Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.
The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.
Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:
(1) Consolidate separate loader entry points for GLB and GLTF.
The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points. Clients do not (and should not) need
to check the file name extension.
(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.
In the new scheme, all assets have at least 1 instance.
Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).
This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.
This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:
- getSkinCount, getSkinNameAt
- getJointCountAt, getJointsAt
- attachSkin, detachSkin
We still use resgen for convience, but the archive is now passed in
from the client application.
This will allow us to shrink the gltfio Android library (stay tuned).
An ubershader archive is a bundle of filamat packages with some metadata
that conveys which glTF features each material supports.
This PR does three things:
1. Adds a new command line tool called `uberz` that consumes a list
of filamat files and metadata text files and produces a single
ubershader archive.
2. Adds a new library (also called `uberz`) that is used by `gltfio`
to read ubershader archives, and used by the above command line
tool to write ubershader archives.
3. Enhances `UbershaderLoader` so that it no longers uses a hardcoded
set of materials, and instead takes an ubershader archive.
Ubershader archives have a simple binary layout that can be memcpy'd
directly into a C struct. The metadata is specified using a text file
with key-value pairs. These two file formats have formal desriptions in
the README in `libs/uberz`.
In a subsequent PR, we will remove the `gltfio_resources` target and
change the signature of `createUbershaderLoader` so that it takes
an archive.
* gltfio: Clear texture caches before loading resources
* iOS gltf-viewer: add double-tap to reload model for debugging
* iOS samples: add instructions on ASan / UBSan debugging
- Ensure C++17 is used to compile sample projects
- Upgrade to the latest Xcodegen and re-generate projects
- Add a bundle ID disambiguator so users don't need create unique bundle Ids when opening sample projects
- Add a simple generate-samples.sh script
* Add multi-scene support to gltf_viewer.
To test this, I generated a multi-scene asset as follows.
```
gltf-transform merge Avocado/glTF/Avocado.gltf \
BarramundiFish/glTF/BarramundiFish.gltf \
~/Desktop/Merged.gltf
```
* Specify c++17 in pbxproj files.
This adds a new implementation of the TextureProvider interface called
Ktx2Provider.
Tested using the KTX2 variant of the StainedGlassLamp model in the
Khronos samples repo.
Tested on WebGL 2.0 (Chrome v100), Android (Pixel 6 Pro), and Desktop
(Metal, OpenGL, and Vulkan via MoltenVK).
This allows clients to provide their own asynchronous texture decoders
for various mime-typed images. This is a plug-in component for gltfio,
in some ways similar to MaterialProvider.
There are two motivations for this: to decouple gltfio from STB and
to make it easier to integrate support for BasisU textures.
This also has the side effect of simplifying ResourceLoader, since the
texture decoding jobs have been moved out.
As part of this work, I made the "stb" CMake target into a traditional
static library. Previously we had several files called `Image.cpp`
whose sole purpose was to enable STB_IMAGE_IMPLEMENTATION.
Changes:
- Remove the strange header-only variant of libs/image
- Rename KtxBundle => Ktx1Bundle
- Move image/KtxUtility => ktxreader/Ktx1Reader
- Add unit test for Ktx1Reader and test stub for KTX2.
Notes:
- Ktx1Bundle does not depend on Filament and is used by cmgen
and mipgen to generate KTX files.
- Ktx1Reader has a dependency on Filament and should therefore live in
a separate library, which it now does.
* API BREAKAGE: this change aims to fix multi-view support
What has changed:
- View doesn't have a notion of clear color anymore
- View doesn't have a notion of discard flags anymore
- The clear color and color-buffer discard/clear flags are moved to Renderer
- Skybox can now be set to a constant color
- View have a blend-mode
What does is all mean:
"Clearing" (i.e.) setting its background is now handled by Skybox, by
setting a constant color to the Skybox. This should take care of
drawing views side by side.
When a view needs to be drawn on top of another, it's BlendMode needs to
be set to TRANSLUCENT and of course and, generally, it wither won't have
a skybox, or will have one that sets some translucent pixels.
As an optimization, a View with BlendMode::OPAQUE will have its
background cleared with the color specified in Renderer.
If the SwapChain already has some content, it's now possible to set
the Renderer to not discard the content, together with TRANSLUCENT views,
it's possible to draw on top of that content.
It is NOT possible to share depth/stencil buffers between views.
Fixes: #2369, #2372, #2364
* Address reviewers comments.
Note: WebGL is still broken with this PR
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.