The main goal of this change is to have "ugly" code only in filamat.
In particular, the sampler binding information is now recorded
into the material file and used on the filament side to inform the
backend.
This means that on the filament side we only have generic code with
all the "uglyness" in filamat. In particular SamplerBindingMap and
SibGenerator now only exist in filamat.
Files of greater interest:
Material.cpp, MaterialBuilder.cpp
GLES3.0 (and GL4.1) need informations about the uniform block bindings
because they don't allow to do that setup in the shaders. So we store
that information in the material blob and retrieve it on the filament
side in Material. This information is passed to Program so it can
create the bindings.
Prior to this change, this information was set by Material itself, but
this ment we had two places where these bindings were hardcoded.
The bulk of the change is to add a new material chunk which stores an
array of {name, binding}, retrieve it on the Material side and pass it
to Program.
- remove unused SamplerBindingMap parameter
In fact, the SamplerBindingMap is used, but it is passed inside the
MaterialInfo structure, so it doesn't need to be passed as parameter.
- Don't create unneeded SamplerBindingMap temporaries
* new feature level API for backends
backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays
Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.
* Add public APIs for feature levels
* Add infrastructure to check feature levels in materials
* validate material feature level on use
The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).
* material documentation
* activate ESSL 3.10 for feature level 2
also generate #defines to identify available feature levels
* support for cubemap arrays in the public API
if feature level 2 is supported, cubemap arrays can be used from the
public API.
* add release notes
GL_ES_30 becomes MOBILE
GL_CORE_41 becomes DESKTOP
ShaderModel controls which flavor of GLSL (GL or ES) is used both when
reading and outputting materials.
It's also used to set default quality settings and the default precision
of all fragment shaders.
Technically, Vulkan and Metal don't need this distinction, but the GL
backend does.
This is not intended to be used yet because we're not currently
checking that cubemap array are actually supported, however, if they
are, they should work.
- rename common_math and common_shadowing from .fs to .glsl
because they were both included in both vertex and fragment
shaders
- add getFragCoord() which always returns coordinates in the
glsl convention. This is useful when used with RNGs to get
consistant results accross backends.
We now have a single varyings.glsl containing our varyings for both
the vertex and fragment shader. This file is included with the right
definition of VARYING as `in` or `out`.
inputs.vs is now renamed attributes.vs
This works by first generating a reflection buffer which gets blurred,
then the color pass samples from this buffer according to the roughness
of the surface being rendered.
A lot of the changes here involve utilizing "reserved" variants for
the new "SSR" pass and all the fallout from that.
* 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>
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...
- create a new FILAMENT_HAS_FEATURE_TEXTURE_GATHER, which can be used
in the shaders to use textureGather.
- A new TARGET_GLES_ENVIRONMENT and TARGET_GL_ENVIRONMENT in addition
to TARGET_METAL_ and TARGET_VULKAN_, for completeness.
- Rename TARGET_LANGUAGE_SPIRV to FILAMENT_VULKAN_SEMANTICS and add
FILAMENT_OPENGL_SEMANTICS for completeness.
- expose the shader model to shaders as: FILAMENT_SHADER_MODEL_ES30 and
FILAMENT_SHADER_MODEL_GL41
Use these new #define where appropriate.
The main change here is that TARGET_MOBILE is now only used for dealing
with the `mediump` default on mobile.
This change also enables textureGather on Metal.
Until now we were using TARGET_MOBILE in our shaders for both
quality setting and correctness.
With this PR we introduce a new define FILAMENT_QUALITY which currently
can take two value FILAMENT_QUALITY_LOW and FILAMENT_QUALITY_HIGH and
we use that instead of TARGET_MOBILE for quality settings.
Currently, FILAMENT_QUALITY_LOW is selected when TARGET_MOBILE is set.
It looks like the layout(location) is needed for output parameters of
the fragment shader in GLES. Adreno dirver didn't seem to care, but
Mali drivers do.
This fixes shaders that use multiple out buffers in debug mode.
* 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
* Add support for bent normals
Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.
* Save a couple of multiplications in bent specular AO
When dealing with thin objects we really have two thicknesses to
consider, the thickness in the direction of the normal, which
corresponds to the value used for solid objects, and the thickness of
the object's walls, which generally is a constant.
Reusing thickness in the later case is problematic for assets that have
a thickness map, but are rendered hollow.
In the future we can even imagine handling double-sided hollow objects
by using the thickness information -- e.g. a hollow cube.
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.
* Add the ability to modify clip space coordinates in the vertex shader
This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.
* Address code review comments