- contact shadows are now supported for point and spot lights
- and are now independent from regular shadows, that is they can
be enabled without enabling regular shadows
The only limitation currently is that the distance and step count for
ALL contact shadow are taken from the directional light options.
Static JNI lookups were causing issues with multiple libraries.
We now do the lookups when we need them as they are effectively
just hashmap lookups and we do them only in places where the
work we need to perform will be much larger than a simple hash
map lookup anyway.
This chane also manually registers filament-utils JNI bindings
to get rid of unnecessary symboles. We should do the same for
other Filament libraries (the symbols are pretty long and
we now have many of them).
ignoring beginFrame() return value is allowed, but doing so would
leave filament in an invalid state.
we now make sure that we don't execute any code after determining whether
the frame should be skipped, and execute the remainder of beginFrame()
upon the first call to render(View*).
We also make sure the FrameSkipper can deal with its endFrame() being
called when the current fence hasn't signaled.
* 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
* Expose Java API to control discard flags
This change also adds the new sample sample-multi-view that shows
how to use discard flags to render multiple views.
* Disable clears
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections
The last method is more expensive but produces the best results.
This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
consistency
- Fixes user time in shaders
- now the DynamicResolutionOptions don't specify the target frame rate,
they only specify how to scale this given view
- there is a new FrameRateOptions setting on Renderer, which is used
to specify the desired target frame rate for the whole Renderer
- the frame rate is now specified as a "frame interval" in units of
the display frame period.
- the display frame period is (indirectly) set via DisplayInfo.
In other words, the use must set (and update) DisplayInfo properly
(the default are reasonable, but assume 60 Hz). They must also set the
desired interval (default is 1, which is probably what you want).
Finally they must enable dynamic scaling per View, the defaults are
also reasonable.
Currently Renderer doesn't attempt (yet) to actually target the
requested frame rate, so it's up to the caller to push frames at the
desired speed. however, dynamic resolution, like before, will attempt
to shrink work to fit the target.
Renderer can now be given a DisplayInfo that contains some
important information about the current display. This will be used
for frame-pacing and dynamic-resolution.
This is most relevant on Android, where we can accurately query these
parameters. Added support for that in our samples.
This also sets the minSDK to 19 (including gltf viewer's), since this is
the version we support. We were cheating before by under-reporting our
minSdk.
This needs a bit more testing before merging, but I wanted to put up the
PR for review. I will look into supporting Android after we land this.
Fixes#1932.
- handle heightFalloff=0 (i.e. fog doesn't depend on height) correctly,
previously, a divide-by-zero on the cpu side would get in the way.
The fix is to clamp heightFalloff to a small-enough value, and to
make sure that this is handled correctly in the shader.
- default fog distance is 0 instead of 1m
- inScatteringSize parameter should be allowed to be large in samples
* Add support for screen-space contact shadows
This CL adds support and always enables it.
toggles and setting in the next CL (same PR).
* Plumb settings for screen-space contact shadows
screen-space contact shadows is handled like a shadow option,
parameters (including on/off) are set in the LightManager, using
the existing ShadowOptions API.
Additionally there is a per-renderable toggle.
Both toggles are off by default.
* Allow contact shadows when shadowing is auto-disabled
Shadowing can be auto-disabled when for instance there are no
shadow casters in the scene. We still allow contact shadows in
that case.
This would allow for instance, to make the vegetation on a terrain
not shadow-casting, and still get some shadowing there by using
contact shadows instead.
* apply micro-shadowing after contact shadows
also, don't compute contact shadows when we know we're fully shadowed.
It controls the quality of the upsampling filter. This can help a lot
if heavy scaling is needed to maintain performance, it also helps if
MSAA is not enabled.
There are 3 quality levels, low, medium and high. 1, 4 and 9 bilinear
taps are used for each level respectively. The high quality setting
employs a tent filter.