Augment the TransformManager so it can maintain the 4th column as
double precision; we accomplish this by storing an extra float3 per matrix.
It's calculated as `doubleTranslation - float3{doubleTranslation}`.
We also add methods to set and get a transform as mat4, internally only
the 4th column is kept as double precision.
Finally when we calculate the worldTransform, we take this extra data into
account, but only for calculating the new 4th column, so the extra work
is small.
- move public headers from filament/foo to filament-foo/
to avoid confusion with libfilament's headers
- add support for equirectangular to cubemap conversion
- add support for using an .hdr file directly in all our samples
* Add ground shadow option to gltf_viewer
The shadow is always positioned at the bottom of the loaded object's
bounding box to ground it perfectly.
* Remove unused include
Replace with forward declarations if needed and includes in .cpp that
now need them.
The idea here is to have our headers have the least amount of impact as
possible on our clients (e.g. compilation time).
These two functions expect a vector of the same size as the
matrix's storage vectors (float4 for a mat4f for instance) which
has two major issues:
- The vector must end with 1 for homogeneous coordinates to work
- Passing a single scalar (mat4f::scale(0.5)) creates a matrix
whose diagonal is set to that scalar, thus breaking homogeneous
coordinates
With this change scale and translate expect a vector who dimensionality
is 1 less that of the matrix's underlying storage vectors. i.e. a float3
for mat4f.
* Add missing method to query the type of a light
* IcoSphere now generates front facing triangles
* Add a fairly generic sphere object to use in samples
it provides an ico sphere with normal, and reuses
the same vertex/index buffer for each new instance.
Each instance can have its own material, size and
position.
currently it’s not possible to change the # of
subdivisions.
* FilamentApp now provides a “default” pbr material
this makes it easier to create renderables for
testing.
* clean-up lightbulb and add spheres for each light
lightbulb now has less hardcoded things and it
spawns a small sphere for each light.
computeLightTree() takes a list of light as
a bitfield and produces a depth-first
binary tree array that can be used to efficiently
check which lights volumes contain a given z
coordinate in screen space.
Currently computeLightTree() produces the array
locally on the stack, which isn’t useful, but
before we can make use of it, a lot of other
things have to happen.