Commit Graph

1073 Commits

Author SHA1 Message Date
Philip Rideout
4c1fb83379 sample-page-curl: move license file out of resources 2020-04-20 12:24:12 -07:00
Pixelflinger
56285d6227 improve contact shadows support
- 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.
2020-04-17 17:40:32 -07:00
Philip Rideout
bee9ab31bc Add new Android demo: sample-page-curl.
Pure Java app that demonstrates custom vertex shader animation and
two-sided texturing.
2020-04-17 11:12:55 -07:00
Romain Guy
9b1a0e2f58 Remove of static JNI fields (#2400)
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).
2020-04-16 09:00:54 -07:00
Pixelflinger
ed326e1e68 Implement texture swizzling 2020-04-14 18:46:21 -07:00
Pixelflinger
ada5444997 fix issues with ignoring beginFrame() return value
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.
2020-04-13 15:54:29 -07:00
Mathias Agopian
1b36f82c1e API BREAKAGE: this change aims to fix multi-view support (#2376)
* 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
2020-04-10 15:54:14 -07:00
Mathias Agopian
d4f9ede84b improve DisplayHelper to handle frame rate changes (#2366) 2020-04-09 11:32:22 -07:00
Pixelflinger
6bb909bd0e newly created color buffers were not cleared properly
there were cleared with the view's clear color instead of 0
2020-04-09 11:30:31 -07:00
Romain Guy
c5a5d15fe3 Fix Vulkan linking with specific versions of CMake 2020-04-09 08:50:44 -07:00
Romain Guy
1ef3535ba7 Expose Java API to control discard flags (#2368)
* 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
2020-04-08 16:03:49 -07:00
Romain Guy
db18b2e07b Add the ability to build speific ABIs for Android (#2367)
For instance to build only 64 bit variants:
./build.sh -q x86_64,arm64-v8a release

This change also cleans up build.sh and Gradle files.
2020-04-08 15:06:47 -07:00
Alexey Pelykh
56d9e1f727 Fix Gltfio.init(): call Filament.init() as well 2020-04-07 10:01:51 -07:00
Romain Guy
bf0dc32ee3 Change specularAmbientOcclusion from boolean to enum (#2352)
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
2020-04-07 09:19:48 -07:00
Pixelflinger
746e273336 rework how dynamic resolution scaling is specified
- 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.
2020-04-06 16:55:24 -07:00
Pixelflinger
b2dd6683be Add a way to query and set Display information
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.
2020-04-06 16:55:24 -07:00
Pixelflinger
526898e7d6 add vsync timestamp to Renderer::beginFrame() API 2020-04-06 16:55:24 -07:00
Romain Guy
72056ee9e3 Fix support for 565 textures (#2347)
* Fix support for 565 textures

This requires exposing a new USHORT_565 pixel data type.

* Update JS bindings
2020-04-06 12:01:41 -07:00
Romain Guy
6330b1625c Udpate to AGP 3.6.2 2020-04-06 09:28:54 -07:00
Philip Rideout
05bc60f953 Bump version number to 1.5.2 2020-04-02 17:15:04 -07:00
Ben Doherty
df2caf4f62 Expose setCulling to public RenderableManager API (#2331) 2020-04-02 17:07:19 -07:00
Philip Rideout
2dbe0b64be gltfio misc fixups 2020-04-02 14:54:19 -07:00
Philip Rideout
44422b3d69 Remove gltf_baker and related libraries. 2020-04-02 09:06:29 -07:00
Philip Rideout
f084e50829 Remove old bloom samples to avoid confusion.
These should not be confused with our core bloom feature. For testing
the RenderTarget API, it would be better to create a small focused demo.
2020-04-02 09:05:36 -07:00
Pixelflinger
a389de3deb enable dynamic-resolution in android gltf viewer 2020-04-01 22:18:50 -07:00
Romain Guy
db6636aff8 Preserve dependency version 2020-03-31 17:39:21 -07:00
Romain Guy
ef35654ce9 Update to v1.5.1 2020-03-31 16:06:44 -07:00
Romain Guy
32604e2c57 Fix sample-textured-object 2020-03-30 18:54:46 -07:00
Romain Guy
adb107afc2 Fix sample-gltf-viewer 2020-03-30 18:53:14 -07:00
Romain Guy
8d9bd5f4fa Fix flavor dependencies, introduce flavors for filament-utils 2020-03-30 18:28:18 -07:00
Philip Rideout
34959dd5e8 New version number for release notes, npm, maven. 2020-03-30 16:19:37 -07:00
Philip Rideout
a922e914b4 Enable Draco for Android. 2020-03-27 16:32:44 -07:00
Romain Guy
232bf728c6 Update readme for Windows 2020-03-27 09:31:50 -07:00
Philip Rideout
0d32c58e41 gltfio: add support for Draco (desktop only)
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.
2020-03-26 19:52:26 -07:00
Pixelflinger
cb356606d9 fog improvements
- 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
2020-03-26 16:01:56 -07:00
Pixelflinger
b4f5a4a0a0 Fog improvements
- optimized the fog computations
- fixed issues with the skybox
- added the option of getting the fog color modulated by the IBL envmap
2020-03-24 22:29:25 -07:00
Mathias Agopian
0c6d96c407 Add support for basic fog (#2256)
* Add support for basic fog

* address reviewers comments
2020-03-19 18:01:07 -07:00
Mathias Agopian
d54ceff7a3 Add support for screen-space contact shadows (#2245)
* 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.
2020-03-16 22:39:24 -07:00
Romain Guy
880642ef4a Fix crash in glTF sample for Android 2020-03-12 14:27:11 -07:00
Romain Guy
02c7a22d43 Remove build time warning 2020-03-10 08:41:28 -07:00
Pixelflinger
8866e2829f Add a quality option to dynamic-scaling
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.
2020-03-08 22:28:10 -07:00
Romain Guy
641b58c409 Be explicit about which NDK to use (#2221) 2020-03-06 16:53:41 -08:00
Romain Guy
84b215c3b0 Switch to AGP 3.6.1 2020-03-05 17:11:47 -08:00
Romain Guy
b176b2f0e6 Remove broken setLensProjection API (#2192) 2020-03-02 14:35:35 -08:00
Romain Guy
00629bac48 Add camera controls to gltf_viewer (#2188)
Exposure: shutter speed, aperture and ISO
Focal length

The shadow plane can now be toggled  at runtime.
2020-02-28 23:46:17 -08:00
Romain Guy
ae1e6f43f2 Only compile materials for Vulkan when necessary 2020-02-28 09:51:47 -08:00
Romain Guy
6eba2f145e Properly fetch project properties (#2185) 2020-02-28 09:20:35 -08:00
Romain Guy
13666027cc Switch native code API level back to 21 2020-02-28 07:55:09 -08:00
Romain Guy
9865a609da Refactor Gradle files (#2180)
We now share all the C++/CMake flags from the root project.
2020-02-27 12:46:01 -08:00
Romain Guy
77bafb295e Fix library loading issue on API level 22 and below (#2178)
This change fixes #2176
2020-02-27 11:30:47 -08:00