We can now specify an "instance count" per renderable during creation.
This instance count applies to all render primitives in the
Renderable.
This will simply draw the renderable "instance count" times. A new
method available to vertex shaders, getInstanceIndex(), allows the
material to discriminate the instances and adjust the position/transform
accordingly.
Typically this is used for particle systems.
The main change here is that for screen-space reflections, the lod
calculation takes the camera distance into account.
We also now correctly take into account that we blur each lod
successively which increases the standard deviation by 10%. This applies
to both refraction and reflection.
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.
- Rename projectToPixelMatrix to uvFromViewMatrix, this match our
existing style better.
- slightly more efficient direction transform
- limit roughness to 0.1 instead of 0.01, because in a lot of cases,
the roughness increases with the LOD, for instance if it comes from
a texture (to combat aliasing).
- Make sure to disabled SSR when it's... disabled.
- Fade the reflection when the ray direction is towards de camera,
where it will likely hit a back face
- Simplify the fading code, for near identical results.
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.
screen-space reflections are integrated in the indirect light computation
(similarly to screen-space refraction), this is because it can be seen as
the specular term of screen-space GI.
However, because this effect is screen-space, the data it accesses has
the ibl luminance (and exposure) applied.
Besides some minor refactoring, this change just applies the
screen-space reflections *after* the ibl's specular term is exposed.
We can now do screen-space refraction and reflections at the same time.
This change mostly removes the checks that were preventing it from
working.
The real change in the PR is to adjust the reprojection matrix based
on whether the SSR buffer (both for refractions and reflections) comes
from this or the previous frame.
The same can be achieved with VSM + blur=3 however, this is noticeably
slower. Also when using transparent shadows, VSM needs a much larger
blur to iron out the dithering pattern.
Fixes#5048, #5039
it was incorrect to store bone matrices as quaternions because it is
allowed for these matrices to have a skew component.
We now store the 4x4 matrix -- which is the same amount of data as
before, however we compute the cofactor matrix in the vertex shader when
transforming normals.
fixes#4887
A recent refactor was causing the following error when the vertex domain
was set to `device`:
```
ERROR: main.vs:23: 'material' : undeclared identifier
ERROR: main.vs:23: 'materialVertex' : no matching overloaded function found
```
We're currently only using the positive layer of EVSM which works
work small blurs and anti-aliasing. This just rearranges the code to
make it easy to test the full formulation.
This is possible because, in fact, we know if we're dealing with a
spot or directional light when we invoke shadow(). So a conditional
inside it is resolved at compile time.
This will allow more flexibility in the future. Also now the shadow()
function only needs the shadow index and cascade -- which is more
future proof (e.g. if we want to handle more than one directional
shadow or spot lights with cascades).
this effectively undoes a recent change, where we had a method for
spot lights and one for the directional light. instead, we can
calculate the bias at the correct Z on the caller side -- which is
needed only for spotlights.
Shadow Receiver Plane Depth Bias is only needed when using large PCF
filters, which we are no longer doing. Large filter kernels are now
supported through VSM sampling.
This changes how we select the "optimized depth vertex shader", but
this shouldn't change the current behavior.
We now select the "optimized depth vertex shader" if and only if the
user code is empty. In that case, we can safely assume we can remove
all the code that's not necessary for the depth, since it is all
controlled by filament.
- remove PCF "low" quality, we only use "HARD" now, when using PCF.
Higher quality levels are achieved by using VSM.
- added a version of PCF that doesn't use a shadowSampler for future
use.
The normal bias is now computed correctly, this requires to compute
the z in lightspace in the shader.
Note that this would not work as well if we used LISPSM, but we'll
cross that bridge when we get there.
When calculating the linear depth for VSM, we were using the whole
range between 0 and the far plane, the near plane wasn't taken into
account.
This can be a problem is the light is very far, but it's near plane is
closer to the camera/scene, in this case the depth precision wasn't
used optimally.
Note that we don't hit this problem currently, because the directional
light is constructed such that its origin is at the near plane, and the
spotlights have a fixed near plane (which is a problem and will be
fixed at a later time).
- remove PCF MEDIUM and HIGH quality -- these were never used in
practice, and "quality" really meant "blurriness", now we have VSM
for doing that with much more control and more efficiently.
PCF_HARD is now the default. PCF_LOW is still available at compile time
for now. It shouldn't be needed though because VSM can achieve the same.
Moved the divide-by-w of light space into the shadow() method -- which
known if it should be done or not.
This is a pixel accurate implementation of picking. Picking queries
can be created on view, and upon completion a user provided callback
is called with the Entity of the renderable at the queried coordinates
in the viewport.
Picking queries typically have 1 or 2 frame of latency and may impact
performance on some drivers.
It is mostly intended for use by editors, or when latency is not a major
concern. This api should not be used for dragging/moving objects, it is
intended for initial picking only.
Picking is implemented in the structure pass.
The depth buffer value is retrieved and the fragment coordinate is
reconstructed and passed to PickingQueryResult. This can be used in
turn to calculate the view and/or world space position.
A lod bias can be applied to textures when dynamic resolution is
enabled. A proper lod bias is calculated and applied for quality levels
HIGH and ULTRA.
Lod Bias is implemented in glslang, which mean it's ignored when
glslang is not used, which currently happens with OpenGL backends with
optimization turned off (which includes filament LITE). This may be
fixed in the future.