Currently there are 8 light channels, both renderables and lights can
be associated to one or several light channel, lighting occurs when
at least one channel is active on both the light and the renderable.
Fixes#4275
We now have an option for evaluating the bent normals from SSAO.
This is used to improve specular AO.
Currently these bent normals are not used for diffuse lighting because
they're "flat" (face normals), which is too distracting.
The bent normal buffer is stored in the SSAO texture, in a separate
layer. This is the first post processing effect that uses 2D array
in order to limit our sampler usage.
This CL also changes how we handle SPECULAR_AO_BENT_NORMALS when
material bent normals are not available: we're now using the "Cones"
algorithm with the regular normal, instead of Lagarde's approximation.
This can have a dramatic effect on SSAO and needs
to be adjusted based on the scene's scale/units.
The default value used to be about 6cm, and has
been changed to 5mm.
This allows clients to obtain the extras strings for the asset and
for individual nodes. Note that extras for buffer views, accessors, etc
are not supported, although C++ clients can access the raw cgltf data
directly if they need to.
New Api:
- Renderer::renderStandaloneView() is a new method that can be used
outside of beginFrame/endFrame on Views that have a RenderTarget
associated. This can be used as a poor man's compute API.
Improvements to Renderer:
- more aggressively skip lighting/shadowing code that won't be
needed by the current view
- Allow up to 64 KiB to be allocated from the render stream, up from
1 KiB
We now annotate the JS wrapper for Engine with a GL context handle.
This is fairly hacky because emscripten hides its internal GL object
from JavaScript, and it does not provide a mechanism to pass JS objects
into inline assembly.
NOTE: after Metal and Vulkan support lands, we can potentially simplify
the Driver API by removing some of the old VertexBuffer entry points.
This introduces a new API-level object called `BufferObject`, and a new
backend-level object called `HwBufferObject`. This encapsulates a single
VBO. It's especially useful when clients need to share data between
multiple VertexBuffer objects. (e.g. for morphing).
In the future, buffer objects could perhaps be used for non-vertex data
(e.g. for compute).
The existing `VertexBuffer` class can now be configured to use buffer
objects by calling `enableBufferObjects` on the builder. By default its
API is unchanged. If buffer objects are enabled, then clients should use
`setBufferObjectAt` (which takes a buffer object) rather than
`setBufferAt` (which takes CPU data).
OpenGL is the trickiest backend for this, due to existence of VAOs.
The implementation in this PR uses a version-tracking scheme to
figure out when to update the VAO.
* move the focus distance from DofOptions to Camera
The DofOption parameter is now deprecated, but will still work if the
focus distance is not set on Camera.
* A few new helper APIs on Camera
- getFocalLength() which returns the focal length used internally for
DoF computations.
- computeEffectiveFov() and computeEffectiveFocalLength() which can be
used to better simulate a real camera's FOV changes with the
focus distance.
Modified gltf_viewer so it uses the effective fov/focallendth when
DoF is active.
* simplify setLensProjection
We can call setProjection directly instead of converting to a fov
first, which ends up performing atan(tan(x)).
Also improve parameters names.
Currently the only NONE and MEDIAN are available options, at some
point we may add a "MAX" option which is cheaper.
There is no real practical uses for this option with these only two
choices, other than for debugging.
Note that this API is on the loader rather than the asset. This is
because the loader knows how to create Filament entities by traversing
a cgltf node hierarchy.
Animation on dynamically added instances is not yet supported.
We did not add destroyInstance() because gltfio favors flat arrays for
long term storage of entity lists and instance lists, which would be
slow to shift. We also wish to discourage create/destroy churn since it
is more efficient to pre-allocate instances and selectively add them
into the scene.
Fixes#3137.
There's no really good solution, so this just keeps it simple and makes
is so that embind consumes an integer rather than an embind enum object.
Tested by hacking _createTextureFromImageFile.
Fixes#3028.
.blurScale was in fact a scale factor applied to the circle of
confusion (which makes it indeed a "blur scale", but let's use
a more precise language here).
Update comments to show how to use .cocScale to control the DoF
effect independently from the camera aperture, which can be useful for
artistic reasons.
This regressed when we added a callback argument, because the callback
cannot be bound.
This commit also modifies the helmet example to use the low-level API
for testing purposes.
Note that this omits the optional nanoseconds argument. JavaScript
does not support overloading and this argument probably cannot be
accurately provided anyway in a web environment.
Fixes#3002.
In retrospect, I should've exposed ints to JS instead of entities.
Making this fix is already a TODO, but it will be a tedious change. For
now, this PR fixes two issues that were causing tiny but frequent memory
leaks, according to the emscripten memory leak widget.
(1) Do not include Entity in the list of classes that should only be
passed around by pointer.
(2) Clients should always call delete() on returned Entities.
For testing purposes, sample-gltf-viewer reloads the model when the
user double-taps the screen. This operation was causing a buildup of
blank entities in the Scene, because we were merely destroying the
components, not removing them from the Scene.
This repairs the `animation.html` sample. Using a JS array is more
natural for web developers and more consistent with the latest
JavaScript bindings in gltfio.
* Improve JS API for SurfaceOrientation helper.
Web developers should not be expected to call malloc on the emscripten
heap. This new API is better aligned with how we handle vertex buffers.
Fixes#2702.
* Update web/filament-js/extensions.js
Co-authored-by: Wojciech Czerniak <wojciech.czerniak@gmail.com>
Co-authored-by: Wojciech Czerniak <wojciech.czerniak@gmail.com>