at a low level.
2020-02-12 12:07:51 -08:00
Philip Rideout
9358c7313e Remove STL from ResourceLoader API. 2020-02-12 10:03:06 -08:00
Philip Rideout
a61bc51271 Add Java bindings for SurfaceOrientation.
Note that libgeometry is already included in `filament-android`, this
simply exposes more of its existing functionality.

The Java version of SurfaceOrientation is similar to the JavaScript
version because we are bundling it into the main Filament package, even
though it is a separate library in C++. This is much simpler than
creating a brand new Java package.

New Android sample that tests this is forthcoming.

Fixes #1729.
2020-02-11 12:38:06 -08:00
Mathias Agopian
bccb8260e2 Implement a Bloom post-process effect 2020-02-11 12:15:57 -08:00
Romain Guy
88dd32b1a7 Add emissive to material_sandbox 2020-02-06 16:20:22 -08:00
Philip Rideout
e8e847a662 gltfio: various cleanup in response to PR review 2020-02-04 12:47:32 -08:00
Philip Rideout
d2c883877d gltfio: hide entities with not-yet-ready textures.
This feature adds one new method to `FilamentAsset` and uses it in our
Kotlin, JavaScript, and C++ helpers:

    utils::Entity popRenderable() noexcept;

This pops a ready renderable off an internal queue, or returns 0 if no
renderables have become ready. It provides a simple way for clients to
gradually add renderables to the scene as they become ready. Previously
clients could only get the entire list of entities, regardless of
whether they had Renderable components or complete textures.

To facilitate this feature, this PR adds a new internal-only class to
gltfio called `DependencyGraph`, which is a temporary object used for
bookkeeping during the asynchronous load.

`DependencyGraph` discovers ready-to-render entities by tracking the
textures that each entity depends on. This is a graph because
renderables connect to a set of material instances, which in turn
connect to a set of parameter names, which in turn connect to a set of
texture objects. These relationships are not easily inspectable using
the Filament API or ECS.
2020-02-04 12:47:32 -08:00
Philip Rideout
c681cd243a gltfio: Introduce the asynchronous API and use it.
We were already using jobs for decoding PNG and JPEG files, but we were
doing a join. This add three methods to ResourceLoader that allow
clients to amortize the decoding process across multiple frames, even on
single-threaded platforms like WebGL.

This PR adds async loading to the following demos:
- samples/gltf_viewer (now shows a progress bar in the UI)
- android/sample-gltf-viewer
- web/samples/helmet.html

Fixes #1876.
2020-01-31 09:20:48 -08:00
Romain Guy
bc554f77f4 Add documentation for refractive materials 2020-01-30 17:43:21 -08:00
Mathias Agopian
610dca88a3 Remove everything related to the depth-prepass
depth-preass is no longer supported.
2020-01-29 13:32:45 -08:00
Mathias Agopian
f290742f1b Screen-space refraction
With this PR screen-space refraction is functional.

Caveats:

The blur passes for supporting rough refractive materials is quite
heavy and increases with the resolution.

SSR uses a gaussian approximation for the brdf and therefore doesn’t
match perfectly cubemap-based refraction and IBL.

The use of MSAA with screen-space effects, while working, is going
to incur a large cost, especially on tilers.
2020-01-29 10:17:08 -08:00
Romain Guy
aa3b0a4e16 Add --single to only edit the first renderable 2020-01-28 17:12:20 -08:00
Mathias Agopian
3105a8330e remove unneeded includes in public headers
Replace with forward declarations if needed and includes in .cpp that
now need them.
The idea here is to have our headers have the least amount of impact as
possible on our clients (e.g. compilation time).
2020-01-24 12:13:48 -08:00
Philip Rideout
2854c0627d camutils: add support for Builder pattern.
This makes the upcoming Java bindings simpler and improves parity with
existing API conventions.

Note that camutils does not depend on filament and therefore cannot use
BuilderBase.

Note that the Manipulator Builder state is public which breaks with
convention but makes implementation simple and allows C++ clients to
continue using modern initializer syntax if they wish.
2020-01-14 15:26:22 -08:00
Ben Doherty
8dbb4c6b7e Add new heightfield sample (#2004) 2020-01-08 11:55:28 -08:00
Philip Rideout
7d548151d7 Introduce camutils library.
This moves the camera manipulator into its own library and adds new
functionality including a new "Google Maps" manipulator and a bookmark
feature to facilitate camera animation.

Java bindings and an Android sample will land later this week.
2020-01-06 16:12:05 -08:00
Philip Rideout
898ed70aa0 Remove <iostream> from math headers.
This speeds up our build time by using <iosfwd> and un-inlining the
vector print functions.
2020-01-06 15:09:06 -08:00
Romain Guy
78842b59c9 Only build FBX and OBJ importers (#2003) 2020-01-06 14:38:32 -08:00
Philip Rideout
25c4efd2db cmgen: do not create useless folder for KTX files
With KTX, we should simply create the specified output folder and put
the KTX file(s) in there. There is no need to create a subfolder of the
output folder.

This change also allows users to pick a custom name for their KTX file,
because we only use the "deployment" name when generating filenames.
2019-12-18 13:03:02 -08:00
Philip Rideout
ddf85bae72 CMake: add a convenient "run" target for quick testing.
This is just a shortcut for building gltf_viewer, then immediately
running it, which is something we do a lot.
2019-12-12 13:12:23 -08:00
Romain Guy
8e00df1de5 Add Color::absorptionAtDistance() to compute absorption for refraction. (#1964)
Specifying the transmittance color at a specific distance is more
user-friendly than specifying absorption coefficients directly.
2019-12-10 18:20:23 -08:00
Mathias Agopian
36cdadd238 fix gltf_viewer calculated light position/intensity 2019-12-10 14:44:23 -08:00
Pixelflinger
dd8c0a759f Improve IBL's diffuse
If spherical harmonics are not specified in IndirectLight (i.e. 
omitted entirely), we instead use the roughness==1 LOD in the shader.
This produce much better results with absolute HDR environment, and 
generally works better more often.

This is now the preferred solution.

For cases where spherical harmonicas are better or preferred, they
can simply be supplied as before.
2019-12-10 12:26:52 -08:00
Romain Guy
8feb842717 Ignore metallicness when refracted objects don't specify reflectance
Metals need a complex IOR but we only accept a scalar IOR.
2019-12-10 11:56:00 -08:00
Romain Guy
f19eaaa557 Fix directoy based cubemap loading 2019-12-10 10:03:56 -08:00
Romain Guy
3fa0c2d18b Add refraction to material_sandbox 2019-12-10 09:51:54 -08:00
Romain Guy
ec403f8940 Fix material_sandbox 2019-12-09 13:37:09 -08:00
Philip Rideout
8a63682382 Remove unused includes. 2019-12-09 12:41:02 -08:00
Mathias Agopian
cbb5d2b423 fix typos and rename refraction to refractionMode 2019-12-08 22:18:18 -08:00
Mathias Agopian
4790cb5009 Allow materials to override the IOR
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.
2019-12-08 22:18:18 -08:00
Mathias Agopian
f670472e55 implement thin layers 2019-12-08 22:18:18 -08:00
Mathias Agopian
179bf03caf implement absorption 2019-12-08 22:18:18 -08:00
Pixelflinger
0371a805ed basic refraction 2019-12-08 22:18:18 -08:00
Philip Rideout
0e967726de Simplify CameraManipulator.
This removes a lot of code and will make it easier to migrate into a new
library with Java bindings, etc.

- The clipping planes and projection matrix were unused, removed them.

- In split view mode, our demos were using only 2 of the 3 manipulators,
  removed one.

- Instead of callbacks and update methods, users can simply ask for the
  current matrix at every frame.

- The manipulator's job is to consume mouse events and maintain an
  "look at" basis, there is no need to store a reference to a Filament
  Camera.
2019-12-04 08:05:17 -08:00
Ben Doherty
a735660af8 Separate resource packages for gltf_viewer and lucy demo (#1908) 2019-11-22 11:34:42 -08:00
Mathias Agopian
dad814e046 Fix a long standing bug preventing the use of transparent views (#1893)
Fix #1165

In order to use transparent views, post-processing had to be disabled
because we were not able to blit post-processed buffers with blending.
This is now fixed by simply reverting to a quad.

A side effect of this, is improved performance when a scaling blit is
needed when MSAA is active.


This also introduced new "bugs", or at least weird behaviors: the
system needs to know when blending is needed, and this has to be
based on heuristics (unless we add a new api). Currently the heuristic
is that the COLOR buffer is not discarded and the view is cleared with 
an alpha value (or not cleared).
2019-11-19 14:05:22 -08:00
Pixelflinger
0da551c7fd More improvements to SSAO
- we add an 'intensity' parameter that allows to control the strength
  of the AO effect. This is useful for aesthetic reasons.

- the default intensity is now 2x that of before this change, which
  makes the intensity parameter match AO papers this implementation
  is inspired of.

- bias is now z-dependent, which reduces some self shadowing wrt the
  depth.
2019-11-15 09:42:37 -08:00
Ben Doherty
fca71813d4 Use CMAKE_COMMAND variable in place of cmake (#1783) 2019-10-16 10:50:55 -07:00
Ben Doherty
e8641ce257 Additional fixes for MSVC (#1765) 2019-10-10 16:45:06 -07:00
Mathias Agopian
20c3d45b9c Engine.flushAndWait() is not needed in most places 2019-10-03 16:04:22 -07:00
Gregory Popovitch
d5c0d11404 Final changes for building with msvc 2019 on Windows (#1681) 2019-09-30 14:18:06 -07:00
Gregory Popovitch
a34903aa33 Update CMake configuration to support building with MSVC 2019-09-23 10:15:34 -07:00
Philip Rideout
1bda37776b Rename KtxUtility namespace to image::ktx. 2019-09-23 12:08:57 -04:00
Ben Doherty
0cebbfca23 Fix STB linking issues on Windows (#1669) 2019-09-19 15:31:54 -07:00
Philip Rideout
803e695d5c Add "uvToRenderTargetUV" to public shading API.
Fixes #1626.
2019-09-16 09:03:30 -07:00
Ben Doherty
d849231caf Remove old post-process shader pipeline (#1631) 2019-09-13 09:29:28 -07:00