* Materials can now specify a shadow strength factor
Materials have a new property: shadowStrength that can be used to
attenuate all shadows received by this material. e.g.:
```
void material(inout MaterialInputs material) {
prepareMaterial(material);
material. shadowStrength = 0.1;
}
```
FIXES=[391663042]
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
This feature is controled by a feature flag and is turned off at this point.
This CL shouldn't change the existing behavior of shadowmap allocation as
long as the atlas feature is not enanled.
When enabled, shadowmap allocations are not limited to layers of the
shadowmap texture, instead, an atlas is used meaning a layer can
be shared by multiple shadowmaps. At the very least this can save
a lot of memory as smaller shadowmaps can be packed together.
Currently this feature breaks some VSM features:
- mipmapping
- blurring
* fix a HwProgram leak related to depth variant pre-caching
Materials that don't use a custom depth can share the same program for
all depth variants. We take advantage of that by pre-caching the
depths variants when a program is loaded. The depth variants themselves
are owned by the default material which is created first. When a
material is destroyed it skips deletion of those variants which will
be truly destroyed when the default material is destroyed.
Unfortunately, the default material doesn't contain all depth variants,
in particular, it doesn't have the VSM ones (because it's an unlit
material). On top of that, the way it pre-cached depth variant had
a bug that made it miss some picking variants.
Because of that, these variants were skipped during material destruction
but never actually destroyed, since the default material didn't know
anything about them.
This PR fixes this by making the pre-caching completely lazy. When
any material needs such a "precacheable" variant, it first checks if
the default material has it. If not, it creates the variant, caches it
locally and forwards it to the default material, which implicitly
becomes the owner. Just like before newly created material precache
everything the default material already has.
With this mechanism, it's impossible to have a depth variant without it
also existing in the default material.
This also simplify the non-public invalidate() method, which doesn't
need to populate the pre-cached programs, since this will happen
naturally when needed.
There was also another issue where post-process materials were
handled like regular materials. This didn't cause an problem but was
inefficient since these only have a handful of variants.
* Update filament/src/details/Material.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
Print a warning in case the sterescopic type in a compiled package is
different than what's in the engine's setting. The application may
proceed, but it could end up visual glitches when enabling stereoscopic
rendering.
This requires the stereoscopic type to be written into the package,
which needs a material version bump.
The number of SH bands used for the indirect light irradiance
computations can be set to 1, 2 or 3 (default) in Material::Builder.
For e.g. in lower-end devices w/ non HDR content, it might be
beneficial to set this value to 2.
BUGS=[341971013]
The current API allowed to have a buffer for each primitive in a
renderable. We instead restrict the API so that there is a single
MorphTargetBuffer for the whole renderable, shared by all primitives.
The buffer can be shared thanks to the "offset" parameter on
setMorphTargetBufferAt().
Also
- fix FMorphTargetBuffer::updateDataAt()
- add support for the "offset" parameter of setMorphTargetBufferAt()
This change introduces a new chunk type to material files for precompiled Metal libraries. Previously, SPIR-V was the only binary type, so there's also a couple of refactor commits present here. Nothing is changed in Filament or matc yet.
BUGS=[333547148]
For OpenGL multiview, it honors the qualifier `layout(num_views = X)`
specified in shader files to determine the number of views for
multiview.
We cannot recompile materials everytime the value changes. So replace
the value of num_views with the engine's eye count when shaders compile.
This adds a new material property (float postLightingMixFactor) which
is used to mix the original color with the post-lighting blended color.
The default value is 1.0, which keeps the current behavior.
FIXES=[328498606]
We're going to add a new implementation of stereoscopic rendering using
multiview. Thus we want to remove the word `Instanced` from all methods
and properties.
Material constants (a.k.a: specialization constants) can only be set
during Material creation through Material::Builder.
This change somewhat relaxes that limitation by allowing constants to
be set at runtime on Material directly.
Currently this new API is still private and only supported on FMaterial.
This feature works by invalidating the HwProgram cache of the concerned
Material, causing a shader recompile per variant; so this API is costly
and should be used only for debugging or during app/game configuration.
The TAA material is modified to use constants instead of #defines for
various settings and those are exposed in TaaOptions as well is in
ViewerGui. So with this change all aspects of the TAA material can
be changed at runtime.
Fix edge case where an empty struct could be generated in an ESSL 1.0 shader.
Include _maskThreshold and _doubleSided in ESSL 1.0 shaders.
Add GL_OES_standard_derivatives extension to ESSL 1.0 shaders. According to
gpuinfo.org, this has 96% device coverage and supports both Mali-400 and Adreno
(TM) 304.
Remove 3D sampler support from ESSL 1.0 shaders. This extension is only
supported by 62% of devices.
Change filagui material to a FL0 material.
* debugging PCF mode
This mode always uses a hard PCF and takes a
slightly slower code path.
* dynamic shadowmap visualization
The directional shadowmap visualizer is implemented behind a
specialization constant. Add the DebugRegistry infrastructure to be
able to update the spec-constant at runtime and have a subset of
all materials invalidated.
This allows to toggle the visualization at runtime using a debug
property.
This is also a proof of concept that we can update spec-constants
at runtime; we could probably leverage this work for engine-wide
shader configurations.
* Update main.fs
* Update filament/src/details/Material.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
Instead of a hard cutoff, we fade shadows out at
the shadowFar distance if active, fading occurs
over about 10% of the shadowFar distance.
- this works only for the directional shadow
(other lights don't use shadowFar).
Previously, when a material was expilicitly built for feature level 0, it was
necessary to write ESSL 1.0 code which was incompatible with the OpenGL feature
level 1 implementation in Filament. Rather than adjust the Filament
implementation so that feature level 1 uses the same workarounds as feature
level 0 to emulate GLES 3.0+ features, it's more runtime-efficient to have matc
embed ESSL 1.0 and 3.0 shaders as separate chunks and load the corresponding
one based on the active feature level.
Feature level 0 material shaders must still be written in what is effectively
ESSL 1.0. To assist with this, a small set of compatibility definitions are
introduced when building the ESSL 3.0 variant. These are virtually all
textureXXX() functions, and end up either optimized out or inlined by glslang.
One final effect of this change is that external and 3D samplers are now
properly supported in feature level 0 materials.
* Add skinning and morphing samples to check functionality
* Implement skinning for more than four bones pair vertex
The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution.
Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
It supports KHR_parallel_shader_compile as well as a
thread pool of GL contexts.
- we have a new 2-priorities queue for shader compilation
- use this feature in gltfio in the ubershader case