Compare commits

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476 Commits

Author SHA1 Message Date
Benjamin Doherty
96443f6dac Merge branch 'rc/1.31.0' into release 2023-01-10 12:50:52 -05:00
Benjamin Doherty
e5e3dff9fa Fix Windows CI build 2022-12-20 11:01:49 -07:00
Benjamin Doherty
31d9da38fd Fix CI build 2022-12-20 09:40:07 -07:00
Benjamin Doherty
c5a59bb6b1 Bump version to 1.31.0 2022-12-19 11:14:41 -08:00
Benjamin Doherty
e6854148d7 Merge branch 'rc/1.30.0' into release 2022-12-19 11:12:54 -08:00
Ben Doherty
001daf0350 Fix memory leak in Scene (#6387) 2022-12-16 14:38:38 -08:00
Mathias Agopian
d26c48110d Fix Android continuous and presubmit builds
Since cmake 3.25 LINUX is automatically set based on CMAKE_SYSTEM_NAME, 
which the android cmake files are setting to "Linux". This created an
inconsistant state in our build system.
2022-12-15 11:54:33 -08:00
Mathias Agopian
15a070f0c9 Fix unused variables in release builds 2022-12-12 11:17:42 -08:00
Mathias Agopian
93230b06cf Fix Android continuous and presubmit builds
Since cmake 3.25 LINUX is automatically set based on CMAKE_SYSTEM_NAME, 
which the android cmake files are setting to "Linux". This created an
inconsistant state in our build system.
2022-12-12 10:44:49 -08:00
Mathias Agopian
4c55fc3c48 fix TransformManager high precision mode
The residual would be corrupted when using transactions.
2022-12-12 10:06:18 -08:00
Mathias Agopian
a4797a631e Fix a WebGL program link failure
WebGL complained about:

Precisions of uniform block 'ShadowUniforms' member
'ShadowUniforms.shadows.texelSizeAtOneMeter' differ between VERTEX and
FRAGMENT shaders.


this field didn't have a precision qualifier, this might be specific to
WebGL or a Chrome bug, unsure. Either we fix it by specifying all
qualifiers.
2022-11-29 23:32:21 -08:00
Mathias Agopian
5868e857aa Fix a WebGL program link failure
WebGL complained about:

Precisions of uniform block 'ShadowUniforms' member 
'ShadowUniforms.shadows.texelSizeAtOneMeter' differ between VERTEX and 
FRAGMENT shaders.


this field didn't have a precision qualifier, this might be specific to
WebGL or a Chrome bug, unsure. Either we fix it by specifying all
qualifiers.
2022-11-29 23:31:03 -08:00
Benjamin Doherty
32ba063bd7 Fix CI build 2022-11-21 16:58:37 -08:00
Benjamin Doherty
02f0839f9b Bump version to 1.30.0 2022-11-21 15:45:27 -08:00
Benjamin Doherty
e50f3c4c91 Merge branch 'rc/1.29.0' into release 2022-11-21 15:44:36 -08:00
Ben Doherty
7ca15bfc16 Use GitHub script for release asset upload (#6308) 2022-11-21 15:39:55 -08:00
Benjamin Doherty
b7b7afb62a Bump version to 1.29.0 2022-11-09 16:43:08 -08:00
Benjamin Doherty
b8ff6a9ad9 Merge branch 'rc/1.28.3' into release 2022-11-09 16:38:02 -08:00
Ben Doherty
a1dcb4f259 Skip rendering renderables with missing geometry (#6281) 2022-11-09 16:35:31 -08:00
Benjamin Doherty
c3501393fd Fix RELEASE_NOTES 2022-11-09 16:34:42 -08:00
Benjamin Doherty
a03de75a4e Update Python requirements.txt to fix CI 2022-11-04 11:35:21 -07:00
Benjamin Doherty
0c3d59aba3 Update Python requirements.txt to fix CI 2022-11-03 16:15:29 -07:00
Benjamin Doherty
ce1987f291 Fix iOS build 2022-11-01 15:10:57 -04:00
Benjamin Doherty
7eae926ed7 Bump version to 1.28.3 2022-11-01 13:03:19 -04:00
Benjamin Doherty
606af52eda Merge branch 'rc/1.28.2' into release 2022-11-01 13:02:05 -04:00
Benjamin Doherty
8ea30aea80 Update RELEASE_NOTES for 1.28.2 2022-11-01 13:00:04 -04:00
Ben Doherty
72dea695ba Fix G3 reported ubsan warning (#6257) 2022-11-01 12:52:10 -04:00
daemyung jang
1c0cf56ed0 Fix glTF breaking issue (#6239) 2022-10-28 13:08:50 -04:00
Benjamin Doherty
bcb4eb35cd Bump version to 1.28.2 2022-10-25 13:09:21 -04:00
Benjamin Doherty
bce2676335 Merge branch 'rc/1.28.1' into release 2022-10-25 13:08:12 -04:00
Benjamin Doherty
510097d722 Force spirv-cross to keep Metal argument buffer equal sized 2022-10-25 12:10:54 -04:00
Ben Doherty
5784118a12 Fix, don't use encoder.device (#6212) 2022-10-20 13:08:04 -04:00
Ben Doherty
b5de0f2d23 Metal: fix simulator regression due to arg buffers (#6181) 2022-10-18 16:29:18 -04:00
Ben Doherty
04df3f4dad Metal: fix use-after-free ASAN error (#6203) 2022-10-18 16:29:12 -04:00
Benjamin Doherty
093ca4d623 Revert Android API_LEVEL change
glDispatchCompute requires Android API level 21, however bumping our
required minimum from 19 to 21 caused some clients' builds to fail.
Commenting-out that line for now to proceed with the 1.28.0 upgrade.
2022-10-18 16:28:58 -04:00
Mathias Agopian
a3ed1558d3 fix a directional light shadowing issue
the shadow frustum could be be smaller than expected.
2022-10-14 15:42:03 -07:00
Benjamin Doherty
fe379070ae Bump version to 1.28.1 2022-10-13 12:38:40 -04:00
Benjamin Doherty
ead0a2f597 Merge branch 'rc/1.28.0' into release 2022-10-13 12:37:07 -04:00
Benjamin Doherty
5dbc593f90 Fix assertion in ShadowMap due to vertexCount 2022-10-12 18:16:53 -04:00
Ben Doherty
d47dc12bf0 G3 fixes for 1.28.0 (#6174) 2022-10-12 14:48:37 -04:00
Philip Rideout
4392f63e57 Vulkan: fix black screen regression
The VulkanProgram constructor was bailing out early and emitting a
warning because it saw that one of the stages wasn't fulfilled.
However it's okay for a pipeline to be missing a compute program.

Fixes regression that started with fabba73b1.
2022-10-12 14:48:25 -04:00
Ben Doherty
f64b7aca79 Fix Metal argument buffer encoding (#6150) 2022-10-10 10:07:41 -07:00
Ben Doherty
3762ec5750 Fix Android release build (#6133) 2022-09-30 11:48:13 -07:00
Ben Doherty
4591fdd9c0 Fix Android release build (#6133) 2022-09-30 11:47:41 -07:00
Benjamin Doherty
d3068d2a0e Bump version to 1.28.0 2022-09-29 13:13:18 -07:00
Benjamin Doherty
ca0a4bc23a Merge branch 'rc/1.27.2' into release 2022-09-29 13:12:20 -07:00
Ben Doherty
433c163c61 Fixes for 1.27.2 release (#6125) 2022-09-29 13:08:39 -07:00
Mathias Agopian
c867fda883 don't attempt to use more texture units than present
to emulate the bindless API in the gl backend we always used the highest
texture unit available. However at feature level 3, we support up to 62
textures, so the that max was bumped to 62 -- however, where we're not
on a feature level 2 device, that texture unit doesn't exist.

Instead we now always use binding 31, which is guaranteed to exist by 
EGL's minspec.
2022-09-29 12:36:28 -07:00
Ben Doherty
566540ae6d Fix generic/Mutex.h not installed on Linux (#6117) 2022-09-28 16:49:03 -07:00
Benjamin Doherty
759f490dae Bump version to 1.27.2 2022-09-20 11:06:02 -07:00
Benjamin Doherty
867d4d44f5 Merge branch 'rc/1.27.1' into release 2022-09-20 11:04:58 -07:00
Ben Doherty
65747d5877 Update glslang to c0cf8ad87 (master) (#6076) 2022-09-19 12:38:05 -07:00
Benjamin Doherty
bd357f6076 Bump version to 1.27.1 2022-09-13 10:15:12 -07:00
Benjamin Doherty
9e960b7d45 Merge branch 'rc/1.27.0' into release 2022-09-13 10:14:24 -07:00
Ben Doherty
0c54d4a6a1 Add return case to fix G3 compiler error (#6062) 2022-09-12 12:34:56 -07:00
Philip Rideout
526e846a81 gltfio: fix crash when material is unspecified 2022-09-06 22:13:19 -04:00
Philip Rideout
8bcfa373d4 gltfio: do not clear out the texture slots too early.
This broke asyncGetLoadProgress() and caused WebGL to crash reliably
because ResourceLoader got destroyed too soon.

Bug was introduced with de7dfc2ea6.

I intend to cherry pick this to rc/1.27.0, which is where it was
introduced, so there's no need to update the release notes.
2022-09-06 22:09:25 -04:00
Ben Doherty
db9a0f2c1f Fix uberarchive not included in PodSpec (#6024) 2022-09-01 12:18:20 -04:00
Benjamin Doherty
646b1e2193 Bump version to 1.27.0 2022-08-31 12:04:55 -04:00
Benjamin Doherty
41bd30f81d Merge branch 'rc/1.26.0' into release 2022-08-31 12:04:08 -04:00
Mathias Agopian
bd626aea27 material instanced property must be false by default.
this fix auto-instancing.
2022-08-26 18:28:56 -04:00
Benjamin Doherty
8a03f75485 Bump version to 1.26.0 2022-08-23 12:07:33 -04:00
Benjamin Doherty
dc9594fbdf Merge branch 'rc/1.25.6' into release 2022-08-23 12:05:44 -04:00
Benjamin Doherty
fad0b533c0 Update RELEASE_NOTES for 1.25.6 2022-08-23 12:03:28 -04:00
Benjamin Doherty
4d773e9453 Bump version to 1.25.6 2022-08-16 11:03:07 -07:00
Benjamin Doherty
e0c610b013 Merge branch 'rc/1.25.5' into release 2022-08-16 11:01:04 -07:00
Benjamin Doherty
0da4f36c33 Bump version to 1.25.5 2022-08-16 10:54:00 -07:00
Ben Doherty
11d17e1db3 Fix SamplerGroup update issue (#5928) 2022-08-16 10:47:18 -07:00
Philip Rideout
b8c318d923 WASM: Allow clients to enable pthreads.
Filament does not yet fully support threads with WASM, but this is a
baby step in that direction.

To enable experimental pthreads support, enable the WEBGL_PTHREADS CMake
option. This will enable pthreads support in `gltfio` and `utils`, which
is known to work, but not when served with GitHub Pages.

The web server must emit COOP, COEP and CORP headers, so our build
instructions now recommend the use of `emrun` for local testing.

This also changes our demos so that they do not use unpkg, which
does not work when using `emrun`, due to cross-origin restrictions.
2022-08-12 15:43:28 -07:00
Philip Rideout
e563cc6f5e gltfio: add 'detach' methods to allow ownership transfer
These new methods allow gltfio to be integrated into internal Google
libraries.
2022-08-09 14:37:44 -07:00
Benjamin Doherty
cb8914ab96 Merge branch 'rc/1.25.4' into release 2022-08-02 11:47:52 -07:00
Alan Eneev
2fecda7bdc Headless EGL: Fallback to a 24-bit depth buffer 2022-07-29 10:10:46 -07:00
Alan Eneev
543d8efb25 Fix PlatformEGLHeadless build and add a build.sh option to build EGL
I have disabled building SDL with headless EGL, because
SDL_config_minimal.h doesn't work with EGL, and I don't know how to
implement a an SDL config that would work with EGL.

I have verified that this works in a separate project, and that it
compiles in this project.

```
$ ./build.sh -e release
$ find ./out/ -name "*EGL*"
./out/cmake-release/filament/backend/CMakeFiles/backend.dir/src/opengl/platforms/PlatformEGL.cpp.o
./out/cmake-release/filament/backend/CMakeFiles/backend.dir/src/opengl/platforms/PlatformEGLHeadless.cpp.o
./out/cmake-release/libs/bluegl/CMakeFiles/bluegl.dir/src/BlueGLLinuxEGL.cpp.o
```
2022-07-29 10:10:40 -07:00
Benjamin Doherty
396b1079a7 Bump version to 1.25.4 2022-07-26 09:57:34 -07:00
Benjamin Doherty
eedcd9f8cb Merge branch 'rc/1.25.3' into release 2022-07-26 09:56:22 -07:00
Ben Doherty
ab252b210c Fix config object related build failures (#5814) 2022-07-26 09:51:55 -07:00
Benjamin Doherty
1071b8ea90 Bump version to 1.25.3 2022-07-18 15:15:03 -07:00
Benjamin Doherty
a9c5bbf185 Merge branch 'rc/1.25.2' into release 2022-07-18 15:14:02 -07:00
Philip Rideout
8dd4bff7a7 gltfio: minor fixups to prep for g3 integration. 2022-07-18 15:11:36 -07:00
Philip Rideout
77c54446af gltfio: use openLocalTransformTransaction API. 2022-07-18 15:11:30 -07:00
Benjamin Doherty
4a0bc0af57 Bump version to 1.25.2 2022-07-11 15:51:55 -07:00
Benjamin Doherty
a171e75e70 Merge branch 'rc/1.25.1' into release 2022-07-11 15:50:10 -07:00
Benjamin Doherty
f5ffa092fe Bump version to 1.25.1 2022-07-06 19:09:34 -07:00
Benjamin Doherty
8de5fdd551 Merge branch 'rc/1.25.0' into release 2022-07-06 19:07:42 -07:00
Benjamin Doherty
ecca3abe98 Bump version to 1.25.0 2022-07-01 12:09:29 -07:00
Benjamin Doherty
8570e35224 Merge branch 'rc/1.24.0' into release 2022-07-01 12:08:48 -07:00
Benjamin Doherty
84df9f9a03 Update version to 1.24.0 2022-07-01 12:03:38 -07:00
Benjamin Doherty
5f93fb9613 Update RELEASE_NOTES for 1.24.0 2022-06-30 16:37:03 -07:00
Benjamin Doherty
75f77fdbdd Metal: Allow Filament to disregard MTLTexture pixelFormat when importing 2022-06-30 16:04:28 -07:00
Ben Doherty
7825d582c2 CocoaPods: include uberz library (#5752) 2022-06-30 14:07:55 -07:00
Ben Doherty
5deb0ba933 CocoaPods: include uberz library (#5752) 2022-06-30 14:04:02 -07:00
Philip Rideout
18e917aaf2 ImGuiHelper: add support for Y flip. (#5748)
Reflects a change from Betty and should be cherry picked to v1.23.3

Users could customize the ImGuiHelper camera, but they had no control
over the scissor coordinates. This allows them to use vertically flipped
coordinates, which, unfortunately, is required for MediaPipe
integration.
2022-06-30 12:05:53 -07:00
Benjamin Doherty
a165f3890a Vulkan: Support VMA_DYNAMIC_VULKAN_FUNCTIONS off 2022-06-21 15:09:26 -07:00
Philip Rideout
f88b6d9c97 Do not trigger UB with string_view. 2022-06-20 21:11:52 -07:00
Mathias Agopian
db8ecd9952 configure render primitive pool so it works with msvc
a 64 bytes pool seems to work with both clang and msvc, unfortunately,
c++ doesn't let us know the allocator object size at compile time
for map containers, so we have to guess.
2022-06-16 13:13:33 -07:00
Benjamin Doherty
b5ec06c2d2 Fix build breakage 2022-06-15 17:05:53 -07:00
Benjamin Doherty
dfbac8385e Merge branch 'rc/1.23.2' into release 2022-06-15 11:49:06 -07:00
Ben Doherty
eaab737b2c NoopDriver: return unique handles (#5697) 2022-06-15 11:28:08 -07:00
Benjamin Doherty
45991cda0a Update RELEASE_NOTES for 1.23.2 2022-06-13 15:27:03 -07:00
Philip Rideout
09a016bb6f Remove an 'API Change' warning from one item. 2022-06-09 14:33:49 -07:00
Benjamin Doherty
31607d355d Bump version to 1.23.2 2022-06-06 15:18:57 -07:00
Benjamin Doherty
a67d50b9e2 Merge branch 'rc/1.23.1' into release 2022-06-06 15:16:53 -07:00
Benjamin Doherty
8d42f53c80 Update RELEASE_NOTES for 1.23.1 2022-06-06 15:14:59 -07:00
Benjamin Doherty
5e21a55bce Revert "iOS: implement headleass swapchain (#5486)"
This reverts commit 0e5ba60cb6.

This causes issues in G3, still need to investigate the root cause.
2022-06-06 13:17:04 -07:00
Benjamin Doherty
85930ea2e8 Bump version to 1.23.1 2022-06-01 14:58:29 -07:00
Benjamin Doherty
4b3cde8b39 Merge branch 'rc/1.23.0' into release 2022-06-01 14:55:20 -07:00
Benjamin Doherty
eedfa85355 Update RELEASE_NOTES for 1.23.0 2022-06-01 14:54:50 -07:00
Benjamin Doherty
bb54c6c807 Release Filament 1.23.0 2022-06-01 14:53:48 -07:00
Benjamin Doherty
c23f905858 Update RELEASE_NOTES for 1.23.0 2022-06-01 14:53:23 -07:00
Benjamin Doherty
8c7be0a1d0 Revert "iOS: implement headleass swapchain (#5486)"
This reverts commit 0e5ba60cb6.

This causes issues in G3, still need to investigate the root cause.
2022-05-31 11:29:38 -07:00
Benjamin Doherty
878497b3d5 Bump version to 1.23.0 2022-05-24 15:19:51 -07:00
Benjamin Doherty
a155561769 Merge branch 'rc/1.22.2' into release 2022-05-24 15:17:55 -07:00
Benjamin Doherty
8b86a0ed2e Revert "iOS: implement headleass swapchain (#5486)"
This reverts commit 0e5ba60cb6.

This causes issues in G3, still need to investigate the root cause.
2022-05-24 20:13:10 +00:00
Benjamin Doherty
26f9a9b122 Update RELEASE_NOTES for 1.22.2 2022-05-23 12:40:47 -07:00
Ben Doherty
6e5f6978fb Add ktxreader and viewer libs to CocoaPods (#5573) 2022-05-18 16:24:51 -07:00
Ben Doherty
0d31d7b2de Add ktxreader and viewer libs to CocoaPods (#5573) 2022-05-18 16:13:26 -07:00
Benjamin Doherty
dd862b7e0a Bump version to 1.22.2 2022-05-17 18:03:38 -07:00
Benjamin Doherty
52065f2cbd Merge branch 'rc/1.22.1' into release 2022-05-17 18:01:37 -07:00
Benjamin Doherty
77c02d5831 Update RELEASE_NOTES for 1.22.1 2022-05-17 17:51:37 -07:00
Ben Doherty
f7e4c8d16d Add package name back to AndroidManifest.xml to fix G3 (#5569) 2022-05-17 17:51:21 -07:00
Philip Rideout
b7410474ff Workaround: partially revert "don't issue a flush..."
This is a temporary workaround for a memory corruption issue observed on
some devices from a specific vendor. We will try to make this workaround
more targeted in a subequent change.

Partial revert for b2cdf9f2b4.
2022-05-16 10:39:55 -07:00
Benjamin Doherty
384cc4ebf6 Bump version to 1.22.1 2022-05-09 13:09:39 -07:00
Benjamin Doherty
7c0643f122 Merge branch 'rc/1.22.0' into release 2022-05-09 13:07:07 -07:00
Benjamin Doherty
58abae3067 Release Filament 1.22.0 2022-05-09 13:07:02 -07:00
Benjamin Doherty
4742693869 Update RELEASE_NOTES for 1.22.0 2022-05-09 13:04:55 -07:00
Benjamin Doherty
6c39e474ea Bump version to 1.22.0 2022-05-02 13:19:43 -04:00
Benjamin Doherty
5c8977c906 Merge branch 'rc/1.21.3' into release 2022-05-02 13:18:06 -04:00
Benjamin Doherty
6b3cc2e2f3 Update RELEASE_NOTES for 1.21.3 2022-05-02 13:12:51 -04:00
Ben Doherty
76b2edd6ea Move toCompressedFilamentEnum to Ktx1Reader header (#5493) 2022-04-29 14:50:24 -04:00
Benjamin Doherty
8ebb37d011 Bump version to 1.21.3 2022-04-25 16:58:19 -04:00
Benjamin Doherty
3366db83ef Merge branch 'rc/1.21.2' into release 2022-04-25 16:57:25 -04:00
Benjamin Doherty
5415254aac Update RELEASE_NOTES for 1.21.2 2022-04-25 16:50:53 -04:00
Benjamin Doherty
caacc61602 Bump version to 1.21.2 2022-04-13 10:21:09 -06:00
Benjamin Doherty
e902df19b2 Merge branch 'rc/1.21.1' into release 2022-04-13 10:15:50 -06:00
Benjamin Doherty
40b372dda7 Update RELEASE_NOTES for 1.21.1 2022-04-12 14:36:26 -06:00
Ben Doherty
fd330a98aa Releases: specify Python dependencies in requirements.txt file (#5402) 2022-04-08 14:35:51 -07:00
Ben Doherty
90c23a7d5d Correctly prepare color grading as subpass programs (#5384) 2022-04-04 13:24:01 -07:00
Benjamin Doherty
5710304114 Bump version to 1.21.1 2022-04-04 13:03:39 -07:00
Benjamin Doherty
0f684820bc Merge branch 'rc/1.21.0' into release 2022-04-04 13:01:35 -07:00
Benjamin Doherty
e1d2d6ade6 Update RELEASE_NOTES for 1.21.0 2022-04-04 12:58:54 -07:00
Mathias Agopian
e0b6f2ca71 Change version number to 1.21.0 2022-04-04 12:41:38 -07:00
Benjamin Doherty
2a35ee279b Bump version to 1.20.6 2022-03-28 18:47:38 -07:00
Benjamin Doherty
5abf780360 Merge branch 'rc/1.20.5' into release 2022-03-28 18:45:34 -07:00
Benjamin Doherty
181f158ea9 Update RELEASE_NOTES for 1.20.5 2022-03-28 18:42:41 -07:00
Benjamin Doherty
f4087fc81d Bump version to 1.20.5 2022-03-21 14:45:34 -07:00
Benjamin Doherty
82793f9b82 Merge branch 'rc/1.20.4' into release 2022-03-21 14:43:15 -07:00
Benjamin Doherty
537576e84a Update RELEASE_NOTES for 1.20.4 2022-03-21 14:42:35 -07:00
Benjamin Doherty
375d1f55e3 Release Filament 1.20.4 2022-03-21 14:38:14 -07:00
Benjamin Doherty
597218963f Update RELEASE_NOTES for 1.20.4 2022-03-21 14:37:17 -07:00
Philip Rideout
0d29b3ddc8 WebGL endFrame: restore additional default state. 2022-03-21 09:43:45 -07:00
Philip Rideout
e0e3b42623 WebGL: reset VAO and texture bindings when frame ends. 2022-03-21 09:43:33 -07:00
Benjamin Doherty
0995ca6614 Bump version to 1.20.4 2022-03-14 14:19:36 -07:00
Benjamin Doherty
3d741fc8d4 Merge branch 'rc/1.20.3' into release 2022-03-14 14:17:54 -07:00
Benjamin Doherty
c20772b458 Update RELEASE_NOTES for 1.20.3 2022-03-10 12:56:56 -08:00
Benjamin Doherty
4a6b659098 Bump version to 1.20.3 2022-03-07 14:12:28 -08:00
Benjamin Doherty
2b93f08ca5 Merge branch 'rc/1.20.2' into release 2022-03-07 14:10:07 -08:00
Benjamin Doherty
fca62b8fff Update RELEASE_NOTES for 1.20.2 2022-03-07 14:08:41 -08:00
Benjamin Doherty
dee6d9de2c Bump version to 1.20.2 2022-03-02 15:51:38 -08:00
Benjamin Doherty
574e3e7521 Merge branch 'rc/1.20.1' into release 2022-03-02 15:47:21 -08:00
Ben Doherty
29fdf82ac5 Make VulkanContext compatible with vk_mem_alloc dev 2022-03-02 12:10:20 -08:00
Benjamin Doherty
c8cf2a54e8 Update RELEASE_NOTES for 1.20.1 2022-03-02 11:47:51 -08:00
Ben Doherty
bfd32e67d4 Apply some clang-tidy fixes (#5281) 2022-03-02 11:43:51 -08:00
Benjamin Doherty
95915367fa Bump version to 1.20.1 2022-02-24 13:59:17 -08:00
Benjamin Doherty
b769cfda62 Merge branch 'rc/1.20.0' into release 2022-02-24 13:57:10 -08:00
Benjamin Doherty
40ac88dfed Bump MATERIAL_VERSION to 20 2022-02-24 13:53:43 -08:00
Benjamin Doherty
6d96082f07 Bump version to 1.20.0 2022-02-24 13:53:43 -08:00
Benjamin Doherty
21f913db1c Update RELEASE_NOTES for 1.20.0 2022-02-24 13:53:42 -08:00
Ben Doherty
699a578966 Add SSR variant filter to matc (#5256) 2022-02-24 10:36:06 -08:00
Philip Rideout
babbfa1394 Vulkan: remove layout checks from SwapChain.
These asserts will come back in the next Filament release, which has
much cleaner layout tracking.
2022-02-23 13:48:13 -08:00
Philip Rideout
73f0d58e10 Vulkan: fix backend tests (especially ReadPixels Y flip). 2022-02-23 11:18:29 -08:00
Philip Rideout
9cb4b74bbd Fix web apps that have multiple Filament viewers.
This fixes the emscripten binding errors that we've been seeing
with the <filament-viewer> test page, which prevented us from
including web in the last few Filament releases.

The binding errors were caused by double-initializing the emscripten
module.

I fixed this by allowing clients (e.g. FilamentViewer) to call
Filament.init() more than once. We now accumulate a list of "on ready"
callbacks that get triggered after the emscripten module becomes ready.

As far as I can tell, multiple canvases were actually always broken, and
the viewer test page worked in the past only because we got lucky.
2022-02-22 16:12:13 -08:00
Ben Doherty
f2c8456971 Attempt to fix Windows CI builds (#5205) 2022-02-15 11:12:19 -08:00
Benjamin Doherty
e571600c30 Bump version to 1.19.1 2022-02-14 13:48:59 -08:00
Benjamin Doherty
e84c94d3eb Merge branch 'rc/1.19.0' into release 2022-02-14 13:46:45 -08:00
Benjamin Doherty
e791d4818f Update RELEASE_NOTES for 1.19.0 2022-02-14 13:45:28 -08:00
Philip Rideout
cdadb43e50 WebGL: another fix for BufferDescriptor bindings.
The previous code would convert each element of the source data
into 8 bit-per-element, but we wnat to preserve the original format
that the user provides.

The new solution is to use `slice()` which is a robust way to clone
all the data in a typed array.

This fixes the new regression with Triangle that Ben caught.
2022-02-09 15:44:26 -08:00
Philip Rideout
edaff60fbf WebGL: remove buffer sharing optimization.
If emscripten grows the heap inside one of our BufferDescriptor binding
functions, then the old heap becomes "detached" and an error can
occur.

This fixes the issue seen with the Parquet demo that Ben caught.
2022-02-09 12:51:06 -08:00
Benjamin Doherty
3f64e46557 Bump version to 1.19.0 2022-02-08 09:27:14 -08:00
Benjamin Doherty
32dab23bc6 Update RELEASE_NOTES for 1.18.0 2022-02-08 09:25:41 -08:00
Benjamin Doherty
362de7dd31 Merge branch 'rc/1.18.0' into release 2022-02-08 09:22:21 -08:00
Benjamin Doherty
6b01fbb903 Correct version to 1.18.0 2022-02-08 09:08:49 -08:00
Philip Rideout
4934d9f7bc Vulkan: fix leak when apps do not draw anything. 2022-02-07 14:27:06 -08:00
Ben Doherty
ed73955b00 Initialize useLegacyMorphing to fix MSAN warning (#5164) 2022-02-07 11:28:03 -08:00
Ben Doherty
3f1f2726c4 Add a MAX_LEGACY_MORPH_TARGETS definition (#5163) 2022-02-07 11:27:45 -08:00
Philip Rideout
1a7bd7ea8d Rewrite VulkanPipelineCache (without changing its API).
All three types of caches (descriptor sets, pipelines, and pipeline
layouts) are now managed in exactly the same way. They all use an LRU
eviction scheme that is based on a count of command buffer flush
events.

Vulkan objects can only be destroyed if there are no in-flight command
buffers that reference them, so an easy way to know when it is safe to
evict a given entry is to wait for "N" flushes after its last use, where
"N" is the number of command buffers in the command buffer ring.

Another big simplification is that there are no more dirty flags,
instead we store two sets of state vectors for each type of cache: the
"currently bound" state, and the "current requirements" state.
2022-02-03 17:37:40 -08:00
Ben Doherty
946ea43436 Fix sampler overflow check in SamplerBindingMap (#5143) 2022-02-02 11:04:48 -08:00
Philip Rideout
7f42385f5f VulkanPipelineCache: fix spurious SEGV.
Fixes #5142 by replacing unsafe pointers with map keys.

One of the differences between robin_map and unordered_map is the
following:

    pointers to keys or values in the map are invalidated in the same
    way as iterators to these keys-values

Therefore it is unsafe to track the pointer to a value that is stored
in a robin_map.
2022-02-01 16:34:34 -08:00
Philip Rideout
8845ac2b75 VulkanPipelineCache: code cleanup and minor fixes.
This is mostly just code cleanup. One actual bug was the fact that the
dummy sampler was re-created every time a new pipeline layout was
created.

It also felt strange to use `auto&` to refer to a C-style array. I
changed this into a `std::array` which is more consistent with other
fixed size arrays in this class.
2022-02-01 16:34:27 -08:00
Ben Doherty
da85001d4d Support legacy morphing (#5129)
Support legacy morphing (morphing with targets supplied via VertexAttributes) for older clients. This gives clients more time to transition over to the new MorphTargetBuffer API.
2022-01-27 16:08:46 -08:00
Mathias Agopian
8d15079937 update material version to 18 2022-01-26 14:32:46 -08:00
daemyung jang
adc542b5cd Bind samplers to specified shader stages (#5036)
Co-authored-by: Ben Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
2022-01-26 14:31:30 -08:00
Philip Rideout
72feb044a3 Vulkan now supports offsets when uploading texture data.
This allows `MorphStressTest` to work on Vulkan.

However, `Horse` is still broken because it provides positions but not
tangents.  Separate fix for that is coming.

Partial fix for #5109.
2022-01-26 14:31:00 -08:00
Philip Rideout
c0ba260ddf Vulkan: clean up image layout management.
This fixes validation errors and makes a first pass at simplification.
VulkanTexture now tracks image layout using RangeMap, which paves the
way for further simplification.
2022-01-26 14:30:45 -08:00
Philip Rideout
2da215e8e7 RangeMap: improve naming convention, etc. 2022-01-26 14:30:23 -08:00
Philip Rideout
4d0368b5f1 RangeMap: improve the auto-merge functionality. 2022-01-26 14:30:09 -08:00
Philip Rideout
d11c78857d utils: introduce RangeMap container and unit test.
This will allow the Vulkan backend to efficiently track the subresource
image layouts for each texture.

This is a sparse container for a series of ordered non-overlapping
integer intervals, where each interval maps to a concrete value.
2022-01-26 14:29:45 -08:00
Mathias Agopian
e829d90c4a A morphing buffer must be bound when skinning is active
This is because we're using the same program variant for skinning
and morphing, in the skinning-only case, the buffer won't be accessed
in the shader, but it must be present.

fixes #5085
2022-01-26 14:20:25 -08:00
Mathias Agopian
a8006acd33 [GL backend] fix sampler binding bug
When a program had an unused SamplerInterfaceBlock, other samplers
could be bound to the wrong TMU

Fixes #5088
2022-01-26 14:20:12 -08:00
Benjamin Doherty
86ec502040 Bump version to 1.17.1 2022-01-24 12:52:22 -08:00
Benjamin Doherty
b19a73cc50 Merge branch 'rc/1.17.0' into release 2022-01-24 12:50:22 -08:00
Benjamin Doherty
a99c695932 Update RELEASE_NOTES for 1.17.0 2022-01-24 12:45:05 -08:00
Benjamin Doherty
8cd720b53a Bump version to 1.17.0 2022-01-18 13:54:40 -08:00
Benjamin Doherty
04df79e58f Merge branch 'rc/1.16.1' into release 2022-01-18 13:53:02 -08:00
Benjamin Doherty
a4b3717762 Update RELEASE_NOTES for 1.16.1 2022-01-18 13:48:36 -08:00
Benjamin Doherty
1035e442ee Bump version to 1.16.1 2022-01-10 10:47:46 -08:00
Benjamin Doherty
60d3638f15 Merge branch 'rc/1.16.0' into release 2022-01-10 10:44:36 -08:00
Benjamin Doherty
3e7d3c9035 Update RELEASE_NOTES for 1.16.0 2022-01-10 10:41:14 -08:00
jeanlemotan
eb360be2ad Fixed cubemap update 2022-01-10 10:34:49 -08:00
Benjamin Doherty
485ac8704d Bump version to 1.16.0 2022-01-04 11:55:19 -08:00
Benjamin Doherty
dc74540423 Merge branch 'rc/1.15.2' into release 2022-01-04 11:53:02 -08:00
Benjamin Doherty
96219c22db Update RELEASE_NOTES for 1.15.2 2022-01-04 11:49:50 -08:00
Romain Guy
f3b7048775 Add missing JNI impl (#4959) 2022-01-04 11:43:19 -08:00
Romain Guy
aaed6fb376 Fix rounding math 2022-01-04 11:43:13 -08:00
Romain Guy
35a5d3310f Fix preprocessor test 2021-12-13 13:53:20 -07:00
Benjamin Doherty
9da79a1d2d Bump version to 1.15.2 2021-12-13 11:08:28 -07:00
Benjamin Doherty
595b355d1b Merge branch 'rc/1.15.1' into release 2021-12-13 11:06:45 -07:00
Benjamin Doherty
3a67d769f4 Update RELEASE_NOTES for 1.15.1 2021-12-06 16:54:28 -08:00
Benjamin Doherty
6fb536a937 Bump version to 1.15.1 2021-12-06 11:17:37 -08:00
Benjamin Doherty
bb460d78d8 Merge branch 'rc/1.15.0' into release 2021-12-06 11:14:00 -08:00
Benjamin Doherty
838835a715 Update RELEASE_NOTES for 1.15.0 2021-12-02 11:52:04 -08:00
Romain Guy
63acd53e23 Use __ANDROID__ instead of ANDROID 2021-11-30 11:15:49 -08:00
Romain Guy
fcd2d0457b Workaround for a build system issue 2021-11-30 11:15:42 -08:00
Benjamin Doherty
58fc26461b Bump version to 1.15.0 2021-11-29 14:08:28 -08:00
Benjamin Doherty
fd82f6b04e Merge branch 'rc/1.14.2' into release 2021-11-29 14:07:03 -08:00
Benjamin Doherty
cef3200533 Add additional RELEASE_NOTES for 1.14.2 2021-11-29 10:21:56 -08:00
Ben Doherty
634500c398 Fix, avoid divide-by-zero inside makeBone (#4889) 2021-11-24 16:29:33 -08:00
Ben Doherty
b3e294ac54 Fix Metal depth comparison initialization (#4886) 2021-11-23 12:09:43 -08:00
Benjamin Doherty
2bf7535ad0 Update RELEASE_NOTES for 1.14.2 2021-11-22 10:16:00 -08:00
Benjamin Doherty
3315f75de9 Bump version to 1.14.2 2021-11-22 10:12:44 -08:00
Benjamin Doherty
bbe7dbfa92 Merge branch 'rc/1.14.1' into release 2021-11-22 10:11:06 -08:00
Benjamin Doherty
5697922a65 Update RELEASE_NOTES for 1.14.1 2021-11-17 12:04:26 -08:00
Ben Doherty
4da83df2b9 Fix material compilation error with device vertex domain (#4865)
A recent refactor was causing the following error when the vertex domain
was set to `device`:
```
ERROR: main.vs:23: 'material' : undeclared identifier
ERROR: main.vs:23: 'materialVertex' : no matching overloaded function found
```
2021-11-17 12:03:55 -08:00
Ben Doherty
8f156d6588 Android: re-enable VSM cascade fix (#4863) 2021-11-17 10:19:09 -08:00
Benjamin Doherty
cec0871c11 Bump version to 1.14.1 2021-11-15 10:09:45 -08:00
Benjamin Doherty
41a809368b Merge branch 'rc/1.14.0' into release 2021-11-15 10:07:56 -08:00
Romain Guy
ea53eb9290 Skip task incompatible with configuration caching (#4831) 2021-11-09 15:56:00 -08:00
Benjamin Doherty
05875057c9 Update RELEASE_NOTES for 1.14.0 2021-11-09 15:51:13 -08:00
Benjamin Doherty
44125926d1 Disable configuration-cache 2021-11-08 17:05:34 -08:00
Benjamin Doherty
60734349de Bump version to 1.14.0 2021-11-08 11:52:50 -08:00
Benjamin Doherty
fbfd5ec0ec Merge branch 'rc/1.13.0' into release 2021-11-08 11:50:19 -08:00
Ben Doherty
a74a95cc65 Call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (better fix) (#4779) 2021-11-04 13:28:17 -07:00
Benjamin Doherty
bc0ea16ff0 Update RELEASE_NOTES for 1.13.0 2021-11-02 13:15:53 -07:00
Mathias Agopian
b2dc8aa84c Fix typo that broke the directional shadowmap 2021-11-02 13:11:44 -07:00
Benjamin Doherty
9987e8b6ab Bump version to 1.13.0 2021-11-01 14:59:11 -07:00
Benjamin Doherty
0d9bdcc008 Merge branch 'rc/1.12.11' into release 2021-11-01 14:55:58 -07:00
Benjamin Doherty
b5c634045e Update RELEASE_NOTES for 1.12.11 2021-10-28 16:13:50 -07:00
Ben Doherty
1f05531d53 Call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (better fix) (#4779) 2021-10-28 16:02:23 -07:00
Benjamin Doherty
88f382f0e3 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-28 15:56:50 -07:00
Benjamin Doherty
3e59925900 Remove problematic configuration-cache setting for release build 2021-10-28 15:56:26 -07:00
Benjamin Doherty
ea404f8d4f Remove problematic configuration-cache setting for release build 2021-10-26 10:09:51 -07:00
Benjamin Doherty
602a550d93 Bump version to 1.12.11 2021-10-25 12:30:37 -07:00
Benjamin Doherty
12abbe2d23 Merge branch 'rc/1.12.10' into release 2021-10-25 11:06:18 -07:00
Benjamin Doherty
fb0ee97588 Update RELEASE_NOTES for 1.12.10 2021-10-25 11:00:06 -07:00
Ben Doherty
56ef48c9c3 Fix, call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (#4749) 2021-10-25 10:39:24 -07:00
Benjamin Doherty
47c3dd3dd1 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-25 10:37:52 -07:00
Benjamin Doherty
c181648bfa Bump version to 1.12.10 2021-10-20 12:15:51 -07:00
Benjamin Doherty
0cf78b3abe Merge branch 'rc/1.12.9' into release 2021-10-20 12:12:33 -07:00
Ben Doherty
22889a7ad9 Fix VirtualMachineEnv.cpp with older JNI versions (#4752) 2021-10-20 11:16:55 -07:00
Ben Doherty
a14451d0ac Fix, call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (#4749) 2021-10-20 10:41:34 -07:00
Benjamin Doherty
5dfdab10b7 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-19 16:13:21 -07:00
Benjamin Doherty
d6f2e3b8e9 Update RELEASE_NOTES for 1.12.9 2021-10-14 18:22:20 -07:00
Benjamin Doherty
df30517743 Bump version to 1.12.9 2021-10-11 11:06:43 -07:00
Benjamin Doherty
8f80643c1a Merge branch 'rc/1.12.8' into release 2021-10-11 11:02:56 -07:00
Benjamin Doherty
5aea9be2fb Update RELEASE_NOTES for 1.12.8 2021-10-07 11:03:45 -07:00
Benjamin Doherty
ad02e483d0 Bump version to 1.12.8 2021-10-04 10:26:57 -07:00
Benjamin Doherty
f463d53036 Merge branch 'rc/1.12.7' into release 2021-10-04 10:21:42 -07:00
Benjamin Doherty
b8d4408524 Update RELEASE_NOTES for 1.12.7 2021-10-04 10:18:56 -07:00
Benjamin Doherty
fef70be848 Bump version to 1.12.7 2021-09-27 11:15:58 -07:00
Benjamin Doherty
bdb12d9b24 Merge branch 'rc/1.12.6' into release 2021-09-27 11:12:42 -07:00
Ben Doherty
43ad283a83 Fix, missing call to setTransparencyMode (#4674) 2021-09-24 13:32:49 -07:00
Benjamin Doherty
2e4936afc4 Revert "fix a race in jobsystem"
This reverts commit 2feb0ad325.
2021-09-24 11:24:44 -07:00
Benjamin Doherty
891ffabd11 Update RELEASE_NOTES for 1.12.6 2021-09-23 17:25:25 -07:00
Ben Doherty
e2c19498b4 Metal: don't call createTextureViewWithsSwizzle directly (#4662) 2021-09-23 11:28:04 -07:00
Ben Doherty
c32630b265 Fix MetalBlitter crash when shader contains warnings (#4663) 2021-09-23 11:27:56 -07:00
Alexey Pelykh
bf21e78d02 Podspec: include headers in nested directories (#4658) 2021-09-22 16:48:12 -07:00
Benjamin Doherty
525d4e08a3 Bump version to 1.12.6 2021-09-20 10:17:18 -07:00
Benjamin Doherty
2e9bf6d694 Merge branch 'rc/1.12.5' into release 2021-09-20 10:14:37 -07:00
Benjamin Doherty
e845f01d85 Update RELEASE_NOTES for 1.12.5 2021-09-20 10:10:56 -07:00
Benjamin Doherty
bef48be7b4 Bump version to 1.12.5 2021-09-13 10:47:09 -07:00
Benjamin Doherty
b54fdc9e6e Merge branch 'rc/1.12.4' into release 2021-09-13 10:43:06 -07:00
Benjamin Doherty
cedbf2e30b Update RELEASE_NOTES for 1.12.4 2021-09-13 10:40:55 -07:00
Benjamin Doherty
592f8d1b0d Bump version to 1.12.4 2021-09-08 11:05:44 -07:00
Benjamin Doherty
29612a684e Merge branch 'rc/1.12.3' into release 2021-09-08 11:03:53 -07:00
Benjamin Doherty
e6d5807399 Bump version to 1.12.3 2021-08-30 11:46:51 -07:00
Benjamin Doherty
fa2553251f Merge branch 'rc/1.12.2' into release 2021-08-30 11:44:00 -07:00
Benjamin Doherty
7387718852 Update RELEASE_NOTES for 1.12.2 2021-08-30 11:41:52 -07:00
Ben Doherty
a503a6209a Fix regression with clipSpaceTransform (#4552) 2021-08-26 14:14:58 -07:00
Ben Doherty
ce3e5f74e8 Fix Metal STREAM buffers (#4543) 2021-08-25 09:48:34 -07:00
Ben Doherty
f37112358e Fix missing bookkeeping in bindUniformBufferRange (#4538) 2021-08-24 09:51:40 -07:00
Benjamin Doherty
f368b14621 Bump version to 1.12.2 2021-08-23 12:41:33 -07:00
Benjamin Doherty
6960b1148a Merge branch 'rc/1.12.1' into release 2021-08-23 12:39:38 -07:00
Benjamin Doherty
3cc23aac25 Update RELEASE_NOTES for 1.12.1 2021-08-23 10:45:59 -07:00
Benjamin Doherty
11dc8740f2 Fix stack-use-after-scope error 2021-08-20 15:40:06 -07:00
Ben Doherty
4b797cff88 Windows: fix incorrect CRT flags with Visual Studio generators (#4516) 2021-08-20 10:56:41 -07:00
Ben Doherty
fe1c1736cd Fix, potential null dereferences in MetalBlitter (#4481) 2021-08-10 16:30:11 -07:00
Benjamin Doherty
4058ef5f09 Bump version to 1.12.1 2021-08-09 12:06:47 -07:00
Benjamin Doherty
d25ca01624 Merge branch 'rc/1.12.0' into release 2021-08-09 12:03:33 -07:00
Benjamin Doherty
d96f87dbbf Update RELEASE_NOTES for 1.12.0 2021-08-09 12:01:46 -07:00
Ben Doherty
8a2e31023f Attempt to fix TSAN failure in ColorGrading.cpp (#4447) 2021-08-05 11:54:07 -07:00
Benjamin Doherty
1ea8e171d9 Bump version to 1.12.0 2021-08-03 11:18:56 -07:00
Benjamin Doherty
e2be3dd0ac Merge branch 'rc/1.11.2' into release 2021-08-03 11:15:19 -07:00
Romain Guy
1c51164e7b Fix inverse tone mapping issues (#4437)
Bring color grading back into the Rec.709 color space to match
previous behaviors. This change also implements an exact inverse
tone map function for the "Filmic" operator.
2021-08-02 20:54:44 -07:00
Benjamin Doherty
f190f03530 Update RELEASE_NOTES for 1.11.2 2021-08-02 11:17:42 -07:00
Ben Doherty
055fc7cbc1 Attempt to fix Windows CI by turning off concurrent builds (#4395) 2021-07-30 14:09:07 -07:00
Ben Doherty
9073fc3dc3 Attempt to fix Windows CI by turning off concurrent builds (#4395) 2021-07-28 10:49:37 -07:00
Ben Doherty
2409dc9bc4 Expose Engine::flush (#4385) 2021-07-26 15:09:14 -07:00
Benjamin Doherty
6586c8d70b Bump version to 1.11.2 2021-07-26 12:50:29 -07:00
Benjamin Doherty
ac0c94da69 Merge branch 'rc/1.11.1' into release 2021-07-26 12:48:36 -07:00
Ben Doherty
d19d6a72b0 Expose Engine::flush (#4385) 2021-07-26 12:10:19 -07:00
Benjamin Doherty
c81b5d98ef Update RELEASE_NOTES for 1.11.1 2021-07-26 10:05:41 -07:00
Mathias Agopian
756866675f fix an issue where a sampler could fail to be updated
SamplerGroup was comparing texture handles to decide if a texture needed
to be updated, however, texture handles are (quickly) recycled and
therefore can't be used for that purpose. e.g. if a texture is destroyed,
its handle could be reused quickly by another texture, if that texture 
is now set on the SamplerGroup, it will ignore it, thinking it's not
different.
2021-07-21 14:46:44 -07:00
Benjamin Doherty
ebcd4925f7 Bump version to 1.11.1 2021-07-19 10:24:01 -07:00
Benjamin Doherty
13bed4fdf9 Merge branch 'rc/1.11.0' into release 2021-07-19 10:20:29 -07:00
Benjamin Doherty
1dae5c6b6c Update RELEASE_NOTES for 1.11.0 2021-07-19 10:18:07 -07:00
Benjamin Doherty
8e6663e4b0 Bump version to 1.11.0 2021-07-12 10:49:43 -07:00
Benjamin Doherty
ba804444b8 Merge branch 'rc/1.10.7' into release 2021-07-12 10:47:12 -07:00
Benjamin Doherty
58cfb85004 Update RELEASE_NOTES for 1.10.7 2021-07-12 10:45:24 -07:00
Mathias Agopian
ab46481b45 Fix colorgrading as subpass
We were inserting the colorgrading subpass command between the
refracted and blended objects, instead of after all of them.

Another bad side effect of this was to trigger the refraction pass for
no reason.
2021-07-12 10:35:01 -07:00
Mathias Agopian
4296782399 don't crash when refraction pass is empty 2021-07-12 09:53:37 -07:00
Benjamin Doherty
ef375a7103 Bump version to 1.10.7 2021-07-07 11:02:30 -07:00
Benjamin Doherty
fd258b7765 Merge branch 'rc/1.10.6' into release 2021-07-07 10:59:12 -07:00
Benjamin Doherty
147de8d372 Update RELEASE_NOTES for 1.10.6 2021-07-07 10:57:25 -07:00
Philip Rideout
eb2a1928b6 ShadowMapManager: fix MSAN use-of-uninitialized-value.
The operator!= in std::array compares SPLIT_COUNT elements, which
is potentially greater than cascadeCount, which was the number of
initialized elements in splitPercentages.
2021-07-07 10:51:18 -07:00
Benjamin Doherty
35b033102f Bump version to 1.10.6 2021-06-28 12:07:58 -07:00
Benjamin Doherty
7bc65421a9 Merge branch 'rc/1.10.5' into release 2021-06-28 12:04:31 -07:00
Benjamin Doherty
736514cf37 Update RELEASE_NOTES for 1.10.5 2021-06-28 12:04:27 -07:00
Mathias Agopian
db0158dae8 fix webgl build
we need to select opengl on webgl.
2021-06-28 08:27:46 -07:00
Benjamin Doherty
e706695ed1 Bump version to 1.10.5 2021-06-21 11:18:26 -07:00
Benjamin Doherty
e8877ffe2d Merge branch 'rc/1.10.4' into release 2021-06-21 11:16:10 -07:00
Benjamin Doherty
1fd5d9dae6 Update RELEASE_NOTES for 1.10.4 2021-06-21 11:14:35 -07:00
Ben Doherty
cd48089318 filament-utils-android: fix string literal conversions (#4137) 2021-06-15 16:19:32 -06:00
Benjamin Doherty
6379ab22c9 Bump version to 1.10.4 2021-06-14 11:06:42 -06:00
Benjamin Doherty
0bf02b75d5 Merge branch 'rc/1.10.3' into release 2021-06-14 11:04:25 -06:00
Benjamin Doherty
c4259b5598 Update RELEASE_NOTES for 1.10.3 2021-06-14 11:02:45 -06:00
Ben Doherty
6b3c1179bc Include sample-gltf-viewer with Android releases (#4099) 2021-06-08 10:41:48 -07:00
Philip Rideout
c1a0e61e8e Fix FixedCapacityVector destructor.
std::allocator::deallocate() expects the same value that was given
during allocate().

Interestingly, this bug did not manifest any issues (even with ASAN) on
some platforms.
2021-06-07 15:56:33 -07:00
Benjamin Doherty
fc06298ed4 Bump version to 1.10.3 2021-06-07 11:22:04 -07:00
Benjamin Doherty
4ca87b188c Merge branch 'rc/1.10.2' into release 2021-06-07 11:19:51 -07:00
Benjamin Doherty
f1f60c3e0d Turn off warnings as errors for spirv-tools 2021-06-07 11:18:56 -07:00
Benjamin Doherty
76d21b56af Update RELEASE_NOTES for 1.10.2 2021-06-07 11:18:09 -07:00
Benjamin Doherty
0ab0e50a4f Turn off warnings as errors for spirv-tools 2021-06-02 11:16:42 -07:00
Benjamin Doherty
34f4c06a5c Bump version to 1.10.2 2021-06-01 11:17:32 -07:00
Benjamin Doherty
6de36f1e53 Merge branch 'rc/1.10.1' into release 2021-06-01 11:15:49 -07:00
Benjamin Doherty
2a9a3b1ac2 Update RELEASE_NOTES for 1.10.1 2021-06-01 11:13:04 -07:00
Benjamin Doherty
84b73a3770 Bump version to 1.10.1 2021-05-24 10:52:02 -07:00
Benjamin Doherty
662a10e273 Merge branch 'rc/1.10.0' into release 2021-05-24 10:49:10 -07:00
Benjamin Doherty
ecce02502e Update RELEASE_NOTES for 1.10.0 2021-05-24 10:47:39 -07:00
Philip Rideout
d17875aea1 ImGuiHelper: fix support for custom images.
The texture binding in the material instance needs to be restored to the
glyph atlas when a custom image is not in use.
2021-05-21 12:49:37 -07:00
Philip Rideout
b8897a68f9 matc: detect missing end brace.
matc was failing to report certain kinds of syntax errors and would
read out-of-bounds memory.

This change casuses the flare material to fail.
2021-05-21 09:20:33 -07:00
Ben Doherty
84efd4871e API CHANGE: remove some Camera, Engine, and View deprecated APIs (#3965) 2021-05-19 12:02:13 -07:00
Benjamin Doherty
85ea5a6b70 Bump version to 1.10.0 2021-05-17 11:00:42 -07:00
Benjamin Doherty
77891acb92 Merge branch 'rc/1.9.25' into release 2021-05-17 10:57:30 -07:00
Benjamin Doherty
74fe102035 Update RELEASE_NOTES for 1.9.25 2021-05-17 10:54:38 -07:00
Philip Rideout
25cc554925 WASM: fix "Missing field" error for lensFlare. 2021-05-17 10:06:56 -07:00
Ben Doherty
d787a521b5 Fix DIST_DIR setting for Windows builds (#3945) 2021-05-12 11:16:30 -07:00
Ben Doherty
46e52c71e1 Fix DIST_DIR setting for Windows builds (#3945) 2021-05-12 11:15:49 -07:00
Philip Rideout
1dad27a172 Repair WebGL and fix potential INVALID_OPERATION.
We should take care not to call glVertexAttribPointer when there is
no bound ARRAY_BUFFER (i.e. when its binding is zero).

This fixes the black screen seen with some WebGL samples after
the recent memory leak fix related to the new BufferObject API.
2021-05-10 13:38:56 -07:00
Benjamin Doherty
60d230b380 Bump version to 1.9.25 2021-05-07 21:42:48 -07:00
Benjamin Doherty
d7cb38e706 Merge branch 'rc/1.9.24' into release 2021-05-07 21:39:17 -07:00
Benjamin Doherty
ce00cca6ee Update RELEASE_NOTES for 1.9.24 2021-05-07 21:36:49 -07:00
Philip Rideout
d627d57bad Second memory leak fix. (#3906)
Fixes #3888.
2021-05-06 14:25:46 -07:00
Philip Rideout
8ffc776f1c Fix horrible memory leak in the GL driver. (#3894)
This leak was introduced in the following PR on April 7.
https://github.com/google/filament/pull/3775

The guilty party has been contacted and properly admonished for his
transgression.

This was tested by adding the following code after applyAnimation in
gltf_viewer.cpp

        static int nframes = 0;
        if (!gpath.empty() && nframes++ > 100) {
            static int count = 0;
            printf("reloading %d\n", count++);
            nframes = 0;
            app.resourceLoader->asyncCancelLoad();
            app.resourceLoader->evictResourceData();
            app.viewer->removeAsset();
            app.assetLoader->destroyAsset(app.asset);
            loadAsset(gpath, app);
            loadResources(gpath, app);
        }
2021-05-04 18:22:08 -07:00
Benjamin Doherty
be032b52c1 Bump version to 1.9.24 2021-05-03 10:42:19 -07:00
Benjamin Doherty
4388e81e5f Merge branch 'rc/1.9.23' into release 2021-05-03 10:40:49 -07:00
Benjamin Doherty
71a185d139 Update RELEASE_NOTES for 1.9.23 2021-05-03 10:38:59 -07:00
Benjamin Doherty
d2cf5985ac Bump version to 1.9.23 2021-04-26 10:55:10 -07:00
Benjamin Doherty
debcbb8e5c Merge branch 'rc/1.9.22' into release 2021-04-26 10:52:43 -07:00
Benjamin Doherty
b9dd62c7d3 Update RELEASE_NOTES for 1.9.22 2021-04-26 10:47:11 -07:00
Benjamin Doherty
dc2b430f34 Bump version to 1.9.22 2021-04-26 10:39:16 -07:00
Benjamin Doherty
e5ef4e8868 Update RELEASE_NOTES for 1.9.21 2021-04-19 11:36:37 -07:00
Benjamin Doherty
c0d6cd3ac3 Merge branch 'rc/1.9.21' into release 2021-04-19 11:34:23 -07:00
Benjamin Doherty
b63ab2dc19 Update RELEASE_NOTES for 1.9.21 2021-04-19 11:32:31 -07:00
Benjamin Doherty
5d8dad561c Bump version to 1.9.21 2021-04-12 11:38:27 -07:00
Benjamin Doherty
8933be1ae2 Merge branch 'rc/1.9.20' into release 2021-04-12 11:36:17 -07:00
Benjamin Doherty
6b66b48b1d Update RELEASE_NOTES for 1.9.20 2021-04-12 11:35:45 -07:00
Benjamin Doherty
9c23eb6e33 Release Filament 1.9.20 2021-04-12 11:34:39 -07:00
Benjamin Doherty
baea54a3fc Update RELEASE_NOTES for 1.9.20 2021-04-12 09:20:31 -07:00
Benjamin Doherty
d9f800454c Bump version to 1.9.20 2021-04-05 11:14:17 -07:00
Benjamin Doherty
f9ee0de07a Merge branch 'rc/1.9.19' into release 2021-04-05 11:11:13 -07:00
Benjamin Doherty
2786d0a9f7 Update RELEASE_NOTES for 1.9.19 2021-04-05 11:10:50 -07:00
Benjamin Doherty
491e8032e6 Release Filament 1.9.19 2021-04-05 11:10:20 -07:00
Benjamin Doherty
ef3f13f5d3 Update RELEASE_NOTES for 1.9.19 2021-04-05 11:09:38 -07:00
Benjamin Doherty
bcb5b2d790 Implement Metal BufferObjects 2021-04-05 11:01:36 -07:00
Ben Doherty
02de3f2e2a Fix, regression with Metal buffers (#3715) 2021-03-29 14:21:34 -07:00
Benjamin Doherty
0e7bb53c07 Bump version to 1.9.19 2021-03-29 11:09:32 -07:00
Benjamin Doherty
759109d478 Merge branch 'rc/1.9.18' into release 2021-03-29 11:06:55 -07:00
Benjamin Doherty
54d5af6edf Update RELEASE_NOTES for 1.9.18 2021-03-29 11:04:57 -07:00
Philip Rideout
38fbe47ced RenderTarget: fix NPE when depth is not present.
This fixes a recent regression that would occur when a RenderTarget
does not have a depth attachment.
2021-03-29 10:32:22 -07:00
Benjamin Doherty
f066c925ba Bump version to 1.9.18 2021-03-22 10:16:34 -07:00
Benjamin Doherty
994fdf4e1d Merge branch 'rc/1.9.17' into release 2021-03-22 10:12:20 -07:00
Benjamin Doherty
50b50d65e3 Update RELEASE_NOTES for 1.9.17 2021-03-22 10:11:02 -07:00
Mathias Agopian
0aaa985649 Fix a hang in JobSystem
The hang was caused by a subtle race. When a job is completed, its 
thread must signal all the threads that might be waiting on this job.
The signaling code was attempting to signal only the minimum number
of threads -- this was important especially in the case where no threads
were waiting, then the call to notify() could be avoided.

Unfortunately, for performance reasons we're not calling notify() with
the condition lock held, this meant that between the time the number of 
waiting threads was latched and the time of the notify() call, more
threads could enter their condition variable wait(), and it would
then be possible for these threads to wake up, instead of the thread
we were trying to wake up (the one waiting on the job).

It would then get stuck forever.

This bug was introduced in 2df639133b


Also add some debugging code for this kind of failure (disabled)
2021-03-18 09:57:25 -07:00
Benjamin Doherty
29564f8eae Bump version to 1.9.17 2021-03-15 10:15:25 -07:00
Benjamin Doherty
c15db68a5b Merge branch 'rc/1.9.16' into release 2021-03-15 10:12:56 -07:00
Benjamin Doherty
3452fb3e56 Update RELEASE_NOTES for 1.9.16 2021-03-15 10:10:40 -07:00
Mathias Agopian
35eb8e7be1 Revert GL backend handle tracking
This wasn't very useful in the first place because we're recycling
handles very quickly. Additionally there was a race condition
which cause false positives.

This reverts commit bc6acd5c5a.
This reverts commit 3a15756c78.
2021-03-12 13:02:55 -08:00
Mathias Agopian
834b774128 Fixes some issues with imported rendertargets
We were not declaring the attachments it was using.

Fixes #3628
2021-03-12 08:26:16 -08:00
Benjamin Doherty
5aa0eb9f9d Bump version to 1.9.16 2021-03-08 10:09:14 -08:00
Benjamin Doherty
d9a6e2e649 Merge branch 'rc/1.9.15' into release 2021-03-08 10:07:00 -08:00
Benjamin Doherty
cb823b16a1 Update RELEASE_NOTES for 1.9.15 2021-03-08 10:05:19 -08:00
Ben Doherty
0bd41e877e Downgrade Linux GitHub Actions environment to fix error (#3588) 2021-03-01 11:21:11 -08:00
Benjamin Doherty
ecc3e73967 Bump version to 1.9.15 2021-03-01 11:13:44 -08:00
Benjamin Doherty
464b4c24f9 Merge branch 'rc/1.9.14' into release 2021-03-01 11:11:53 -08:00
Benjamin Doherty
32367516e8 Update RELEASE_NOTES for 1.9.14 2021-03-01 11:10:06 -08:00
Philip Rideout
1709a55606 filamat: Fix data race with SPIRV error registrations. 2021-02-26 10:34:36 -08:00
Benjamin Doherty
58b4455979 Bump version to 1.9.14 2021-02-22 10:32:56 -08:00
Benjamin Doherty
ea1dede19c Merge branch 'rc/1.9.13' into release 2021-02-22 10:29:57 -08:00
Benjamin Doherty
20ea3381fa Update RELEASE_NOTES for 1.9.13 2021-02-22 10:28:21 -08:00
Philip Rideout
7aa6fccd7c Modernize Python print syntax to appease external codebase. 2021-02-19 11:38:18 -08:00
Philip Rideout
adbd54f4f8 Change abs() to std::abs to appease external codebase. 2021-02-19 11:38:18 -08:00
Philip Rideout
9d54261f18 Move vk_mem_alloc to its own cpp.
This will improve parity between the GitHub repo and its sister codebase
within Google.
2021-02-19 11:38:18 -08:00
Philip Rideout
a97757c9ae Avoid uninitialized reads in computeVisibilityMasks.
I verified that this code is not enabled in our GitHub builds, and I
verified that the MSAN error goes away.
2021-02-19 11:38:18 -08:00
Philip Rideout
7c79d9f89d Remove some Windows line endings.
These line endings cause annoying diffs when comparing Filament's GitHub
source with its twin sister within Google.
2021-02-19 11:38:18 -08:00
Benjamin Doherty
bf0914f813 Bump version to 1.9.13 2021-02-16 10:48:24 -08:00
Benjamin Doherty
b96bc30fbd Merge branch 'rc/1.9.12' into release 2021-02-16 10:44:13 -08:00
Benjamin Doherty
62b50eb8ba Update RELEASE_NOTES for 1.9.12 2021-02-16 10:42:41 -08:00
Ben Doherty
b4932e384a matc: Use consistent params for semantic code analysis (#3524)
When running semantic analysis on a material, we were arbitrarily choosing the first code gen permutation to analyze. So, running matc with arguments --api metal versus --api all would run analysis on slightly different shader code. This causes bugs when flags passed to glslang differ during semantic analysis. This change updates all semantic analysis to always use the same shader code.
2021-02-08 14:06:47 -08:00
Benjamin Doherty
5e68dc5f8d Bump version to 1.9.12 2021-02-08 09:58:15 -08:00
Benjamin Doherty
f222f1b925 Merge branch 'rc/1.9.11' into release 2021-02-08 09:51:08 -08:00
Ben Doherty
22e4a54782 Update RELEASE_NOTES for 1.9.11 2021-02-08 09:50:23 -08:00
Benjamin Doherty
1289922c5f Release Filament 1.9.11 2021-02-08 09:48:50 -08:00
Ben Doherty
2839c352b8 Update RELEASE_NOTES for 1.9.11 2021-02-08 09:47:18 -08:00
Ben Doherty
6a01cbc312 Draft: fix TSAN issue by using lock in ColorGrading constructor (#3510)
This is a second attempt to fix Google3 TSAN failures seen inside of the ColorGrading constructor.

Related first attempt: #3462
2021-02-05 14:06:40 -08:00
Benjamin Doherty
6193156556 Bump version to 1.9.11 2021-02-01 11:49:12 -08:00
Benjamin Doherty
fe23aa917d Merge branch 'rc/1.9.10' into release 2021-02-01 11:45:47 -08:00
Benjamin Doherty
eb8a29a332 Update RELEASE_NOTES for 1.9.10 2021-02-01 11:45:17 -08:00
Ben Doherty
0626902530 Fix sporatic data race warning seen in Google3 (#3462) 2021-01-27 16:40:16 -08:00
Philip Rideout
042bfe2597 Partial fix for MSVC build. 2020-12-14 12:15:06 -08:00
Ben Doherty
97133f3591 Fix Windows iterator issue in Zip2Iterator and StructureOfArrays (#3322) 2020-12-14 12:14:53 -08:00
Philip Rideout
d06cc4390e filamat: minify struct fields.
This shrinks the arm64 so file by 24 KiB.
2020-12-14 11:19:43 -08:00
Philip Rideout
6047d3235f Remove VSM variant from Skybox material. 2020-12-14 11:19:31 -08:00
Philip Rideout
2cda6e35bd math: reduce template bloat for matrices
This does not change our API, it merely reduces the number of
non-inlined function instantiations appearing in non-optimized binaries.
2020-12-14 11:19:22 -08:00
Philip Rideout
8f8d51e17b Code review fixups for libibl_lite. 2020-12-14 11:19:16 -08:00
Philip Rideout
6919e3b274 libibl: use C callback for progress 2020-12-14 11:19:09 -08:00
Philip Rideout
10bf944410 Add libibl_lite. 2020-12-14 11:19:03 -08:00
Philip Rideout
9a2f6fdb53 Vulkan: change vkWaitForFences usage for SwiftShader.
When passing only 1 fence to vkWaitForFences, the `waitAll` argument
should not have any effect, but SwiftShader seems to skip the wait
when this argument is set to VK_FALSE.

More specifically, the failure to wait in `acquireWorkCommandBuffer`
causes the subsequent destruction of an in-use fence, which causes
a TSAN failure with Google's internal tests.

I am consulting with the SwiftShader team on a real fix, meanwhile
we can commit this easy workaround.

We have 5 usages of vkWaitForFences, one of which uses multiple fences
and should have used VK_TRUE anyway.
2020-11-20 09:37:54 -08:00
Philip Rideout
761977d385 Filament should always bind an IBL texture.
This prevents a SwiftShader crash and/or a slew of "no texture bound"
warnings that would appear when the client provides an IBL without
providing reflections texture, which should be a valid thing to do.

Note that it is okay to declare a sampler in GLSL that never gets bound,
as long as it is never sampled from. Since we always sample from the
IBL specular texture, we should always bind something to it.
2020-11-19 13:28:19 -08:00
Ben Doherty
21248f15b5 Fix, matc crash when building mobile materials (#3296) 2020-11-16 14:37:55 -08:00
Benjamin Doherty
4f32817f6d Bump version to 1.9.10 2020-11-16 12:37:49 -08:00
Benjamin Doherty
cc9e05e711 Merge branch 'rc/1.9.9' into release 2020-11-16 12:34:13 -08:00
Benjamin Doherty
419d68d4db Update RELEASE_NOTES for 1.9.9 2020-11-16 12:17:02 -08:00
Philip Rideout
8450232448 Improve the "unbound texture" warnings.
With Vulkan, this warning would sometimes be a false positive. It could
trigger for internal samplers like `ssao` and `structure`, even though
they were not declared in SPIR-V.

With OpenGL, this warning would never be a false positive because it has
the luxury of calling `glGetUniformLocation`.

This adds a private attribute to our samplers called `strict` that
indicates whether or not a sampler should always have a bound texture.
For now the only strict samplers are the custom ones declared in the
user's material.

At some point I think we should consider adding `spirv-reflect` to our
tree to help with problems like this.
2020-11-12 16:21:13 -08:00
Philip Rideout
cc51726590 Vulkan: improve robustness by providing 1x1 fallback. 2020-11-12 10:36:13 -08:00
Philip Rideout
318e22af51 Fix clear behavior with RenderTarget API.
This fixes a bug seen with client applications that use ClearOptions
instead of Skybox, and one or more offscreen RenderTarget objects.
These apps would see junk pixels because Filament would only clear the
first render target in the frame.

The fix is to factor some the flag-setting logic in `beginFrame()` into
a private method, and call this method from `render()` each time
the user-level RenderTarget has been changed.

I wrote a simple C++ demo to reproduce the issue and to verify that
this fix works.
2020-11-11 09:25:36 -08:00
Philip Rideout
68ac87dc24 NOOP backend should not care about GLSL vs SPIRV.
This fixes errors that would occur when using the NOOP backend with
materials that were built without OpenGL support.
2020-11-10 15:44:01 -08:00
Benjamin Doherty
acb8f00075 Bump version to 1.9.9 2020-11-09 09:32:55 -08:00
Benjamin Doherty
06d9183aaa Merge branch 'rc/1.9.8' into release 2020-11-09 09:28:58 -08:00
Benjamin Doherty
75af25419d Update RELEASE_NOTES for 1.9.8 2020-11-09 09:26:27 -08:00
Benjamin Doherty
f6b90d2a31 Bump version to 1.9.8 2020-11-09 09:21:36 -08:00
Philip Rideout
a3822f4af0 Fix FENCE_WAIT_FOR_EVER in Linux.
The number of infinite nanoseconds was negative because we asked
chrono for a signed integer, so "wait forever" really meant "do not
wait at all".
2020-11-02 16:12:53 -08:00
Benjamin Doherty
bcdad769ff Merge branch 'rc/1.9.7' into release 2020-11-02 11:03:57 -07:00
Benjamin Doherty
be4fb4fdbb Update RELEASE_NOTES for 1.9.7 2020-11-02 10:59:19 -07:00
Benjamin Doherty
65394f6301 Bump version to 1.9.7 2020-10-26 11:34:20 -06:00
Benjamin Doherty
b0beee03bc Merge branch 'rc/1.9.6' into release 2020-10-26 11:29:45 -06:00
Benjamin Doherty
fe1de41b8e Update RELEASE_NOTES for 1.9.6 2020-10-26 11:25:31 -06:00
Benjamin Doherty
a37b431e87 Bump version to 1.9.6 2020-10-19 11:55:13 -06:00
Benjamin Doherty
98107016b9 Merge branch 'rc/1.9.5' into release 2020-10-19 11:51:30 -06:00
Benjamin Doherty
8bccfc2863 Update RELEASE_NOTES for 1.9.5 2020-10-19 11:49:05 -06:00
Benjamin Doherty
f54a0a3452 Fix CocoaPod version 2020-10-13 15:15:02 -06:00
Benjamin Doherty
6778ab0624 Fix CocoaPod version 2020-10-13 15:09:59 -06:00
Benjamin Doherty
269d636785 Bump version to 1.9.5 2020-10-12 12:03:29 -06:00
Benjamin Doherty
39862c91ce Merge branch 'rc/1.9.4' into release 2020-10-12 11:56:24 -06:00
Benjamin Doherty
523f4026b4 Update RELEASE_NOTES for 1.9.4 2020-10-12 11:52:01 -06:00
Benjamin Doherty
a6bf162431 Bump version to 1.9.4 2020-10-07 16:06:23 -06:00
Benjamin Doherty
826e8d181c Merge branch 'rc/1.9.3' into release 2020-10-05 11:36:16 -06:00
Benjamin Doherty
16dfadbba0 Update RELEASE_NOTES for 1.9.3 2020-10-05 11:29:36 -06:00
Benjamin Doherty
5cbb97551f Bump version to 1.9.3 2020-09-28 11:40:31 -06:00
Benjamin Doherty
defee767c3 Merge branch 'rc/1.9.2' into release 2020-09-28 11:27:47 -06:00
Benjamin Doherty
9560318521 Update RELEASE_NOTES for 1.9.2 2020-09-28 11:26:21 -06:00
Benjamin Doherty
ef09feb048 Bump version to 1.9.2 2020-09-21 11:16:53 -06:00
Benjamin Doherty
39f323fe09 Merge branch 'rc/1.9.1' into release 2020-09-21 11:00:07 -06:00
Benjamin Doherty
11b95304ea Merge branch 'release' into rc/1.9.1 2020-09-21 10:59:52 -06:00
Benjamin Doherty
b7c30a7916 Update RELEASE_NOTES for 1.9.1 2020-09-21 10:59:06 -06:00
Benjamin Doherty
4cae48fc77 Bump version to 1.9.1 2020-09-14 11:51:36 -07:00
Benjamin Doherty
d1a93f0557 Update release notes for 1.9.0 2020-09-14 10:54:28 -07:00
Benjamin Doherty
b93059fad7 Bump version to 1.9.0 2020-09-08 10:47:23 -07:00
3199 changed files with 345749 additions and 475738 deletions

View File

@@ -1,7 +0,0 @@
;;; Directory Local Variables -*- no-byte-compile: t -*-
;;; For more information see (info "(emacs) Directory Variables")
((c++-mode . ((c-file-style . "filament")
(apheleia-inhibit . t)))
(c-mode . ((c-file-style . "filament")
(apheleia-inhibit . t))))

View File

@@ -1,11 +0,0 @@
root = true
[*]
end_of_line = lf
insert_final_newline = true
charset = utf-8
[*.{c,cpp,h,inc,kt,java,js,md}]
indent_style = space
indent_size = 4
max_line_length = 100

View File

@@ -4,8 +4,6 @@ about: Create a report to help us improve
---
⚠️ **Issues not using this template will be systematically closed.**
**Describe the bug**
A clear and concise description of what the bug is.
@@ -20,8 +18,8 @@ A clear and concise description of what you expected to happen.
If applicable, add screenshots to help explain your problem.
**Logs**
If applicable, copy **full** logs from your console here. Please *do not*
use screenshots of logs, copy them as text, use gist or attach an *uncompressed* file.
If applicable, copy logs from your console here. Please *do not*
use screenshots of logs, copy them as text.
**Desktop (please complete the following information):**
- OS: [e.g. iOS]

View File

@@ -13,11 +13,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh continuous
@@ -29,6 +25,10 @@ jobs:
with:
name: filamat-android-full
path: out/filamat-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: filamat-android-lite
path: out/filamat-android-lite-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: gltfio-android-release

View File

@@ -1,30 +0,0 @@
name: CocoaPods Deploy
# This must be run after the iOS release job has finished, and the iOS release
# asset has been uploaded to Github.
on:
workflow_dispatch:
inputs:
release_tag:
description: 'Release tag to deploy (e.g., v1.42.2)'
required: true
default: 'v1.42.2'
jobs:
cocoapods-deploy:
name: cocoapods-deploy
runs-on: macos-latest
steps:
- name: Check out iOS/CocoaPods directory
uses: Bhacaz/checkout-files@49fc3050859046bf4f4873678d46099985640e89
with:
files: ios/CocoaPods
token: ${{ secrets.GITHUB_TOKEN }}
branch: ${{ github.event.inputs.release_tag }}
- name: Move podspec to root
run: mv ios/CocoaPods/*.podspec .
- name: Install CocoaPods
run: gem install cocoapods
- uses: michaelhenry/deploy-to-cocoapods-github-action@745686ab065f90596e0d5cfcf97bb2416d94262e
env:
COCOAPODS_TRUNK_TOKEN: ${{ secrets.COCOAPODS_TRUNK_TOKEN }}

View File

@@ -13,7 +13,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh continuous

View File

@@ -10,10 +10,10 @@ on:
jobs:
build-linux:
name: build-linux
runs-on: ubuntu-22.04
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous

View File

@@ -13,7 +13,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous

View File

@@ -1,33 +0,0 @@
name: Npm Deploy
on:
workflow_dispatch:
inputs:
release_tag:
description: 'Release tag to deploy (e.g., v1.42.2)'
required: true
default: 'v1.42.2'
jobs:
npm-deploy:
name: npm-deploy
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
with:
ref: ${{ github.event.inputs.release_tag }}
# Setup .npmrc file to publish to npm
- uses: actions/setup-node@v3
with:
node-version: '18.x'
registry-url: 'https://registry.npmjs.org'
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh release
- name: Deploy to npm
run: |
cd out/cmake-webgl-release/web/filament-js
npm publish
env:
NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}

View File

@@ -15,10 +15,10 @@ jobs:
strategy:
matrix:
os: [macos-latest, ubuntu-22.04]
os: [macos-latest, ubuntu-18.04]
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
@@ -32,7 +32,7 @@ jobs:
runs-on: windows-2019
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
build\windows\build-github.bat presubmit
@@ -43,11 +43,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh presubmit
@@ -57,7 +53,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh presubmit
@@ -70,7 +66,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh presubmit

View File

@@ -31,7 +31,7 @@ jobs:
strategy:
matrix:
os: [macos-latest, ubuntu-22.04]
os: [macos-latest, ubuntu-18.04]
steps:
- name: Decide Git ref
@@ -41,7 +41,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -76,7 +76,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -109,13 +109,9 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -124,6 +120,7 @@ jobs:
cd ../..
mv out/filament-android-release.aar out/filament-${TAG}-android.aar
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/filamat-android-lite-release.aar out/filamat-${TAG}-lite-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
- name: Sign sample-gltf-viewer
@@ -163,7 +160,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -197,7 +194,7 @@ jobs:
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
shell: bash
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -205,7 +202,8 @@ jobs:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
build\windows\build-github.bat release
move out\filament-windows.tgz out\filament-$Env:TAG-windows.tgz
cd ..\..
move out\filament-windows.tgz out\filament-%TAG%-windows.tgz
shell: cmd
- uses: actions/github-script@v6
env:

View File

@@ -24,4 +24,3 @@ jobs:
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
pull-request-number: ${{ github.event.pull_request.number }}
release-notes-file: 'NEW_RELEASE_NOTES.md'

View File

@@ -13,7 +13,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous

View File

@@ -13,7 +13,7 @@ jobs:
runs-on: windows-2019
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v2.0.0
- name: Run build script
run: |
build\windows\build-github.bat continuous

2
.gitignore vendored
View File

@@ -16,5 +16,3 @@ settings.json
test*.png
test*.json
results
/compile_commands.json
/.cache

View File

@@ -5,7 +5,7 @@
To build Filament, you must first install the following tools:
- CMake 3.19 (or more recent)
- clang 14.0 (or more recent)
- clang 7.0 (or more recent)
- [ninja 1.10](https://github.com/ninja-build/ninja/wiki/Pre-built-Ninja-packages) (or more recent)
Additional dependencies may be required for your operating system. Please refer to the appropriate
@@ -13,10 +13,9 @@ section below.
To build Filament for Android you must also install the following:
- Android Studio Flamingo or more recent
- Android Studio Arctic Fox or more recent
- Android SDK
- Android NDK 25.1 or higher
- Java 17
### Environment variables
@@ -40,27 +39,25 @@ inside the Filament source tree.
To trigger an incremental debug build:
```shell
./build.sh debug
```
$ ./build.sh debug
```
To trigger an incremental release build:
```shell
./build.sh release
```
$ ./build.sh release
```
To trigger both incremental debug and release builds:
```shell
./build.sh debug release
```
$ ./build.sh debug release
```
If build fails for some reasons, it may leave the `out/` directory in a broken state. You can
force a clean build by adding the `-c` flag in that case.
To install the libraries and executables in `out/debug/` and `out/release/`, add the `-i` flag.
The script offers more features described by executing `build.sh -h`.
You can force a clean build by adding the `-c` flag. The script offers more features described
by executing `build.sh -h`.
### Filament-specific CMake Options
@@ -78,9 +75,9 @@ The following CMake options are boolean options specific to Filament:
To turn an option on or off:
```shell
cd <cmake-build-directory>
cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
```
$ cd <cmake-build-directory>
$ cmake . -DOPTION=ON # Relace OPTION with the option name, set to ON / OFF
```
Options can also be set with the CMake GUI.
@@ -89,14 +86,12 @@ Options can also be set with the CMake GUI.
Make sure you've installed the following dependencies:
- `clang-14` or higher
- `clang-7` or higher
- `libglu1-mesa-dev`
- `libc++-14-dev` (`libcxx-devel` and `libcxx-static` on Fedora) or higher
- `libc++abi-14-dev` (`libcxxabi-static` on Fedora) or higher
- `libc++-7-dev` (`libcxx-devel` and `libcxx-static` on Fedora) or higher
- `libc++abi-7-dev` (`libcxxabi-static` on Fedora) or higher
- `ninja-build`
- `libxi-dev`
- `libxcomposite-dev` (`libXcomposite-devel` on Fedora)
- `libxxf86vm-dev` (`libXxf86vm-devel` on Fedora)
After dependencies have been installed, we highly recommend using the [easy build](#easy-build)
script.
@@ -104,38 +99,38 @@ script.
If you'd like to run `cmake` directly rather than using the build script, it can be invoked as
follows, with some caveats that are explained further down.
```shell
mkdir out/cmake-release
cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
Your Linux distribution might default to `gcc` instead of `clang`, if that's the case invoke
`cmake` with the following command:
```shell
mkdir out/cmake-release
cd out/cmake-release
# Or use a specific version of clang, for instance /usr/bin/clang-14
CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
$ mkdir out/cmake-release
$ cd out/cmake-release
# Or use a specific version of clang, for instance /usr/bin/clang-7
$ CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
You can also export the `CC` and `CXX` environment variables to always point to `clang`. Another
solution is to use `update-alternatives` to both change the default compiler, and point to a
specific version of clang:
```shell
update-alternatives --install /usr/bin/clang clang /usr/bin/clang-14 100
update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-14 100
update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
```
$ update-alternatives --install /usr/bin/clang clang /usr/bin/clang-7 100
$ update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-7 100
$ update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
$ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
```
Finally, invoke `ninja`:
```shell
ninja
```
$ ninja
```
This will build Filament, its tests and samples, and various host tools.
@@ -145,8 +140,8 @@ This will build Filament, its tests and samples, and various host tools.
To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:
```shell
xcode-select --install
```
$ xcode-select --install
```
If you wish to run the Vulkan backend instead of the default Metal backend, you must install
@@ -154,11 +149,11 @@ the LunarG SDK, enable "System Global Components", and reboot your machine.
Then run `cmake` and `ninja` to trigger a build:
```shell
mkdir out/cmake-release
cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
ninja
```
$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
$ ninja
```
### iOS
@@ -166,24 +161,24 @@ ninja
The easiest way to build Filament for iOS is to use `build.sh` and the
`-p ios` flag. For instance to build the debug target:
```shell
./build.sh -p ios debug
```
$ ./build.sh -p ios debug
```
See [ios/samples/README.md](./ios/samples/README.md) for more information.
### Windows
#### Building on Windows with Visual Studio 2019 or later
#### Building on Windows with Visual Studio 2019
Install the following components:
- [Visual Studio 2019 or later](https://www.visualstudio.com/downloads)
- [Windows SDK](https://developer.microsoft.com/en-us/windows/downloads/windows-sdk/)
- [Visual Studio 2019](https://www.visualstudio.com/downloads)
- [Windows 10 SDK](https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk)
- [Python 3.7](https://www.python.org/ftp/python/3.7.0/python-3.7.0.exe)
- [CMake 3.14 or later](https://github.com/Kitware/CMake/releases/download/v3.14.7/cmake-3.14.7-win64-x64.msi)
The latest Windows SDK can also be installed by opening Visual Studio and selecting _Get Tools and
The latest Windows SDK can also by installed by opening Visual Studio and selecting _Get Tools and
Features..._ under the _Tools_ menu.
By default, Windows treats the file system as case insensitive. Please do not enable case
@@ -193,10 +188,10 @@ using `fsutil.exe file queryCaseSensitiveInfo`.
Next, open `x64 Native Tools Command Prompt for VS 2019`, create a working directory, and run
CMake in it:
```bat
mkdir out
cd out
cmake ..
```
> mkdir out
> cd out
> cmake ..
```
Open the generated solution file `TNT.sln` in Visual Studio.
@@ -206,15 +201,15 @@ target in the _Solution Explorer_ and choose _Build_ to build a specific target.
For example, build the `material_sandbox` sample and run it from the `out` directory with:
```bat
samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj
```
> samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj
```
You can also use CMake to invoke the build without opening Visual Studio. For example, from the
`out` folder run the following command.
```bat
cmake --build . --target gltf_viewer --config Release
```
> cmake --build . --target gltf_viewer --config Release
```
### Android
@@ -239,8 +234,8 @@ To build Android on Windows machines, see [android/Windows.md](android/Windows.m
The easiest way to build Filament for Android is to use `build.sh` and the
`-p android` flag. For instance to build the release target:
```shell
./build.sh -p android release
```
$ ./build.sh -p android release
```
Run `build.sh -h` for more information.
@@ -250,23 +245,23 @@ Run `build.sh -h` for more information.
Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (`aarch64`).
```shell
mkdir out/android-build-release-aarch64
cd out/android-build-release-aarch64
cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..
```
$ mkdir out/android-build-release-aarch64
$ cd out/android-build-release-aarch64
$ cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..
```
And then invoke `ninja`:
```shell
ninja install
```
$ ninja install
```
or
```shell
ninja install/strip
```
$ ninja install/strip
```
This will generate Filament's Android binaries in `out/android-release`. This location is important
@@ -298,8 +293,8 @@ AAR.
Alternatively you can build the AAR from the command line by executing the following in the
`android/` directory:
```shell
./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease
```
$ ./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease
```
The `-Pcom.google.android.filament.dist-dir` can be used to specify a different installation
@@ -313,7 +308,7 @@ sure to add the newly created module as a dependency to your application.
If you do not wish to include all supported ABIs, make sure to create the appropriate flavors in
your Gradle build file. For example:
```gradle
```
flavorDimensions 'cpuArch'
productFlavors {
arm8 {
@@ -355,7 +350,7 @@ started, follow the instructions for building Filament on your platform ([macOS]
Next, you need to install the Emscripten SDK. The following instructions show how to install the
same version that our continuous builds use.
```shell
```
cd <your chosen parent folder for the emscripten SDK>
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
@@ -366,7 +361,7 @@ source ./emsdk_env.sh
After this you can invoke the [easy build](#easy-build) script as follows:
```shell
```
export EMSDK=<your chosen home for the emscripten SDK>
./build.sh -p webgl release
```
@@ -376,7 +371,7 @@ creates a `samples` folder that can be used as the root of a simple static web s
cannot open the HTML directly from the filesystem due to CORS. We recommend using the emrun tool
to create a quick localhost server:
```shell
```
emrun out/cmake-webgl-release/web/samples --no_browser --port 8000
```
@@ -397,7 +392,7 @@ Some of the samples accept FBX/OBJ meshes while others rely on the `filamesh` fi
generate a `filamesh ` file from an FBX/OBJ asset, run the `filamesh` tool
(`./tools/filamesh/filamesh` in your build directory):
```shell
```
filamesh ./assets/models/monkey/monkey.obj monkey.filamesh
```
@@ -407,7 +402,7 @@ files for the IBL (which are PNGs containing `R11F_G11F_B10F` data) or a path to
containing two `.ktx` files (one for the IBL itself, one for the skybox). To generate an IBL
simply use this command:
```shell
```
cmgen -f ktx -x ./ibls/ my_ibl.exr
```
@@ -429,9 +424,9 @@ value is the desired roughness between 0 and 1.
To generate the documentation you must first install `doxygen` and `graphviz`, then run the
following commands:
```shell
cd filament/filament
doxygen docs/doxygen/filament.doxygen
```
$ cd filament/filament
$ doxygen docs/doxygen/filament.doxygen
```
Finally simply open `docs/html/index.html` in your web browser.
@@ -441,7 +436,7 @@ Finally simply open `docs/html/index.html` in your web browser.
To try out Filament's Vulkan support with SwiftShader, first build SwiftShader and set the
`SWIFTSHADER_LD_LIBRARY_PATH` variable to the folder that contains `libvk_swiftshader.dylib`:
```shell
```
git clone https://github.com/google/swiftshader.git
cd swiftshader/build
cmake .. && make -j
@@ -456,7 +451,7 @@ Continuous testing turnaround can be quite slow if you need to build SwiftShader
provide an Ubuntu-based Docker image that has it already built. The Docker image also includes
everything necessary for building Filament. You can fetch and run the image as follows:
```shell
```
docker pull ghcr.io/filament-assets/swiftshader
docker run -it ghcr.io/filament-assets/swiftshader
```

View File

@@ -3,14 +3,6 @@
# ==================================================================================================
cmake_minimum_required(VERSION 3.19)
# ==================================================================================================
# Toolchain configuration
# ==================================================================================================
if (APPLE AND NOT IOS)
# This must be set before project() is called
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15 CACHE STRING "")
endif()
# ==================================================================================================
# Project declaration
# ==================================================================================================
@@ -39,8 +31,6 @@ option(FILAMENT_SKIP_SDL2 "Skip dependencies of SDL2, and SDL2" OFF)
option(FILAMENT_LINUX_IS_MOBILE "Treat Linux as Mobile" OFF)
option(FILAMENT_ENABLE_ASAN_UBSAN "Enable Address and Undefined Behavior Sanitizers" OFF)
set(FILAMENT_NDK_VERSION "" CACHE STRING
"Android NDK version or version prefix to be used when building for Android."
)
@@ -77,30 +67,25 @@ endif()
# ==================================================================================================
find_program(CCACHE_PROGRAM ccache)
if (CCACHE_PROGRAM)
if (WIN32)
set(CMAKE_C_COMPILER_LAUNCHER "${CCACHE_PROGRAM}")
set(CMAKE_CXX_COMPILER_LAUNCHER "${CCACHE_PROGRAM}")
set(C_LAUNCHER "${CCACHE_PROGRAM}")
set(CXX_LAUNCHER "${CCACHE_PROGRAM}")
configure_file(build/launch-c.in launch-c)
configure_file(build/launch-cxx.in launch-cxx)
execute_process(COMMAND chmod a+rx
"${CMAKE_CURRENT_BINARY_DIR}/launch-c"
"${CMAKE_CURRENT_BINARY_DIR}/launch-cxx"
)
if (CMAKE_GENERATOR STREQUAL "Xcode")
set(CMAKE_XCODE_ATTRIBUTE_CC "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
set(CMAKE_XCODE_ATTRIBUTE_CXX "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
set(CMAKE_XCODE_ATTRIBUTE_LD "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
set(CMAKE_XCODE_ATTRIBUTE_LDPLUSPLUS "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
else()
set(C_LAUNCHER "${CCACHE_PROGRAM}")
set(CXX_LAUNCHER "${CCACHE_PROGRAM}")
configure_file(build/launch-c.in launch-c)
configure_file(build/launch-cxx.in launch-cxx)
execute_process(COMMAND chmod a+rx
"${CMAKE_CURRENT_BINARY_DIR}/launch-c"
"${CMAKE_CURRENT_BINARY_DIR}/launch-cxx"
)
if (CMAKE_GENERATOR STREQUAL "Xcode")
set(CMAKE_XCODE_ATTRIBUTE_CC "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
set(CMAKE_XCODE_ATTRIBUTE_CXX "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
set(CMAKE_XCODE_ATTRIBUTE_LD "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
set(CMAKE_XCODE_ATTRIBUTE_LDPLUSPLUS "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
else()
set(CMAKE_C_COMPILER_LAUNCHER "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
set(CMAKE_CXX_COMPILER_LAUNCHER "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
endif()
set(CMAKE_C_COMPILER_LAUNCHER "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
set(CMAKE_CXX_COMPILER_LAUNCHER "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
endif()
endif()
@@ -132,16 +117,11 @@ if (LINUX)
add_definitions(-DFILAMENT_SUPPORTS_XCB)
endif()
# Default Swiftshader build does not enable the xlib extension
if (FILAMENT_SUPPORTS_XLIB AND FILAMENT_USE_SWIFTSHADER)
set(FILAMENT_SUPPORTS_XLIB OFF)
endif()
if (FILAMENT_SUPPORTS_XLIB)
add_definitions(-DFILAMENT_SUPPORTS_XLIB)
endif()
if (FILAMENT_SUPPORTS_XCB OR FILAMENT_SUPPORTS_XLIB)
if (FILAMENT_SUPPORTS_XCB OR FILAMENT_SUPORTS_XLIB)
add_definitions(-DFILAMENT_SUPPORTS_X11)
set(FILAMENT_SUPPORTS_X11 TRUE)
endif()
@@ -380,12 +360,6 @@ if (ANDROID OR IOS OR WEBGL)
endif()
endif()
# Turn off exceptions on iOS debug as well. This fixes an availability error we see when using
# std::visit, which is not supported on iOS 11.0 when exceptions are enabled.
if (IOS)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-exceptions")
endif()
# With WebGL, we disable RTTI even for debug builds because we pass emscripten::val back and forth
# between C++ and JavaScript in order to efficiently access typed arrays, which are unbound.
# NOTE: This is not documented in emscripten so we should consider a different approach.
@@ -400,10 +374,10 @@ endif()
# ==================================================================================================
# Debug compiler flags
# ==================================================================================================
if (FILAMENT_ENABLE_ASAN_UBSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=address -fsanitize=undefined")
endif()
# ASAN is deactivated for now because:
# -fsanitize=undefined causes extremely long link times
# -fsanitize=address causes a crash with assimp, which we can't explain for now
#set(EXTRA_SANITIZE_OPTIONS "-fsanitize=undefined -fsanitize=address")
if (NOT MSVC AND NOT WEBGL)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fstack-protector")
endif()
@@ -523,14 +497,9 @@ if (FILAMENT_SUPPORTS_METAL)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a metal)
endif()
# Enable debug info (preserves names in SPIR-V)
if (FILAMENT_ENABLE_MATDBG)
set(MATC_OPT_FLAGS ${MATC_OPT_FLAGS} -d)
endif()
# Disable optimizations
# Disable optimizations and enable debug info (preserves names in SPIR-V)
if (FILAMENT_DISABLE_MATOPT)
set(MATC_OPT_FLAGS ${MATC_OPT_FLAGS} -g)
set(MATC_OPT_FLAGS -gd)
endif()
set(MATC_BASE_FLAGS ${MATC_API_FLAGS} -p ${MATC_TARGET} ${MATC_OPT_FLAGS})
@@ -706,7 +675,6 @@ add_subdirectory(${EXTERNAL}/robin-map/tnt)
add_subdirectory(${EXTERNAL}/smol-v/tnt)
add_subdirectory(${EXTERNAL}/benchmark/tnt)
add_subdirectory(${EXTERNAL}/meshoptimizer/tnt)
add_subdirectory(${EXTERNAL}/mikktspace)
add_subdirectory(${EXTERNAL}/cgltf/tnt)
add_subdirectory(${EXTERNAL}/draco/tnt)
add_subdirectory(${EXTERNAL}/jsmn/tnt)

View File

@@ -27,7 +27,7 @@ again.
## Code Style
See [CODE_STYLE.md](/CODE_STYLE.md)
See [CodeStyle.md](/CODE_STYLE.md)
## Code reviews

View File

@@ -187,7 +187,7 @@
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 2023 The Android Open Source Project
Copyright [yyyy] [name of copyright owner]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.

View File

@@ -1,18 +0,0 @@
# Filament Release Notes log
**If you are merging a PR into main**: please add the release note below, under the *Release notes
for next branch cut* header.
**If you are cherry-picking a commit into an rc/ branch**: add the release note under the
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- engine: Allow instantiating Engine at a given feature level via `Engine::Builder::featureLevel`
- matc: Enable `GL_OES_standard_derivatives` extension in ESSL 1.0 shaders
- matc: Fix code generation of double sided and masked materials in ESSL 1.0 shaders
- filagui: Add support for feature level 0
- matc: Add support for post-process materials in feature level 0
- engine: Add `Material::getFeatureLevel()`
- engine: Add missing `Material::getReflectionMode()` method in Java
- engine: Support basic usage of post-processing materials on feature level 0

View File

@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.45.0'
implementation 'com.google.android.filament:filament-android:1.31.0'
}
```
@@ -40,8 +40,8 @@ Here are all the libraries available in the group `com.google.android.filament`:
| Artifact | Description |
| ------------- | ------------- |
| [![filament-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android) | The Filament rendering engine itself. |
| [![filament-android-debug](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug/badge.svg?subject=filament-android-debug)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug) | Debug version of `filament-android`. |
| [![gltfio-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android) | A glTF 2.0 loader for Filament, depends on `filament-android`. |
| [![gltfio-android-lite](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android-lite/badge.svg?subject=gltfio-android-lite)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android-lite) | Trimmed version of `gltfio` that does not support some glTF extensions. |
| [![filament-utils-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android) | KTX loading, Kotlin math, and camera utilities, depends on `gltfio-android`. |
| [![filamat-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android) | A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. |
| [![filamat-android-lite](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite/badge.svg?subject=filamat-android-lite)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite) | A much smaller alternative to `filamat-android` that can only generate OpenGL shaders. It does not provide validation or optimizations. |
@@ -50,8 +50,8 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.45.0'
```
pod 'Filament', '~> 1.31.0'
```
### Snapshots

View File

@@ -9,15 +9,26 @@ Before starting, ensure that each of these branches is up-to-date with origin:
- rc/$RELEASE
- main
## 0. Check versions.
## 0. Make sure the rc/$RELEASE branch has the correct version.
Make sure the rc/$RELEASE branch has the correct Filament version. It should have the version
corresponding to its name, $RELEASE.
It should have the version corresponding to its name, $RELEASE.
Make sure `MATERIAL_VERSION` has been bumped to a new version if this is a MAJOR or MINOR release
(first two version numbers).
## 1. Update RELEASE_NOTES.md on the rc branch.
## 1. Bump Filament versions on main to $RELEASE.
Checkout the rc/$RELEASE branch. In RELEASE_NOTES.md, locate the header corresponding to $RELEASE
and write release notes. To see which commits make up the release, run:
```
build/common/release.sh -c rc/$RELEASE
```
Commit the changes to rc/$RELEASE with the title:
```
Update RELEASE_NOTES for $RELEASE
```
## 2. Bump versions on main to $RELEASE.
Checkout main and run the following command to bump Filament's version to $RELEASE:
@@ -33,19 +44,49 @@ Release Filament $RELEASE
Do not push to origin yet.
## 2. Update RELEASE_NOTES.md on main.
## 3. Cherry-pick RELEASE_NOTES change from rc branch to main.
Create a new header in RELEASE_NOTES.md for $NEXT_RELEASE. Copy the release notes in
NEW_RELEASE_NOTES.md to RELEASE_NOTES.md under the new header. Clear NEW_RELEASE_NOTES.md.
```
git cherry-pick rc/$RELEASE
```
Amend these changes to the "Release Filament $RELEASE" commit.
Update the headers. The "main branch" header becomes a header for $NEXT_RELEASE, and a new "main
branch" header is added.
For example, this:
```
## main branch
- foo
- bar
## v1.9.3
- baz
- bat
```
becomes:
```
## main branch
## v1.9.4
- foo
- bar
## v1.9.3
- baz
- bat
```
Ammend these changes to the cherry-picked change.
```
git add -u
git commit --amend --no-edit
```
## 3. Run release script.
## 4. Run release script.
```
build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
@@ -54,18 +95,18 @@ build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
This script will merge rc/$RELEASE into release, delete the rc branch, and create a new rc
branch called rc/$NEXT_RELEASE. Verify that everything looks okay locally.
## 4. Push the release branch.
## 5. Push the release branch.
```
git push origin release
```
## 5. Create the GitHub release.
## 6. Create the GitHub release.
Use the GitHub UI to create a GitHub release corresponding to $RELEASE version.
Make sure the target is set to the release branch.
## 6. Delete the old rc branch (optional).
## 7. Delete the old rc branch (optional).
This step is optional. The old rc branch may be left alive for a few weeks for posterity.
@@ -73,7 +114,7 @@ This step is optional. The old rc branch may be left alive for a few weeks for p
git push origin --delete rc/$RELEASE
```
## 7. Bump the version on the new rc branch to $NEXT_RELEASE.
## 8. Bump the version on the new rc branch to $NEXT_RELEASE.
```
git checkout rc/$NEXT_RELEASE
@@ -86,19 +127,19 @@ Commit the changes to rc/$NEXT_RELEASE with the title:
Bump version to $NEXT_RELEASE
```
## 8. Push main.
## 9. Push main.
```
git push origin main
```
## 9. Push the new rc branch.
## 10. Push the new rc branch.
```
git push origin -u rc/$NEXT_RELEASE
```
## 10. Rebuild the GitHub release (if failed).
## 11. Rebuild the GitHub release (if failed).
Sometimes the GitHub release job will fail. In this case, you can manually re-run the release job.
@@ -128,15 +169,3 @@ Navigate to [Filament's release
workflow](https://github.com/google/filament/actions/workflows/release.yml). Hit the _Run workflow_
dropdown. Modify _Platform to build_ and _Release tag to build_, then hit _Run workflow_. This will
initiate a new release run.
## 11. Kick off the npm and CocoaPods release jobs
Navigate to [Filament's npm deploy
workflow](https://github.com/google/filament/actions/workflows/npm-deploy.yml).
Hit the _Run workflow_ dropdown. Modify _Release tag to deploy_ to the tag corresponding to this
release (for example, v1.42.2).
Navigate to [Filament's CocoaPods deploy
workflow](https://github.com/google/filament/actions/workflows/cocopods-deploy.yml).
Hit the _Run workflow_ dropdown. Modify _Release tag to deploy_ to the tag corresponding to this
release (for example, v1.42.2).

View File

@@ -3,205 +3,7 @@
This file contains one line summaries of commits that are worthy of mentioning in release notes.
A new header is inserted each time a *tag* is created.
**Do not edit this file unless you are performing a release or cherry-picking into an rc/ branch.**
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.45.1
- engine: Added parameter for configuring JobSystem thread count
- engine: In Java, introduce Engine.Builder
- gltfio: fix ubershader index for transmission&volume material
- engine: New tone mapper: `AgXTonemapper`.
- matinfo: Add support for viewing ESSL 1.0 shaders
- engine: Add `Renderer::getClearOptions()` [b/243846268]
- engine: Fix stable shadows (again) when an IBL rotation is used
## v1.45.0
- materials: fix alpha masked materials when MSAA is turned on [⚠️ **Recompile materials**]
- materials: better support materials with custom depth [**Recompile Materials**]
- engine: fade shadows at shadowFar distance instead of hard cutoff [⚠️ **New Material Version**]
## v1.44.0
- engine: add support for skinning with more than four bones per vertex.
- engine: remove `BloomOptions::anamorphism` which wasn't working well in most cases [**API CHANGE**]
- engine: new API to return a Material's supported variants, C++ only (b/297456590)
- build: fix emscripten-1.3.46 build
- engine: materials built for feature level 0 can now also be loaded in higher feature levels [⚠️
**New Material Version**]
## v1.43.1
## v1.43.0
- gltfio: Fix possible change of scale sign when decomposing transform matrix for animation
- engine: Fixes "stable" shadows (see b/299310624)
## v1.42.2
- Fix possible NPE when updating fog options from Java/Kotlin
- The `emissive` property was not applied properly to `MASKED` materials, and could cause
dark fringes to appear (recompile materials)
- Allow glTF materials with transmission/volume extensions to choose their alpha mode
instead of forcing `MASKED`
- Fix a crash in gltfio when not using ubershaders
- Use flatmat for mat parameter in jsbinding
- Fix TextureFlags for sheenRoughnessMap when textures of sheenRoughnessMap and sheenColorMap is same
- Directional shadows can now be transformed (b/297095805)
## v1.42.1
- Fix potential `EXC_BAD_ACCESS` with Metal backend: b/297059776
- `setFrameCompletedCallback` now takes a `backend::CallbackHandler`.
## v1.42.0
- engine: add preliminary support for instanced stereoscopic rendering [⚠️ **Recompile materials**]
## v1.41.0
- backend: fix #6997 : picking can fail on Adreno [⚠️ **New Material Version**]
- backend: A partial workaround for PowerVR devices (#5118, b/190221124) [⚠️ **Recompile Materials**]
## v1.40.5
- backend: Disable timer queries on all Mali GPUs (fixes b/233754398)
- engine: Add a way to query the validity of most filament objects (see `Engine::isValid`)
- opengl: fix b/290388359 : possible crash when shutting down the engine
- engine: Improve precision of frame time measurement when using emulated TimerQueries
- backend: Improve frame pacing on Android and Vulkan.
- backend: workaround b/291140208 (gltf_viewer crashes on Nexus 6P)
- engine: support `setDepthFunc` for `MaterialInstance`
- web: Added setDepthFunc()/getDepthFunc() to MaterialInstance
- android: Added setDepthFunc()/getDepthFunc() to MaterialInstance
## v1.40.4
- gltfio: fix crash when compute morph target without material
- matc: fix buggy `variant-filter` flag
- web: Added missing setMat3Parameter()/setMat4Parameter() to MaterialInstance
- opengl: fix b/290670707 : crash when using the blob cache
- engine: fix a crash with `Material::compile()` when a callback is specified
## v1.40.3
## v1.40.2
- rendering: dynamic resolution would not work with a translucent render target and quality > low
- Java/Kotlin: user callbacks were not invoked on successful texture upload
## v1.40.1
## v1.40.0
- matc: fix VSM high precision option on mobile [⚠️ **Recompile materials**]
- vulkan: support sRGB swap chain
- Add new `getMaxAutomaticInstances()` API on `Engine` to get max supported automatic instances.
- UiHelper: fix jank when a `TextureView` is resized (fixes b\282220665)
- backend: parallel shader compilation support. This breaks and improves the recent `Material::compile` API.
## v1.39.0
- matc: workaround a bug in spirv-tools causing vsm to fail [⚠️ **Recompile materials**]
## v1.38.0
- engine: a new feature to set a transform on the global-scale fog [⚠️ **Recompile materials**]
- engine: large-scale fog can now be opted-out on a per-renderable basis
- engine: improve froxelizer resource efficiency [⚠️ **Recompile materials**]
- matc: better accounting and validation of used samplers in user materials
- engine: add support for sampling fog color from a custom texture [⚠️ **Recompile materials**]
- vulkan: introduce new custom swapchain API
- vulkan: new context sharing API
## v1.37.0
- backend: added `Platform` blob cache APIs, typically used to cache programs [⚠️ **Recompile materials**]
## v1.36.0
- engine: a local transform can now be supplied for each GPU instance [⚠️ **Recompile materials**]
- everything: Add limited support for OpenGL ES 2.0 devices. [⚠️ **Recompile Materials**]
- platform: New virtual on `OpenGLPlatform` to preserve ancillary buffers
## v1.35.0
- materials: Materials can now access up to 4 global `vec4` visible by all materials [⚠️ **Recompile Materials**]
## v1.34.0
- materials: picking is done in float (prepare for ES2) [⚠️ **New Material Version**]
- materials: postLightingBlending is now applied before the fog [⚠️ **Recompile materials**]
- vulkan: fix adreno optimized material artifacts [⚠️ **Recompile Materials**]
## v1.33.0
- materials: prepare ES2 support [⚠️ **New Material Version**]
## v1.32.4
- engine: Add support for _constant parameters_, which are constants that can be specialized after material compilation.
- materials: improved size reduction of OpenGL/Metal shaders by ~65% when compiling materials with
size optimizations (`matc -S`) [⚠️ **Recompile Materials**]
- engine: fix potential crash on Metal devices with A8X GPU (iPad Air 2) [⚠️ **Recompile Materials**]
- opengl: support the external image on macOS
## v1.32.3
- fog: added an option to disable the fog after a certain distance [⚠️ **Recompile Materials**].
- fog: fog color now takes exposure and IBL intensity into account [⚠️ **Recompile Materials**].
- materials: implement cascades debugging as a post-process [⚠️ **Recompile Materials**].
- materials: use 9 digits or less for floats [⚠️ **Recompile Materials**].
- gltfio: fix skinning when objects are far from the origin
- materials: remove 4 unneeded variants from `unlit` materials [⚠️ **Recompile Materials**].
## v1.32.2
- lighting: the sun disc was computed in low/medium quality instead of high quality. This will
provide performance improvements to mobile devices [⚠️ **Recompile Materials**]
## v1.32.1
## v1.32.0
- fog: fixed fog height falloff and computation precision on mobile [⚠️ **Recompile Materials**]
- materials: new alphaToCoverage property can be used to control alpha to coverage behavior
- materials: added `getUserWorldFromWorldMatrix()` and `getUserWorldPosition()` to retrieve the
API-level (user) world position in materials. Deprecated `getWorldOffset()`. [⚠️ **Recompile
Materials**]
- engine: fix precision issue with `shading_view` in large scenes
- vulkan: readPixels is now async (#6560)
## v1.31.7
## v1.31.6
- engine: the default render channel is now 2 instead of 0
- gltfio: Fix crash when a MIME type has no texture provider
## v1.31.5
- gltfio: fix potential early freeing of data provided with `ResourceLoader::addResourceData`.
## v1.31.4
- engine: fix broken picking [⚠️ **Recompile Materials to get the fix**]
- engine: added support for sRGB swapchains. See `SwapChain.h`
- bluegl: support Windows32
## v1.31.3
- vulkan: fix memory leak in readPixels
- engine: added support for draw-commands channels (stronger ordering of commands/renderables)
## v1.31.2
## v1.31.1
- gltfio: expose joint inverse bind matrices via method on FilamentInstance
- filamesh: add error when uv coords size does not match num of vertices. (#6351)
## main branch
## v1.31.0

View File

@@ -135,7 +135,7 @@ gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament a
If you're only interested in building SDK, you may skip samples build by passing a `com.google.android.filament.skip-samples` flag:
```
gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament assembleRelease -Pcom.google.android.filament.skip-samples
gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament assembleRelease -Pfilament_skip_samples
```

View File

@@ -12,10 +12,7 @@
// When set, support for Vulkan will be excluded.
//
// com.google.android.filament.matdbg
// When set, enables matdbg
//
// com.google.android.filament.matnopt
// When set, disable shader optimizations.
// When set, enables matdbg, disables shader optimizations
//
// com.google.android.filament.skip-samples
// Exclude samples from the project. Useful to speed up compilation.
@@ -65,10 +62,6 @@ buildscript {
.gradleProperty("com.google.android.filament.matdbg")
.isPresent()
def matnopt = providers
.gradleProperty("com.google.android.filament.matnopt")
.isPresent()
def abis = ["arm64-v8a", "armeabi-v7a", "x86_64", "x86"]
def newAbis = providers
.gradleProperty("com.google.android.filament.abis")
@@ -79,16 +72,15 @@ buildscript {
}
ext.versions = [
'jdk': 17,
'minSdk': 19,
'targetSdk': 33,
'compileSdk': 33,
'kotlin': '1.9.0',
'kotlin_coroutines': '1.7.2',
'buildTools': '34.0.0',
'kotlin': '1.7.10',
'kotlin_coroutines': '1.6.1',
'buildTools': '33.0.0',
'ndk': '25.1.8937393',
'androidx_core': '1.10.1',
'androidx_annotations': '1.6.0'
'androidx_core': '1.9.0',
'androidx_annotations': '1.3.0'
]
ext.deps = [
@@ -104,7 +96,8 @@ buildscript {
]
dependencies {
classpath 'com.android.tools.build:gradle:8.1.0'
// NOTE: See TODO in gradle.properties once we move to Gradle 7.4
classpath 'com.android.tools.build:gradle:7.3.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
}
@@ -116,7 +109,7 @@ buildscript {
"-DFILAMENT_DIST_DIR=${filamentPath}".toString(),
"-DFILAMENT_SUPPORTS_VULKAN=${excludeVulkan ? 'OFF' : 'ON'}".toString(),
"-DFILAMENT_ENABLE_MATDBG=${matdbg ? 'ON' : 'OFF'}".toString(),
"-DFILAMENT_DISABLE_MATOPT=${matnopt ? 'ON' : 'OFF'}".toString()
"-DFILAMENT_DISABLE_MATOPT=${matdbg ? 'ON' : 'OFF'}".toString()
]
ext.cppFlags = [
@@ -127,7 +120,6 @@ buildscript {
"-fno-asynchronous-unwind-tables",
"-fno-rtti",
"-ffast-math",
"-fno-finite-math-only",
"-ffp-contract=fast",
"-fvisibility-inlines-hidden",
"-fvisibility=hidden",
@@ -152,7 +144,7 @@ buildscript {
}
plugins {
id "io.github.gradle-nexus.publish-plugin" version "1.3.0"
id "io.github.gradle-nexus.publish-plugin" version "1.1.0"
}
// See https://github.com/gradle-nexus/publish-plugin
@@ -195,7 +187,6 @@ subprojects {
}
ndk {
//noinspection ChromeOsAbiSupport
abiFilters(*rootProject.ext.abis)
}
@@ -216,8 +207,8 @@ subprojects {
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
}
}

View File

@@ -142,14 +142,6 @@ abstract class MaterialCompiler extends TaskWithBinary {
if (!exclude_vulkan) {
matcArgs += ['-a', 'vulkan']
}
def mat_no_opt = providers
.gradleProperty("com.google.android.filament.matnopt")
.forUseAtConfigurationTime().present
if (mat_no_opt) {
matcArgs += ['-g']
}
matcArgs += ['-a', 'opengl', '-p', 'mobile', '-o', getOutputFile(file), file]
exec.exec {

View File

@@ -6,6 +6,9 @@ option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
set(FILAMAT_FLAVOR "filamat")
if(FILAMAT_LITE)
set(FILAMAT_FLAVOR "filamat_lite")
endif()
if (FILAMENT_SUPPORTS_VULKAN)
message("Library filamat ignores Vulkan settings")

View File

@@ -1,10 +1,20 @@
android {
namespace 'com.google.android.filament.filamat'
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
flavorDimensions "functionality"
productFlavors {
full {
dimension "functionality"
}
lite {
dimension "functionality"
externalNativeBuild {
cmake {
arguments.add("-DFILAMAT_LITE=ON")
}
}
}
}
}
@@ -18,9 +28,14 @@ apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
afterEvaluate { project ->
publishing {
publications {
release(MavenPublication) {
fullRelease(MavenPublication) {
artifactId = POM_ARTIFACT_ID_FULL
from components.release
from components.fullRelease
}
liteRelease(MavenPublication) {
artifactId = POM_ARTIFACT_ID_LITE
from components.liteRelease
}
}
}

View File

@@ -250,13 +250,6 @@ Java_com_google_android_filament_filamat_MaterialBuilder_nMaterialBuilderMaskThr
builder->maskThreshold(maskThreshold);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_filamat_MaterialBuilder_nMaterialBuilderAlphaToCoverage(JNIEnv*,
jclass, jlong nativeBuilder, jboolean enable) {
auto builder = (MaterialBuilder*) nativeBuilder;
builder->alphaToCoverage(enable);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_filamat_MaterialBuilder_nMaterialBuilderShadowMultiplier(
JNIEnv*, jclass, jlong nativeBuilder, jboolean shadowMultiplier) {

View File

@@ -360,12 +360,6 @@ public class MaterialBuilder {
return this;
}
@NonNull
public MaterialBuilder alphaToCoverage(boolean enable) {
nMaterialBuilderAlphaToCoverage(mNativeObject, enable);
return this;
}
@NonNull
public MaterialBuilder shadowMultiplier(boolean shadowMultiplier) {
nMaterialBuilderShadowMultiplier(mNativeObject, shadowMultiplier);
@@ -590,7 +584,6 @@ public class MaterialBuilder {
private static native void nMaterialBuilderDepthCulling(long nativeBuilder, boolean enable);
private static native void nMaterialBuilderDoubleSided(long nativeBuilder, boolean doubleSided);
private static native void nMaterialBuilderMaskThreshold(long nativeBuilder, float mode);
private static native void nMaterialBuilderAlphaToCoverage(long nativeBuilder, boolean enable);
private static native void nMaterialBuilderShadowMultiplier(long mNativeObject,
boolean shadowMultiplier);

View File

@@ -1,12 +1,5 @@
android {
namespace 'com.google.android.filament'
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {

View File

@@ -25,8 +25,15 @@
using namespace filament;
using namespace utils;
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_nCreateEngine(JNIEnv*, jclass, jlong backend,
jlong sharedContext) {
return (jlong) Engine::create((Engine::Backend) backend, nullptr, (void*) sharedContext);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nDestroyEngine(JNIEnv*, jclass, jlong nativeEngine) {
Java_com_google_android_filament_Engine_nDestroyEngine(JNIEnv*, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
Engine::destroy(&engine);
}
@@ -271,112 +278,6 @@ Java_com_google_android_filament_Engine_nDestroyEntity(JNIEnv*, jclass,
engine->destroy(entity);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidRenderer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeRenderer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Renderer*)nativeRenderer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidView(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeView) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((View*)nativeView);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidScene(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeScene) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Scene*)nativeScene);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidFence(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeFence) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Fence*)nativeFence);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidStream(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeStream) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Stream*)nativeStream);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidIndexBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndexBuffer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((IndexBuffer*)nativeIndexBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidVertexBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeVertexBuffer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((VertexBuffer*)nativeVertexBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSkinningBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSkinningBuffer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((SkinningBuffer*)nativeSkinningBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidIndirectLight(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndirectLight) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((IndirectLight*)nativeIndirectLight);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidMaterial(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMaterial) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Material*)nativeMaterial);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSkybox(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSkybox) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Skybox*)nativeSkybox);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidColorGrading(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeColorGrading) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((ColorGrading*)nativeColorGrading);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidTexture(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeTexture) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Texture*)nativeTexture);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidRenderTarget(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeTarget) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((RenderTarget*)nativeTarget);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSwapChain(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSwapChain) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((SwapChain*)nativeSwapChain);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nFlushAndWait(JNIEnv*, jclass,
jlong nativeEngine) {
@@ -447,56 +348,4 @@ Java_com_google_android_filament_Engine_nGetActiveFeatureLevel(JNIEnv *, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jint)engine->getActiveFeatureLevel();
}
extern "C" JNIEXPORT jlong JNICALL Java_com_google_android_filament_Engine_nCreateBuilder(JNIEnv*,
jclass) {
Engine::Builder* builder = new Engine::Builder{};
return (jlong) builder;
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nDestroyBuilder(JNIEnv*,
jclass, jlong nativeBuilder) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
delete builder;
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderBackend(
JNIEnv*, jclass, jlong nativeBuilder, jlong backend) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->backend((Engine::Backend) backend);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderConfig(JNIEnv*,
jclass, jlong nativeBuilder, jlong commandBufferSizeMB, jlong perRenderPassArenaSizeMB,
jlong driverHandleArenaSizeMB, jlong minCommandBufferSizeMB, jlong perFrameCommandsSizeMB,
jlong jobSystemThreadCount) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
Engine::Config config = {
.commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
.perRenderPassArenaSizeMB = (uint32_t) perRenderPassArenaSizeMB,
.driverHandleArenaSizeMB = (uint32_t) driverHandleArenaSizeMB,
.minCommandBufferSizeMB = (uint32_t) minCommandBufferSizeMB,
.perFrameCommandsSizeMB = (uint32_t) perFrameCommandsSizeMB,
.jobSystemThreadCount = (uint32_t) jobSystemThreadCount,
};
builder->config(&config);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderFeatureLevel(
JNIEnv*, jclass, jlong nativeBuilder, jint ordinal) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->featureLevel((Engine::FeatureLevel)ordinal);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderSharedContext(
JNIEnv*, jclass, jlong nativeBuilder, jlong sharedContext) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->sharedContext((void*) sharedContext);
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_nBuilderBuild(JNIEnv*, jclass, jlong nativeBuilder) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
return (jlong) builder->build();
}
}

View File

@@ -79,8 +79,7 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
jfloat shadowFarHint, jboolean stable, jboolean lispsm,
jfloat polygonOffsetConstant, jfloat polygonOffsetSlope,
jboolean screenSpaceContactShadows, jint stepCount,
jfloat maxShadowDistance, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius,
jfloatArray transform) {
jfloat maxShadowDistance, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius) {
LightManager::Builder *builder = (LightManager::Builder *) nativeBuilder;
LightManager::ShadowOptions shadowOptions {
.mapSize = (uint32_t)mapSize,
@@ -103,18 +102,12 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
},
.shadowBulbRadius = shadowBulbRadius
};
jfloat *nativeSplits = env->GetFloatArrayElements(splitPositions, NULL);
const jsize splitCount = std::min((jsize) 3, env->GetArrayLength(splitPositions));
std::copy_n(nativeSplits, splitCount, shadowOptions.cascadeSplitPositions);
for (jsize i = 0; i < splitCount; i++) {
shadowOptions.cascadeSplitPositions[i] = nativeSplits[i];
}
env->ReleaseFloatArrayElements(splitPositions, nativeSplits, 0);
jfloat* nativeTransform = env->GetFloatArrayElements(transform, NULL);
std::copy_n(nativeTransform,
std::min(4, env->GetArrayLength(transform)),
shadowOptions.transform.xyzw.v);
env->ReleaseFloatArrayElements(transform, nativeTransform, 0);
builder->shadowOptions(shadowOptions);
}

View File

@@ -105,22 +105,6 @@ Java_com_google_android_filament_Material_nGetRefractionType(JNIEnv*, jclass,
return (jint) material->getRefractionType();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetReflectionMode(JNIEnv*, jclass,
jlong nativeMaterial) {
Material* material = (Material*) nativeMaterial;
return (jint) material->getReflectionMode();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetFeatureLevel(JNIEnv*, jclass,
jlong nativeMaterial) {
Material* material = (Material*) nativeMaterial;
return (jint) material->getFeatureLevel();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetVertexDomain(JNIEnv*, jclass,
@@ -169,14 +153,6 @@ Java_com_google_android_filament_Material_nIsDoubleSided(JNIEnv*, jclass,
return (jboolean) material->isDoubleSided();
}
extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Material_nIsAlphaToCoverageEnabled(JNIEnv*, jclass,
jlong nativeMaterial) {
Material* material = (Material*) nativeMaterial;
return (jboolean) material->isAlphaToCoverageEnabled();
}
extern "C"
JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_Material_nGetMaskThreshold(JNIEnv*, jclass,

View File

@@ -246,21 +246,17 @@ Java_com_google_android_filament_MaterialInstance_nSetFloatParameterArray(JNIEnv
env->ReleaseStringUTFChars(name_, name);
}
// defined in TextureSampler.cpp
namespace filament::JniUtils {
TextureSampler from_long(jlong params) noexcept;
} // TextureSamplerJniUtils
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetParameterTexture(
JNIEnv *env, jclass, jlong nativeMaterialInstance, jstring name_,
jlong nativeTexture, jlong sampler_) {
jlong nativeTexture, jint sampler_) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
Texture* texture = (Texture*) nativeTexture;
TextureSampler& sampler = reinterpret_cast<TextureSampler&>(sampler_);
const char *name = env->GetStringUTFChars(name_, 0);
instance->setParameter(name, texture, JniUtils::from_long(sampler_));
instance->setParameter(name, texture, sampler);
env->ReleaseStringUTFChars(name_, name);
}
@@ -361,14 +357,6 @@ Java_com_google_android_filament_MaterialInstance_nSetDepthCulling(JNIEnv*,
instance->setDepthCulling(enable);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetDepthFunc(JNIEnv*,
jclass, jlong nativeMaterialInstance, jlong function) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setDepthFunc(static_cast<MaterialInstance::DepthFunc>(function));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilCompareFunction(JNIEnv*, jclass,
@@ -469,6 +457,7 @@ extern "C"
JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_MaterialInstance_nGetMaskThreshold(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nGetMaskThreshold()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->getMaskThreshold();
}
@@ -477,6 +466,7 @@ extern "C"
JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_MaterialInstance_nGetSpecularAntiAliasingVariance(JNIEnv* env,
jclass clazz, jlong nativeMaterialInstance) {
// TODO: implement nGetSpecularAntiAliasingVariance()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->getSpecularAntiAliasingVariance();
}
@@ -485,6 +475,7 @@ extern "C"
JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_MaterialInstance_nGetSpecularAntiAliasingThreshold(JNIEnv* env,
jclass clazz, jlong nativeMaterialInstance) {
// TODO: implement nGetSpecularAntiAliasingThreshold()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->getSpecularAntiAliasingThreshold();
}
@@ -493,6 +484,7 @@ extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MaterialInstance_nIsDoubleSided(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nIsDoubleSided()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->isDoubleSided();
}
@@ -501,6 +493,7 @@ extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_MaterialInstance_nGetCullingMode(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nGetCullingMode()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return (jint)instance->getCullingMode();
}
@@ -509,6 +502,7 @@ extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MaterialInstance_nIsColorWriteEnabled(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nIsColorWriteEnabled()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->isColorWriteEnabled();
}
@@ -517,6 +511,7 @@ extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MaterialInstance_nIsDepthWriteEnabled(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nIsDepthWriteEnabled()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->isDepthWriteEnabled();
}
@@ -525,6 +520,7 @@ extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MaterialInstance_nIsStencilWriteEnabled(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nIsStencilWriteEnabled()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->isStencilWriteEnabled();
}
@@ -533,14 +529,7 @@ extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MaterialInstance_nIsDepthCullingEnabled(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
// TODO: implement nIsDepthCullingEnabled()
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->isDepthCullingEnabled();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_MaterialInstance_nGetDepthFunc(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return (jint)instance->getDepthFunc();
}

View File

@@ -150,13 +150,6 @@ Java_com_google_android_filament_RenderableManager_nBuilderPriority(JNIEnv*, jcl
builder->priority((uint8_t) priority);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderChannel(JNIEnv*, jclass,
jlong nativeBuilder, jint channel) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->channel((uint8_t) channel);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderCulling(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
@@ -201,19 +194,12 @@ Java_com_google_android_filament_RenderableManager_nBuilderSkinning(JNIEnv*, jcl
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderEnableSkinningBuffers(JNIEnv*, jclass,
Java_com_google_android_filament_RenderableManager_nEnableSkinningBuffers(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->enableSkinningBuffers(enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderFog(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->fog(enabled);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderSkinningBones(JNIEnv* env, jclass,
jlong nativeBuilder, jint boneCount, jobject bones, jint remaining) {
@@ -353,13 +339,6 @@ Java_com_google_android_filament_RenderableManager_nSetPriority(JNIEnv*, jclass,
rm->setPriority((RenderableManager::Instance) i, (uint8_t) priority);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetChannel(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint channel) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
rm->setChannel((RenderableManager::Instance) i, (uint8_t) channel);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetCulling(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jboolean enabled) {
@@ -367,20 +346,6 @@ Java_com_google_android_filament_RenderableManager_nSetCulling(JNIEnv*, jclass,
rm->setCulling((RenderableManager::Instance) i, enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetFogEnabled(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jboolean enabled) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
rm->setFogEnabled((RenderableManager::Instance) i, enabled);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_RenderableManager_nGetFogEnabled(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jboolean)rm->getFogEnabled((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetCastShadows(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jboolean enabled) {

View File

@@ -71,13 +71,6 @@ Java_com_google_android_filament_Scene_nRemoveEntities(JNIEnv *env, jclass type,
env->ReleaseIntArrayElements(entities, (jint*) nativeEntities, JNI_ABORT);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Scene_nGetEntityCount(JNIEnv *env, jclass type,
jlong nativeScene) {
Scene* scene = (Scene*) nativeScene;
return (jint) scene->getEntityCount();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Scene_nGetRenderableCount(JNIEnv *env, jclass type,
jlong nativeScene) {

View File

@@ -16,7 +16,6 @@
#include <jni.h>
#include <filament/Engine.h>
#include <filament/SwapChain.h>
#include "common/CallbackUtils.h"
@@ -27,14 +26,9 @@ extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* env, jclass,
jlong nativeSwapChain, jobject handler, jobject runnable) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
auto* callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameCompletedCallback(nullptr, [callback](SwapChain* swapChain) {
auto *callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameCompletedCallback([](void* user) {
JniCallback* callback = (JniCallback*)user;
JniCallback::postToJavaAndDestroy(callback);
});
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(JNIEnv *, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (bool)SwapChain::isSRGBSwapChainSupported(*engine);
}, callback);
}

View File

@@ -511,7 +511,9 @@ public:
private:
void* mData = nullptr;
jobject mBitmap{};
jobject mBitmap = nullptr;
jobject mHandler = nullptr;
jobject mCallback = nullptr;
AndroidBitmapInfo mInfo{};
};

View File

@@ -18,139 +18,142 @@
#include <filament/TextureSampler.h>
#include <utils/algorithm.h>
using namespace filament;
namespace filament::JniUtils {
jlong to_long(TextureSampler const& sampler) noexcept {
return jlong(utils::bit_cast<uint32_t>(sampler.getSamplerParams()));
}
TextureSampler from_long(jlong params) noexcept {
return TextureSampler{
utils::bit_cast<backend::SamplerParams>(
static_cast<uint32_t>(params))};
}
} // namespace filament::JniUtils
using namespace JniUtils;
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nCreateSampler(JNIEnv *, jclass, jint min,
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nCreateSampler(JNIEnv *env, jclass type, jint min,
jint max, jint s, jint t, jint r) {
TextureSampler sampler(static_cast<TextureSampler::MinFilter>(min),
static_cast<TextureSampler::MagFilter>(max),
static_cast<TextureSampler::WrapMode>(s),
static_cast<TextureSampler::WrapMode>(t),
static_cast<TextureSampler::WrapMode>(r));
return to_long(sampler);
return TextureSampler(static_cast<TextureSampler::MinFilter>(min),
static_cast<TextureSampler::MagFilter>(max), static_cast<TextureSampler::WrapMode>(s),
static_cast<TextureSampler::WrapMode>(t),
static_cast<TextureSampler::WrapMode>(r)).getSamplerParams().u;
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nCreateCompareSampler(JNIEnv *, jclass,
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nCreateCompareSampler(JNIEnv *env, jclass type,
jint mode, jint function) {
TextureSampler sampler(static_cast<TextureSampler::CompareMode>(mode),
static_cast<TextureSampler::CompareFunc>(function));
return to_long(sampler);
return TextureSampler(static_cast<TextureSampler::CompareMode>(mode),
static_cast<TextureSampler::CompareFunc>(function)).getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetMinFilter(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getMinFilter());
Java_com_google_android_filament_TextureSampler_nGetMinFilter(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getMinFilter());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetMinFilter(JNIEnv *, jclass, jlong sampler_, jint filter) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetMinFilter(JNIEnv *env, jclass type,
jint sampler_, jint filter) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setMinFilter(static_cast<TextureSampler::MinFilter>(filter));
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetMagFilter(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getMagFilter());
Java_com_google_android_filament_TextureSampler_nGetMagFilter(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getMagFilter());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetMagFilter(JNIEnv *, jclass, jlong sampler_, jint filter) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetMagFilter(JNIEnv *env, jclass type,
jint sampler_, jint filter) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setMagFilter(static_cast<TextureSampler::MagFilter>(filter));
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetWrapModeS(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getWrapModeS());
Java_com_google_android_filament_TextureSampler_nGetWrapModeS(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getWrapModeS());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeS(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeS(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setWrapModeS(static_cast<TextureSampler::WrapMode>(mode));
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetWrapModeT(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getWrapModeT());
Java_com_google_android_filament_TextureSampler_nGetWrapModeT(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getWrapModeT());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeT(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeT(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setWrapModeT(static_cast<TextureSampler::WrapMode>(mode));
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetWrapModeR(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getWrapModeR());
Java_com_google_android_filament_TextureSampler_nGetWrapModeR(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getWrapModeR());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeR(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeR(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setWrapModeR(static_cast<TextureSampler::WrapMode>(mode));
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetCompareMode(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getCompareMode());
Java_com_google_android_filament_TextureSampler_nGetCompareMode(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getCompareMode());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareMode(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareMode(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setCompareMode(static_cast<TextureSampler::CompareMode>(mode),
sampler.getCompareFunc());
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetCompareFunction(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getCompareFunc());
Java_com_google_android_filament_TextureSampler_nGetCompareFunction(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getCompareFunc());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareFunction(JNIEnv *, jclass, jlong sampler_, jint function) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareFunction(JNIEnv *env, jclass type,
jint sampler_, jint function) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setCompareMode(sampler.getCompareMode(),
static_cast<TextureSampler::CompareFunc>(function));
return to_long(sampler);
return sampler.getSamplerParams().u;
}
extern "C" JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_TextureSampler_nGetAnisotropy(JNIEnv *, jclass, jlong sampler) {
return from_long(sampler).getAnisotropy();
Java_com_google_android_filament_TextureSampler_nGetAnisotropy(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return sampler.getAnisotropy();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetAnisotropy(JNIEnv *, jclass, jlong sampler_, jfloat anisotropy) {
TextureSampler sampler{from_long(sampler_)};
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetAnisotropy(JNIEnv *env, jclass type,
jint sampler_, jfloat anisotropy) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
sampler.setAnisotropy(anisotropy);
return to_long(sampler);
return sampler.getSamplerParams().u;
}

View File

@@ -47,11 +47,6 @@ Java_com_google_android_filament_ToneMapper_nCreateFilmicToneMapper(JNIEnv*, jcl
return (jlong) new FilmicToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateAgxToneMapper(JNIEnv*, jclass, jint look) {
return (jlong) new AgxToneMapper(AgxToneMapper::AgxLook(look));
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateGenericToneMapper(JNIEnv*, jclass,
jfloat contrast, jfloat midGrayIn, jfloat midGrayOut, jfloat hdrMax) {

View File

@@ -282,7 +282,7 @@ Java_com_google_android_filament_View_nSetSSCTOptions(JNIEnv *, jclass, jlong na
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
jlong nativeView, jlong nativeTexture,
jfloat dirtStrength, jfloat strength, jint resolution, jint levels,
jfloat dirtStrength, jfloat strength, jint resolution, jfloat anamorphism, jint levels,
jint blendMode, jboolean threshold, jboolean enabled, jfloat highlight,
jboolean lensFlare, jboolean starburst, jfloat chromaticAberration, jint ghostCount,
jfloat ghostSpacing, jfloat ghostThreshold, jfloat haloThickness, jfloat haloRadius,
@@ -294,6 +294,7 @@ Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
.dirtStrength = dirtStrength,
.strength = strength,
.resolution = (uint32_t)resolution,
.anamorphism = anamorphism,
.levels = (uint8_t)levels,
.blendMode = (View::BloomOptions::BlendMode)blendMode,
.threshold = (bool)threshold,
@@ -314,14 +315,12 @@ Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetFogOptions(JNIEnv *, jclass , jlong nativeView,
jfloat distance, jfloat maximumOpacity, jfloat height, jfloat heightFalloff, jfloat cutOffDistance,
jfloat r, jfloat g, jfloat b, jfloat density, jfloat inScatteringStart,
jfloat inScatteringSize, jboolean fogColorFromIbl, jlong skyColorNativeObject, jboolean enabled) {
jfloat distance, jfloat maximumOpacity, jfloat height, jfloat heightFalloff, jfloat r,
jfloat g, jfloat b, jfloat density, jfloat inScatteringStart,
jfloat inScatteringSize, jboolean fogColorFromIbl, jboolean enabled) {
View* view = (View*) nativeView;
Texture* skyColor = (Texture*) skyColorNativeObject;
View::FogOptions options = {
.distance = distance,
.cutOffDistance = cutOffDistance,
.maximumOpacity = maximumOpacity,
.height = height,
.heightFalloff = heightFalloff,
@@ -330,7 +329,6 @@ Java_com_google_android_filament_View_nSetFogOptions(JNIEnv *, jclass , jlong na
.inScatteringStart = inScatteringStart,
.inScatteringSize = inScatteringSize,
.fogColorFromIbl = (bool)fogColorFromIbl,
.skyColor = skyColor,
.enabled = (bool)enabled
};
view->setFogOptions(options);
@@ -487,30 +485,3 @@ Java_com_google_android_filament_View_nSetGuardBandOptions(JNIEnv *, jclass,
View* view = (View*) nativeView;
view->setGuardBandOptions({ .enabled = (bool)enabled });
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetMaterialGlobal(JNIEnv * , jclass, jlong nativeView,
jint index, jfloat x, jfloat y, jfloat z, jfloat w) {
View *view = (View *) nativeView;
view->setMaterialGlobal((uint32_t)index, { x, y, z, w });
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nGetMaterialGlobal(JNIEnv *env, jclass clazz,
jlong nativeView, jint index, jfloatArray out_) {
jfloat* out = env->GetFloatArrayElements(out_, nullptr);
View *view = (View *) nativeView;
auto result = view->getMaterialGlobal(index);
std::copy_n(result.v, 4, out);
env->ReleaseFloatArrayElements(out_, out, 0);
}
extern "C"
JNIEXPORT int JNICALL
Java_com_google_android_filament_View_nGetFogEntity(JNIEnv *env, jclass clazz,
jlong nativeView) {
View *view = (View *) nativeView;
return (jint)view->getFogEntity().getId();
}

View File

@@ -118,7 +118,6 @@ public class ColorGrading {
*
* @deprecated Use {@link ColorGrading.Builder#toneMapper(ToneMapper)}
*/
@Deprecated
public enum ToneMapping {
/** Linear tone mapping (i.e. no tone mapping). */
LINEAR,
@@ -232,7 +231,6 @@ public class ColorGrading {
*
* @deprecated Use {@link #toneMapper(ToneMapper)}
*/
@Deprecated
public Builder toneMapping(ToneMapping toneMapping) {
nBuilderToneMapping(mNativeBuilder, toneMapping.ordinal());
return this;

View File

@@ -154,195 +154,6 @@ public class Engine {
FEATURE_LEVEL_2
};
/**
* Constructs <code>Engine</code> objects using a builder pattern.
*/
public static class Builder {
@SuppressWarnings({"FieldCanBeLocal", "UnusedDeclaration"})
private final BuilderFinalizer mFinalizer;
private final long mNativeBuilder;
public Builder() {
mNativeBuilder = nCreateBuilder();
mFinalizer = new BuilderFinalizer(mNativeBuilder);
}
/**
* Sets the {@link Backend} for the Engine.
*
* @param backend Driver backend to use
* @return A reference to this Builder for chaining calls.
*/
public Builder backend(Backend backend) {
nSetBuilderBackend(mNativeBuilder, backend.ordinal());
return this;
}
/**
* Sets a sharedContext for the Engine.
*
* @param sharedContext A platform-dependant OpenGL context used as a shared context
* when creating filament's internal context. On Android this parameter
* <b>must be</b> an instance of {@link android.opengl.EGLContext}.
* @return A reference to this Builder for chaining calls.
*/
public Builder sharedContext(Object sharedContext) {
if (Platform.get().validateSharedContext(sharedContext)) {
nSetBuilderSharedContext(mNativeBuilder,
Platform.get().getSharedContextNativeHandle(sharedContext));
return this;
}
throw new IllegalArgumentException("Invalid shared context " + sharedContext);
}
/**
* Configure the Engine with custom parameters.
*
* @param config A {@link Config} object
* @return A reference to this Builder for chaining calls.
*/
public Builder config(Config config) {
nSetBuilderConfig(mNativeBuilder, config.commandBufferSizeMB,
config.perRenderPassArenaSizeMB, config.driverHandleArenaSizeMB,
config.minCommandBufferSizeMB, config.perFrameCommandsSizeMB,
config.jobSystemThreadCount);
return this;
}
/**
* Sets the initial featureLevel for the Engine.
*
* @param featureLevel The feature level at which initialize Filament.
* @return A reference to this Builder for chaining calls.
*/
public Builder featureLevel(FeatureLevel featureLevel) {
nSetBuilderFeatureLevel(mNativeBuilder, featureLevel.ordinal());
return this;
}
/**
* Creates an instance of Engine
*
* @return A newly created <code>Engine</code>, or <code>null</code> if the GPU driver couldn't
* be initialized, for instance if it doesn't support the right version of OpenGL or
* OpenGL ES.
*
* @exception IllegalStateException can be thrown if there isn't enough memory to
* allocate the command buffer.
*/
public Engine build() {
long nativeEngine = nBuilderBuild(mNativeBuilder);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
}
private static class BuilderFinalizer {
private final long mNativeObject;
BuilderFinalizer(long nativeObject) {
mNativeObject = nativeObject;
}
@Override
public void finalize() {
try {
super.finalize();
} catch (Throwable t) { // Ignore
} finally {
nDestroyBuilder(mNativeObject);
}
}
}
}
/**
* Parameters for customizing the initialization of {@link Engine}.
*/
public static class Config {
// #defines in Engine.h
private static final long FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB = 3;
private static final long FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB = 2;
private static final long FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB = 1;
private static final long FILAMENT_COMMAND_BUFFER_SIZE_IN_MB =
FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB * 3;
/**
* Size in MiB of the low-level command buffer arena.
*
* Each new command buffer is allocated from here. If this buffer is too small the program
* might terminate or rendering errors might occur.
*
* This is typically set to minCommandBufferSizeMB * 3, so that up to 3 frames can be
* batched-up at once.
*
* This value affects the application's memory usage.
*/
public long commandBufferSizeMB = FILAMENT_COMMAND_BUFFER_SIZE_IN_MB;
/**
* Size in MiB of the per-frame data arena.
*
* This is the main arena used for allocations when preparing a frame.
* e.g.: Froxel data and high-level commands are allocated from this arena.
*
* If this size is too small, the program will abort on debug builds and have undefined
* behavior otherwise.
*
* This value affects the application's memory usage.
*/
public long perRenderPassArenaSizeMB = FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB;
/**
* Size in MiB of the backend's handle arena.
*
* Backends will fallback to slower heap-based allocations when running out of space and
* log this condition.
*
* If 0, then the default value for the given platform is used
*
* This value affects the application's memory usage.
*/
public long driverHandleArenaSizeMB = 0;
/**
* Minimum size in MiB of a low-level command buffer.
*
* This is how much space is guaranteed to be available for low-level commands when a new
* buffer is allocated. If this is too small, the engine might have to stall to wait for
* more space to become available, this situation is logged.
*
* This value does not affect the application's memory usage.
*/
public long minCommandBufferSizeMB = FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB;
/**
* Size in MiB of the per-frame high level command buffer.
*
* This buffer is related to the number of draw calls achievable within a frame, if it is
* too small, the program will abort on debug builds and have undefined behavior otherwise.
*
* It is allocated from the 'per-render-pass arena' above. Make sure that at least 1 MiB is
* left in the per-render-pass arena when deciding the size of this buffer.
*
* This value does not affect the application's memory usage.
*/
public long perFrameCommandsSizeMB = FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB;
/**
* Number of threads to use in Engine's JobSystem.
*
* Engine uses a utils::JobSystem to carry out paralleization of Engine workloads. This
* value sets the number of threads allocated for JobSystem. Configuring this value can be
* helpful in CPU-constrained environments where too many threads can cause contention of
* CPU and reduce performance.
*
* The default value is 0, which implies that the Engine will use a heuristic to determine
* the number of threads to use.
*/
public long jobSystemThreadCount = 0;
}
private Engine(long nativeEngine) {
mNativeObject = nativeEngine;
mTransformManager = new TransformManager(nGetTransformManager(nativeEngine));
@@ -366,7 +177,9 @@ public class Engine {
*/
@NonNull
public static Engine create() {
return new Builder().build();
long nativeEngine = nCreateEngine(0, 0);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
}
/**
@@ -386,9 +199,9 @@ public class Engine {
*/
@NonNull
public static Engine create(@NonNull Backend backend) {
return new Builder()
.backend(backend)
.build();
long nativeEngine = nCreateEngine(backend.ordinal(), 0);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
}
/**
@@ -410,9 +223,13 @@ public class Engine {
*/
@NonNull
public static Engine create(@NonNull Object sharedContext) {
return new Builder()
.sharedContext(sharedContext)
.build();
if (Platform.get().validateSharedContext(sharedContext)) {
long nativeEngine = nCreateEngine(0,
Platform.get().getSharedContextNativeHandle(sharedContext));
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
}
throw new IllegalArgumentException("Invalid shared context " + sharedContext);
}
/**
@@ -479,23 +296,17 @@ public class Engine {
}
/**
* Activate all features of a given feature level. If an explicit feature level is not specified
* at Engine initialization time via {@link Builder#featureLevel}, the default feature level is
* {@link FeatureLevel#FEATURE_LEVEL_0} on devices not compatible with GLES 3.0; otherwise, the
* default is {@link FeatureLevel::FEATURE_LEVEL_1}. The selected feature level must not be
* higher than the value returned by {@link #getActiveFeatureLevel} and it's not possible lower
* the active feature level. Additionally, it is not possible to modify the feature level at all
* if the Engine was initialized at {@link FeatureLevel#FEATURE_LEVEL_0}.
* Activate all features of a given feature level. By default FeatureLevel::FEATURE_LEVEL_1 is
* active. The selected feature level must not be higher than the value returned by
* getActiveFeatureLevel() and it's not possible lower the active feature level.
*
* @param featureLevel the feature level to activate. If featureLevel is lower than {@link
* #getActiveFeatureLevel}, the current (higher) feature level is kept. If
* featureLevel is higher than {@link #getSupportedFeatureLevel}, or if the
* engine was initialized at feature level 0, an exception is thrown, or the
* program is terminated if exceptions are disabled.
* @param featureLevel the feature level to activate. If featureLevel is lower than
* getActiveFeatureLevel(), the current (higher) feature level is kept.
* If featureLevel is higher than getSupportedFeatureLevel(), an exception
* is thrown, or the program is terminated if exceptions are disabled.
*
* @return the active feature level.
*
* @see Builder#featureLevel
* @see #getSupportedFeatureLevel
* @see #getActiveFeatureLevel
*/
@@ -638,141 +449,6 @@ public class Engine {
swapChain.clearNativeObject();
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidRenderer(@NonNull Renderer object) {
return nIsValidRenderer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidView(@NonNull View object) {
return nIsValidView(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidScene(@NonNull Scene object) {
return nIsValidScene(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidFence(@NonNull Fence object) {
return nIsValidFence(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidStream(@NonNull Stream object) {
return nIsValidStream(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidIndexBuffer(@NonNull IndexBuffer object) {
return nIsValidIndexBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidVertexBuffer(@NonNull VertexBuffer object) {
return nIsValidVertexBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidSkinningBuffer(@NonNull SkinningBuffer object) {
return nIsValidSkinningBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidIndirectLight(@NonNull IndirectLight object) {
return nIsValidIndirectLight(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidMaterial(@NonNull Material object) {
return nIsValidMaterial(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidSkybox(@NonNull Skybox object) {
return nIsValidSkybox(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidColorGrading(@NonNull ColorGrading object) {
return nIsValidColorGrading(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidTexture(@NonNull Texture object) {
return nIsValidTexture(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidRenderTarget(@NonNull RenderTarget object) {
return nIsValidRenderTarget(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidSwapChain(@NonNull SwapChain object) {
return nIsValidSwapChain(getNativeObject(), object.getNativeObject());
}
// View
/**
@@ -1103,22 +779,23 @@ public class Engine {
}
}
private static native long nCreateEngine(long backend, long sharedContext);
private static native void nDestroyEngine(long nativeEngine);
private static native long nGetBackend(long nativeEngine);
private static native long nCreateSwapChain(long nativeEngine, Object nativeWindow, long flags);
private static native long nCreateSwapChainHeadless(long nativeEngine, int width, int height, long flags);
private static native long nCreateSwapChainFromRawPointer(long nativeEngine, long pointer, long flags);
private static native boolean nDestroySwapChain(long nativeEngine, long nativeSwapChain);
private static native long nCreateView(long nativeEngine);
private static native boolean nDestroyView(long nativeEngine, long nativeView);
private static native long nCreateRenderer(long nativeEngine);
private static native boolean nDestroyRenderer(long nativeEngine, long nativeRenderer);
private static native long nCreateCamera(long nativeEngine, int entity);
private static native long nGetCameraComponent(long nativeEngine, int entity);
private static native void nDestroyCameraComponent(long nativeEngine, int entity);
private static native long nCreateScene(long nativeEngine);
private static native long nCreateFence(long nativeEngine);
private static native boolean nDestroyRenderer(long nativeEngine, long nativeRenderer);
private static native boolean nDestroyView(long nativeEngine, long nativeView);
private static native boolean nDestroyScene(long nativeEngine, long nativeScene);
private static native long nCreateFence(long nativeEngine);
private static native boolean nDestroyFence(long nativeEngine, long nativeFence);
private static native boolean nDestroyStream(long nativeEngine, long nativeStream);
private static native boolean nDestroyIndexBuffer(long nativeEngine, long nativeIndexBuffer);
@@ -1131,22 +808,6 @@ public class Engine {
private static native boolean nDestroyColorGrading(long nativeEngine, long nativeColorGrading);
private static native boolean nDestroyTexture(long nativeEngine, long nativeTexture);
private static native boolean nDestroyRenderTarget(long nativeEngine, long nativeTarget);
private static native boolean nDestroySwapChain(long nativeEngine, long nativeSwapChain);
private static native boolean nIsValidRenderer(long nativeEngine, long nativeRenderer);
private static native boolean nIsValidView(long nativeEngine, long nativeView);
private static native boolean nIsValidScene(long nativeEngine, long nativeScene);
private static native boolean nIsValidFence(long nativeEngine, long nativeFence);
private static native boolean nIsValidStream(long nativeEngine, long nativeStream);
private static native boolean nIsValidIndexBuffer(long nativeEngine, long nativeIndexBuffer);
private static native boolean nIsValidVertexBuffer(long nativeEngine, long nativeVertexBuffer);
private static native boolean nIsValidSkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nIsValidIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nIsValidMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nIsValidSkybox(long nativeEngine, long nativeSkybox);
private static native boolean nIsValidColorGrading(long nativeEngine, long nativeColorGrading);
private static native boolean nIsValidTexture(long nativeEngine, long nativeTexture);
private static native boolean nIsValidRenderTarget(long nativeEngine, long nativeTarget);
private static native boolean nIsValidSwapChain(long nativeEngine, long nativeSwapChain);
private static native void nDestroyEntity(long nativeEngine, int entity);
private static native void nFlushAndWait(long nativeEngine);
private static native long nGetTransformManager(long nativeEngine);
@@ -1159,14 +820,4 @@ public class Engine {
private static native int nGetSupportedFeatureLevel(long nativeEngine);
private static native int nSetActiveFeatureLevel(long nativeEngine, int ordinal);
private static native int nGetActiveFeatureLevel(long nativeEngine);
private static native long nCreateBuilder();
private static native void nDestroyBuilder(long nativeBuilder);
private static native void nSetBuilderBackend(long nativeBuilder, long backend);
private static native void nSetBuilderConfig(long nativeBuilder, long commandBufferSizeMB,
long perRenderPassArenaSizeMB, long driverHandleArenaSizeMB,
long minCommandBufferSizeMB, long perFrameCommandsSizeMB, long jobSystemThreadCount);
private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
private static native long nBuilderBuild(long nativeBuilder);
}

View File

@@ -258,7 +258,6 @@ public class LightManager {
* shadows that are too far and wouldn't contribute to the scene much, improving
* performance and quality. This value is always positive.
* Use 0.0f to use the camera far distance.
* This only affect directional lights.
*/
public float shadowFar = 0.0f;
@@ -369,17 +368,6 @@ public class LightManager {
* enabled. (2cm by default).
*/
public float shadowBulbRadius = 0.02f;
/**
* Transforms the shadow direction. Must be a unit quaternion.
* The default is identity.
* Ignored if the light type isn't directional. For artistic use. Use with caution.
* The quaternion is stored as the imaginary part in the first 3 elements and the real
* part in the last element of the transform array.
*/
@NonNull
@Size(min = 4, max = 4)
public float[] transform = { 0.0f, 0.0f, 0.0f, 1.0f };
}
public static class ShadowCascades {
@@ -518,7 +506,7 @@ public class LightManager {
options.polygonOffsetConstant, options.polygonOffsetSlope,
options.screenSpaceContactShadows,
options.stepCount, options.maxShadowDistance,
options.elvsm, options.blurWidth, options.shadowBulbRadius, options.transform);
options.elvsm, options.blurWidth, options.shadowBulbRadius);
return this;
}
@@ -1181,7 +1169,7 @@ public class LightManager {
boolean stable, boolean lispsm,
float polygonOffsetConstant, float polygonOffsetSlope,
boolean screenSpaceContactShadows, int stepCount, float maxShadowDistance,
boolean elvsm, float blurWidth, float shadowBulbRadius, float[] transform);
boolean elvsm, float blurWidth, float shadowBulbRadius);
private static native void nBuilderCastLight(long nativeBuilder, boolean enabled);
private static native void nBuilderPosition(long nativeBuilder, float x, float y, float z);
private static native void nBuilderDirection(long nativeBuilder, float x, float y, float z);

View File

@@ -21,7 +21,6 @@ import androidx.annotation.NonNull;
import androidx.annotation.Size;
import com.google.android.filament.proguard.UsedByNative;
import com.google.android.filament.Engine.FeatureLevel;
import java.nio.Buffer;
import java.util.ArrayList;
@@ -47,8 +46,6 @@ public class Material {
static final BlendingMode[] sBlendingModeValues = BlendingMode.values();
static final RefractionMode[] sRefractionModeValues = RefractionMode.values();
static final RefractionType[] sRefractionTypeValues = RefractionType.values();
static final ReflectionMode[] sReflectionModeValues = ReflectionMode.values();
static final FeatureLevel[] sFeatureLevelValues = FeatureLevel.values();
static final VertexDomain[] sVertexDomainValues = VertexDomain.values();
static final CullingMode[] sCullingModeValues = CullingMode.values();
static final VertexBuffer.VertexAttribute[] sVertexAttributeValues =
@@ -184,18 +181,6 @@ public class Material {
THIN
}
/**
* Supported reflection modes
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/lighting:reflections">
* Lighting: reflections</a>
*/
public enum ReflectionMode {
DEFAULT,
SCREEN_SPACE
}
/**
* Supported types of vertex domains
*
@@ -452,28 +437,6 @@ public class Material {
return EnumCache.sRefractionTypeValues[nGetRefractionType(getNativeObject())];
}
/**
* Returns the reflection mode of this material.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/lighting:reflections">
* Lighting: reflections</a>
*/
public ReflectionMode getReflectionMode() {
return EnumCache.sReflectionModeValues[nGetReflectionMode(getNativeObject())];
}
/**
* Returns the minimum required feature level for this material.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/general:featurelevel">
* General: featureLevel</a>
*/
public FeatureLevel getFeatureLevel() {
return EnumCache.sFeatureLevelValues[nGetFeatureLevel(getNativeObject())];
}
/**
* Returns the vertex domain of this material.
*
@@ -540,17 +503,6 @@ public class Material {
return nIsDoubleSided(getNativeObject());
}
/**
* Indicates whether instances of this material will use alpha to coverage.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/rasterization:alphatocoverage">
* Rasterization: alphaToCoverage</a>
*/
public boolean isAlphaToCoverageEnabled() {
return nIsAlphaToCoverageEnabled(getNativeObject());
}
/**
* Returns the alpha mask threshold used when the blending mode is set to masked.
*
@@ -963,14 +915,11 @@ public class Material {
private static native boolean nIsDepthWriteEnabled(long nativeMaterial);
private static native boolean nIsDepthCullingEnabled(long nativeMaterial);
private static native boolean nIsDoubleSided(long nativeMaterial);
private static native boolean nIsAlphaToCoverageEnabled(long nativeMaterial);
private static native float nGetMaskThreshold(long nativeMaterial);
private static native float nGetSpecularAntiAliasingVariance(long nativeMaterial);
private static native float nGetSpecularAntiAliasingThreshold(long nativeMaterial);
private static native int nGetRefractionMode(long nativeMaterial);
private static native int nGetRefractionType(long nativeMaterial);
private static native int nGetReflectionMode(long nativeMaterial);
private static native int nGetFeatureLevel(long nativeMaterial);
private static native int nGetParameterCount(long nativeMaterial);

View File

@@ -625,15 +625,6 @@ public class MaterialInstance {
nSetDepthCulling(getNativeObject(), enable);
}
/**
* Sets the depth comparison function (default is {@link TextureSampler.CompareFunction#GE}).
*
* @param func the depth comparison function
*/
public void setDepthFunc(TextureSampler.CompareFunction func) {
nSetDepthFunc(getNativeObject(), func.ordinal());
}
/**
* Returns whether depth culling is enabled.
*/
@@ -641,13 +632,6 @@ public class MaterialInstance {
return nIsDepthCullingEnabled(getNativeObject());
}
/**
* Returns the depth comparison function.
*/
public TextureSampler.CompareFunction getDepthFunc() {
return TextureSampler.EnumCache.sCompareFunctionValues[nGetDepthFunc(getNativeObject())];
}
/**
* Sets the stencil comparison function (default is {@link TextureSampler.CompareFunction#ALWAYS}).
*
@@ -900,7 +884,7 @@ public class MaterialInstance {
@IntRange(from = 0) int offset, @IntRange(from = 1) int count);
private static native void nSetParameterTexture(long nativeMaterialInstance,
@NonNull String name, long nativeTexture, long sampler);
@NonNull String name, long nativeTexture, int sampler);
private static native void nSetScissor(long nativeMaterialInstance,
@IntRange(from = 0) int left, @IntRange(from = 0) int bottom,
@@ -924,7 +908,6 @@ public class MaterialInstance {
private static native void nSetDepthWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetStencilWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetDepthCulling(long nativeMaterialInstance, boolean enable);
private static native void nSetDepthFunc(long nativeMaterialInstance, long function);
private static native void nSetStencilCompareFunction(long nativeMaterialInstance,
long function, long face);
@@ -956,5 +939,4 @@ public class MaterialInstance {
private static native boolean nIsDepthWriteEnabled(long nativeMaterialInstance);
private static native boolean nIsStencilWriteEnabled(long nativeMaterialInstance);
private static native boolean nIsDepthCullingEnabled(long nativeMaterialInstance);
private static native int nGetDepthFunc(long nativeMaterialInstance);
}

View File

@@ -81,6 +81,8 @@ public class RenderTarget {
/**
* Sets a texture to a given attachment point.
*
* <p>All RenderTargets must have a non-null <code>COLOR</code> attachment.</p>
*
* @param attachment The attachment point of the texture.
* @param texture The associated texture object.
* @return A reference to this Builder for chaining calls.

View File

@@ -257,79 +257,23 @@ public class RenderableManager {
* Provides coarse-grained control over draw order.
*
* <p>In general Filament reserves the right to re-order renderables to allow for efficient
* rendering. However clients can control ordering at a coarse level using \em priority.
* The priority is applied separately for opaque and translucent objects, that is, opaque
* objects are always drawn before translucent objects regardless of the priority.</p>
* rendering. However clients can control ordering at a coarse level using <em>priority</em>.</p>
*
* <p>For example, this could be used to draw a semitransparent HUD, if a client wishes to
* avoid using a separate View for the HUD. Note that priority is completely orthogonal to
* {@link Builder#layerMask}, which merely controls visibility.</p>
* <p>The Skybox always using the lowest priority, so it's drawn last, which may improve
* performance.</p>
*
* <p>The priority is clamped to the range [0..7], defaults to 4; 7 is lowest priority
* (rendered last).</p>
*
* @see Builder#blendOrder
*/
/**
* Provides coarse-grained control over draw order.
*
* <p>In general Filament reserves the right to re-order renderables to allow for efficient
* rendering. However clients can control ordering at a coarse level using priority.
* The priority is applied separately for opaque and translucent objects, that is, opaque
* objects are always drawn before translucent objects regardless of the priority.</p>
*
* <p>For example, this could be used to draw a semitransparent HUD, if a client wishes to
* avoid using a separate View for the HUD. Note that priority is completely orthogonal to
* {@link Builder#layerMask}, which merely controls visibility.</p>
* <p>The Skybox always using the lowest priority, so it's drawn last, which may improve
* performance.</p>
*
* @param priority clamped to the range [0..7], defaults to 4; 7 is lowest priority
* (rendered last).
*
* @return Builder reference for chaining calls.
*
* @see Builder#channel
* @see Builder#blendOrder
* @see #setPriority
* @see #setBlendOrderAt
*/
@NonNull
public Builder priority(@IntRange(from = 0, to = 7) int priority) {
nBuilderPriority(mNativeBuilder, priority);
return this;
}
/**
* Set the channel this renderable is associated to. There can be 4 channels.
*
* <p>All renderables in a given channel are rendered together, regardless of anything else.
* They are sorted as usual within a channel.</p>
* <p>Channels work similarly to priorities, except that they enforce the strongest
* ordering.</p>
*
* <p>Channels 0 and 1 may not have render primitives using a material with `refractionType`
* set to `screenspace`.</p>
*
* @param channel clamped to the range [0..3], defaults to 2.
*
* @return Builder reference for chaining calls.
*
* @see Builder::blendOrder()
* @see Builder::priority()
* @see RenderableManager::setBlendOrderAt()
*/
@NonNull
public Builder channel(@IntRange(from = 0, to = 3) int channel) {
nBuilderChannel(mNativeBuilder, channel);
return this;
}
/**
* Controls frustum culling, true by default.
*
@@ -356,16 +300,16 @@ public class RenderableManager {
/**
* Specifies the number of draw instance of this renderable. The default is 1 instance and
* the maximum number of instances allowed is 32767. 0 is invalid.
* the maximum number of instances allowed is 65535. 0 is invalid.
* All instances are culled using the same bounding box, so care must be taken to make
* sure all instances render inside the specified bounding box.
* The material can use getInstanceIndex() in the vertex shader to get the instance index and
* possibly adjust the position or transform.
*
* @param instanceCount the number of instances silently clamped between 1 and 32767.
* @param instanceCount the number of instances silently clamped between 1 and 65535.
*/
@NonNull
public Builder instances(@IntRange(from = 1, to = 32767) int instanceCount) {
public Builder instances(@IntRange(from = 1, to = 65535) int instanceCount) {
nBuilderInstances(mNativeBuilder, instanceCount);
return this;
}
@@ -417,19 +361,7 @@ public class RenderableManager {
*/
@NonNull
public Builder enableSkinningBuffers(boolean enabled) {
nBuilderEnableSkinningBuffers(mNativeBuilder, enabled);
return this;
}
/**
* Controls if this renderable is affected by the large-scale fog.
* @param enabled If true, enables large-scale fog on this object. Disables it otherwise.
* True by default.
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder fog(boolean enabled) {
nBuilderFog(mNativeBuilder, enabled);
nEnableSkinningBuffers(mNativeBuilder, enabled);
return this;
}
@@ -723,15 +655,6 @@ public class RenderableManager {
nSetPriority(mNativeObject, i, priority);
}
/**
* Changes the channel of a renderable
*
* @see Builder#channel
*/
public void setChannel(@EntityInstance int i, @IntRange(from = 0, to = 3) int channel) {
nSetChannel(mNativeObject, i, channel);
}
/**
* Changes whether or not frustum culling is on.
*
@@ -741,23 +664,6 @@ public class RenderableManager {
nSetCulling(mNativeObject, i, enabled);
}
/**
* Changes whether or not the large-scale fog is applied to this renderable
* @see Builder#fog
*/
public void setFogEnabled(@EntityInstance int i, boolean enabled) {
nSetFogEnabled(mNativeObject, i, enabled);
}
/**
* Returns whether large-scale fog is enabled for this renderable.
* @return True if fog is enabled for this renderable.
* @see Builder#fog
*/
public boolean getFogEnabled(@EntityInstance int i) {
return nGetFogEnabled(mNativeObject, i);
}
/**
* Enables or disables a light channel.
* Light channel 0 is enabled by default.
@@ -970,7 +876,6 @@ public class RenderableManager {
private static native void nBuilderBoundingBox(long nativeBuilder, float cx, float cy, float cz, float ex, float ey, float ez);
private static native void nBuilderLayerMask(long nativeBuilder, int select, int value);
private static native void nBuilderPriority(long nativeBuilder, int priority);
private static native void nBuilderChannel(long nativeBuilder, int channel);
private static native void nBuilderCulling(long nativeBuilder, boolean enabled);
private static native void nBuilderCastShadows(long nativeBuilder, boolean enabled);
private static native void nBuilderReceiveShadows(long nativeBuilder, boolean enabled);
@@ -980,8 +885,7 @@ public class RenderableManager {
private static native void nBuilderSkinningBuffer(long nativeBuilder, long nativeSkinningBuffer, int boneCount, int offset);
private static native void nBuilderMorphing(long nativeBuilder, int targetCount);
private static native void nBuilderSetMorphTargetBufferAt(long nativeBuilder, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset, int count);
private static native void nBuilderEnableSkinningBuffers(long nativeBuilder, boolean enabled);
private static native void nBuilderFog(long nativeBuilder, boolean enabled);
private static native void nEnableSkinningBuffers(long nativeBuilder, boolean enabled);
private static native void nBuilderLightChannel(long nativeRenderableManager, int channel, boolean enable);
private static native void nBuilderInstances(long nativeRenderableManager, int instances);
@@ -994,10 +898,7 @@ public class RenderableManager {
private static native void nSetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float cx, float cy, float cz, float ex, float ey, float ez);
private static native void nSetLayerMask(long nativeRenderableManager, int i, int select, int value);
private static native void nSetPriority(long nativeRenderableManager, int i, int priority);
private static native void nSetChannel(long nativeRenderableManager, int i, int channel);
private static native void nSetCulling(long nativeRenderableManager, int i, boolean enabled);
private static native void nSetFogEnabled(long nativeRenderableManager, int i, boolean enabled);
private static native boolean nGetFogEnabled(long nativeRenderableManager, int i);
private static native void nSetLightChannel(long nativeRenderableManager, int i, int channel, boolean enable);
private static native boolean nGetLightChannel(long nativeRenderableManager, int i, int channel);
private static native void nSetCastShadows(long nativeRenderableManager, int i, boolean enabled);

View File

@@ -146,29 +146,18 @@ public class Scene {
}
/**
* Returns the total number of Entities in the <code>Scene</code>, whether alive or not.
* Returns the number of {@link RenderableManager} components in the <code>Scene</code>.
*
* @return the total number of Entities in the <code>Scene</code>.
*/
public int getEntityCount() {
return nGetEntityCount(getNativeObject());
}
/**
* Returns the number of active (alive) {@link RenderableManager} components in the
* <code>Scene</code>.
*
* @return number of {@link RenderableManager} components in the <code>Scene</code>.
* @return number of {@link RenderableManager} components in the <code>Scene</code>..
*/
public int getRenderableCount() {
return nGetRenderableCount(getNativeObject());
}
/**
* Returns the number of active (alive) {@link LightManager} components in the
* <code>Scene</code>.
* Returns the number of {@link LightManager} components in the <code>Scene</code>.
*
* @return number of {@link LightManager} components in the <code>Scene</code>.
* @return number of {@link LightManager} components in the <code>Scene</code>..
*/
public int getLightCount() {
return nGetLightCount(getNativeObject());
@@ -200,7 +189,6 @@ public class Scene {
private static native void nAddEntities(long nativeScene, int[] entities);
private static native void nRemove(long nativeScene, int entity);
private static native void nRemoveEntities(long nativeScene, int[] entities);
private static native int nGetEntityCount(long nativeScene);
private static native int nGetRenderableCount(long nativeScene);
private static native int nGetLightCount(long nativeScene);
private static native boolean nHasEntity(long nativeScene, int entity);

View File

@@ -91,59 +91,11 @@ public class SwapChain {
*/
public static final long CONFIG_ENABLE_XCB = 0x4;
/**
* Indicates that the SwapChain must automatically perform linear to sRGB encoding.
*
* This flag is ignored if isSRGBSwapChainSupported() is false.
*
* When using this flag, post-processing should be disabled.
*
* @see SwapChain#isSRGBSwapChainSupported
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_SRGB_COLORSPACE = 0x10;
/**
* Indicates that this SwapChain should allocate a stencil buffer in addition to a depth buffer.
*
* This flag is necessary when using View::setStencilBufferEnabled and rendering directly into
* the SwapChain (when post-processing is disabled).
*
* The specific format of the stencil buffer depends on platform support. The following pixel
* formats are tried, in order of preference:
*
* Depth only (without CONFIG_HAS_STENCIL_BUFFER):
* - DEPTH32F
* - DEPTH24
*
* Depth + stencil (with CONFIG_HAS_STENCIL_BUFFER):
* - DEPTH32F_STENCIL8
* - DEPTH24F_STENCIL8
*
* Note that enabling the stencil buffer may hinder depth precision and should only be used if
* necessary.
*
* @see View#setStencilBufferEnabled
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_HAS_STENCIL_BUFFER = 0x20;
SwapChain(long nativeSwapChain, Object surface) {
mNativeObject = nativeSwapChain;
mSurface = surface;
}
/**
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
*/
public static boolean isSRGBSwapChainSupported(@NonNull Engine engine) {
return nIsSRGBSwapChainSupported(engine.getNativeObject());
}
/**
* @return the native <code>Object</code> this <code>SwapChain</code> was created from or null
* for a headless SwapChain.
@@ -162,6 +114,10 @@ public class SwapChain {
* </p>
*
* <p>
* The FrameCompletedCallback is guaranteed to be called on the main Filament thread.
* </p>
*
* <p>
* Warning: Only Filament's Metal backend supports frame callbacks. Other backends ignore the
* callback (which will never be called) and proceed normally.
* </p>
@@ -185,5 +141,4 @@ public class SwapChain {
}
private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native boolean nIsSRGBSwapChainSupported(long nativeEngine);
}

View File

@@ -126,7 +126,7 @@ public class TextureSampler {
NEVER
}
long mSampler = 0; // bit field used by native
int mSampler = 0; // bit field used by native
/**
* Initializes the <code>TextureSampler</code> with default values.
@@ -276,7 +276,7 @@ public class TextureSampler {
}
/**
* Sets the wrapping mode in the r (depth) direction.
* Sets the wrapping mode in the t (depth) direction.
* @param mode wrapping mode
*/
public void setWrapModeR(WrapMode mode) {
@@ -342,26 +342,26 @@ public class TextureSampler {
}
}
private static native long nCreateSampler(int min, int max, int s, int t, int r);
private static native long nCreateCompareSampler(int mode, int function);
private static native int nCreateSampler(int min, int max, int s, int t, int r);
private static native int nCreateCompareSampler(int mode, int function);
private static native int nGetMinFilter(long sampler);
private static native long nSetMinFilter(long sampler, int filter);
private static native int nGetMagFilter(long sampler);
private static native long nSetMagFilter(long sampler, int filter);
private static native int nGetMinFilter(int sampler);
private static native int nSetMinFilter(int sampler, int filter);
private static native int nGetMagFilter(int sampler);
private static native int nSetMagFilter(int sampler, int filter);
private static native int nGetWrapModeS(long sampler);
private static native long nSetWrapModeS(long sampler, int mode);
private static native int nGetWrapModeT(long sampler);
private static native long nSetWrapModeT(long sampler, int mode);
private static native int nGetWrapModeR(long sampler);
private static native long nSetWrapModeR(long sampler, int mode);
private static native int nGetWrapModeS(int sampler);
private static native int nSetWrapModeS(int sampler, int mode);
private static native int nGetWrapModeT(int sampler);
private static native int nSetWrapModeT(int sampler, int mode);
private static native int nGetWrapModeR(int sampler);
private static native int nSetWrapModeR(int sampler, int mode);
private static native int nGetCompareMode(long sampler);
private static native long nSetCompareMode(long sampler, int mode);
private static native int nGetCompareFunction(long sampler);
private static native long nSetCompareFunction(long sampler, int function);
private static native int nGetCompareMode(int sampler);
private static native int nSetCompareMode(int sampler, int mode);
private static native int nGetCompareFunction(int sampler);
private static native int nSetCompareFunction(int sampler, int function);
private static native float nGetAnisotropy(long sampler);
private static native long nSetAnisotropy(long sampler, float anisotropy);
private static native float nGetAnisotropy(int sampler);
private static native int nSetAnisotropy(int sampler, float anisotropy);
}

View File

@@ -100,45 +100,6 @@ public class ToneMapper {
}
}
/**
* AgX tone mapping operator.
*/
public static class Agx extends ToneMapper {
public enum AgxLook {
/**
* Base contrast with no look applied
*/
NONE,
/**
* A punchy and more chroma laden look for sRGB displays
*/
PUNCHY,
/**
* A golden tinted, slightly washed look for BT.1886 displays
*/
GOLDEN
}
/**
* Builds a new AgX tone mapper with no look applied.
*/
public Agx() {
this(AgxLook.NONE);
}
/**
* Builds a new AgX tone mapper.
*
* @param look: an optional creative adjustment to contrast and saturation
*/
public Agx(AgxLook look) {
super(nCreateAgxToneMapper(look.ordinal()));
}
}
/**
* Generic tone mapping operator that gives control over the tone mapping
* curve. This operator can be used to control the aesthetics of the final
@@ -233,7 +194,6 @@ public class ToneMapper {
private static native long nCreateACESToneMapper();
private static native long nCreateACESLegacyToneMapper();
private static native long nCreateFilmicToneMapper();
private static native long nCreateAgxToneMapper(int look);
private static native long nCreateGenericToneMapper(
float contrast, float midGrayIn, float midGrayOut, float hdrMax);

View File

@@ -27,8 +27,6 @@ import static com.google.android.filament.Asserts.assertFloat3In;
import static com.google.android.filament.Asserts.assertFloat4In;
import static com.google.android.filament.Colors.LinearColor;
import com.google.android.filament.proguard.UsedByNative;
/**
* Encompasses all the state needed for rendering a {@link Scene}.
*
@@ -904,7 +902,7 @@ public class View {
mBloomOptions = options;
nSetBloomOptions(getNativeObject(), options.dirt != null ? options.dirt.getNativeObject() : 0,
options.dirtStrength, options.strength, options.resolution,
options.levels, options.blendMode.ordinal(),
options.anamorphism, options.levels, options.blendMode.ordinal(),
options.threshold, options.enabled, options.highlight,
options.lensFlare, options.starburst, options.chromaticAberration,
options.ghostCount, options.ghostSpacing, options.ghostThreshold,
@@ -964,11 +962,9 @@ public class View {
assertFloat3In(options.color);
mFogOptions = options;
nSetFogOptions(getNativeObject(), options.distance, options.maximumOpacity, options.height,
options.heightFalloff, options.cutOffDistance,
options.color[0], options.color[1], options.color[2],
options.heightFalloff, options.color[0], options.color[1], options.color[2],
options.density, options.inScatteringStart, options.inScatteringSize,
options.fogColorFromIbl,
options.skyColor == null ? 0 : options.skyColor.getNativeObject(),
options.enabled);
}
@@ -1032,8 +1028,7 @@ public class View {
* </p>
*
* <p>
* If post-processing is disabled, then the SwapChain must have the CONFIG_HAS_STENCIL_BUFFER
* flag set in order to use the stencil buffer.
* Post-processing must be enabled in order to use the stencil buffer.
* </p>
*
* <p>
@@ -1099,29 +1094,10 @@ public class View {
nPick(getNativeObject(), x, y, handler, internalCallback);
}
@UsedByNative("View.cpp")
private static class InternalOnPickCallback implements Runnable {
private final OnPickCallback mUserCallback;
private final PickingQueryResult mPickingQueryResult = new PickingQueryResult();
@UsedByNative("View.cpp")
@Entity
int mRenderable;
@UsedByNative("View.cpp")
float mDepth;
@UsedByNative("View.cpp")
float mFragCoordsX;
@UsedByNative("View.cpp")
float mFragCoordsY;
@UsedByNative("View.cpp")
float mFragCoordsZ;
public InternalOnPickCallback(OnPickCallback mUserCallback) {
this.mUserCallback = mUserCallback;
}
@Override
public void run() {
mPickingQueryResult.renderable = mRenderable;
@@ -1131,51 +1107,13 @@ public class View {
mPickingQueryResult.fragCoords[2] = mFragCoordsZ;
mUserCallback.onPick(mPickingQueryResult);
}
}
/**
* Set the value of material global variables. There are up-to four such variable each of
* type float4. These variables can be read in a user Material with
* `getMaterialGlobal{0|1|2|3}()`. All variable start with a default value of { 0, 0, 0, 1 }
*
* @param index index of the variable to set between 0 and 3.
* @param value new value for the variable.
* @see #getMaterialGlobal
*/
public void setMaterialGlobal(int index, @NonNull @Size(min = 4) float[] value) {
Asserts.assertFloat4In(value);
nSetMaterialGlobal(getNativeObject(), index, value[0], value[1], value[2], value[3]);
}
/**
* Get the value of the material global variables.
* All variable start with a default value of { 0, 0, 0, 1 }
*
* @param index index of the variable to set between 0 and 3.
* @param out A 4-float array where the value will be stored, or null in which case the array is
* allocated.
* @return A 4-float array containing the current value of the variable.
* @see #setMaterialGlobal
*/
@NonNull @Size(min = 4)
public float[] getMaterialGlobal(int index, @Nullable @Size(min = 4) float[] out) {
out = Asserts.assertFloat4(out);
nGetMaterialGlobal(getNativeObject(), index, out);
return out;
}
/**
* Get an Entity representing the large scale fog object.
* This entity is always inherited by the View's Scene.
*
* It is for example possible to create a TransformManager component with this
* Entity and apply a transformation globally on the fog.
*
* @return an Entity representing the large scale fog object.
*/
@Entity
public int getFogEntity() {
return nGetFogEntity(getNativeObject());
private final OnPickCallback mUserCallback;
private final PickingQueryResult mPickingQueryResult = new PickingQueryResult();
@Entity int mRenderable;
float mDepth;
float mFragCoordsX;
float mFragCoordsY;
float mFragCoordsZ;
}
public long getNativeObject() {
@@ -1217,9 +1155,9 @@ public class View {
private static native int nGetAmbientOcclusion(long nativeView);
private static native void nSetAmbientOcclusionOptions(long nativeView, float radius, float bias, float power, float resolution, float intensity, float bilateralThreshold, int quality, int lowPassFilter, int upsampling, boolean enabled, boolean bentNormals, float minHorizonAngleRad);
private static native void nSetSSCTOptions(long nativeView, float ssctLightConeRad, float ssctStartTraceDistance, float ssctContactDistanceMax, float ssctIntensity, float v, float v1, float v2, float ssctDepthBias, float ssctDepthSlopeBias, int ssctSampleCount, int ssctRayCount, boolean ssctEnabled);
private static native void nSetBloomOptions(long nativeView, long dirtNativeObject, float dirtStrength, float strength, int resolution, int levels, int blendMode, boolean threshold, boolean enabled, float highlight,
private static native void nSetBloomOptions(long nativeView, long dirtNativeObject, float dirtStrength, float strength, int resolution, float anamorphism, int levels, int blendMode, boolean threshold, boolean enabled, float highlight,
boolean lensFlare, boolean starburst, float chromaticAberration, int ghostCount, float ghostSpacing, float ghostThreshold, float haloThickness, float haloRadius, float haloThreshold);
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, long skyColorNativeObject, boolean enabled);
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, boolean enabled);
private static native void nSetBlendMode(long nativeView, int blendMode);
private static native void nSetDepthOfFieldOptions(long nativeView, float cocScale, float maxApertureDiameter, boolean enabled, int filter,
boolean nativeResolution, int foregroundRingCount, int backgroundRingCount, int fastGatherRingCount, int maxForegroundCOC, int maxBackgroundCOC);
@@ -1234,10 +1172,6 @@ public class View {
private static native void nPick(long nativeView, int x, int y, Object handler, InternalOnPickCallback internalCallback);
private static native void nSetStencilBufferEnabled(long nativeView, boolean enabled);
private static native boolean nIsStencilBufferEnabled(long nativeView);
private static native void nSetMaterialGlobal(long nativeView, int index, float x, float y, float z, float w);
private static native void nGetMaterialGlobal(long nativeView, int index, float[] out);
private static native int nGetFogEntity(long nativeView);
/**
* List of available ambient occlusion techniques.
@@ -1354,6 +1288,8 @@ public class View {
* blendMode: Whether the bloom effect is purely additive (false) or mixed with the original
* image (true).
*
* anamorphism: Bloom's aspect ratio (x/y), for artistic purposes.
*
* threshold: When enabled, a threshold at 1.0 is applied on the source image, this is
* useful for artistic reasons and is usually needed when a dirt texture is used.
*
@@ -1391,9 +1327,13 @@ public class View {
/**
* resolution of vertical axis (2^levels to 2048)
*/
public int resolution = 384;
public int resolution = 360;
/**
* number of blur levels (1 to 11)
* bloom x/y aspect-ratio (1/32 to 32)
*/
public float anamorphism = 1.0f;
/**
* number of blur levels (3 to 11)
*/
public int levels = 6;
/**
@@ -1413,17 +1353,6 @@ public class View {
* limit highlights to this value before bloom [10, +inf]
*/
public float highlight = 1000.0f;
/**
* Bloom quality level.
* LOW (default): use a more optimized down-sampling filter, however there can be artifacts
* with dynamic resolution, this can be alleviated by using the homogenous mode.
* MEDIUM: Good balance between quality and performance.
* HIGH: In this mode the bloom resolution is automatically increased to avoid artifacts.
* This mode can be significantly slower on mobile, especially at high resolution.
* This mode greatly improves the anamorphic bloom.
*/
@NonNull
public QualityLevel quality = QualityLevel.LOW;
/**
* enable screen-space lens flare
*/
@@ -1463,109 +1392,48 @@ public class View {
}
/**
* Options to control large-scale fog in the scene
* Options to control fog in the scene
*/
public static class FogOptions {
/**
* Distance in world units [m] from the camera to where the fog starts ( >= 0.0 )
* distance in world units from the camera where the fog starts ( >= 0.0 )
*/
public float distance = 0.0f;
/**
* Distance in world units [m] after which the fog calculation is disabled.
* This can be used to exclude the skybox, which is desirable if it already contains clouds or
* fog. The default value is +infinity which applies the fog to everything.
*
* Note: The SkyBox is typically at a distance of 1e19 in world space (depending on the near
* plane distance and projection used though).
*/
public float cutOffDistance = Float.POSITIVE_INFINITY;
/**
* fog's maximum opacity between 0 and 1
*/
public float maximumOpacity = 1.0f;
/**
* Fog's floor in world units [m]. This sets the "sea level".
* fog's floor in world units
*/
public float height = 0.0f;
/**
* How fast the fog dissipates with altitude. heightFalloff has a unit of [1/m].
* It can be expressed as 1/H, where H is the altitude change in world units [m] that causes a
* factor 2.78 (e) change in fog density.
*
* A falloff of 0 means the fog density is constant everywhere and may result is slightly
* faster computations.
* how fast fog dissipates with altitude
*/
public float heightFalloff = 1.0f;
/**
* Fog's color is used for ambient light in-scattering, a good value is
* to use the average of the ambient light, possibly tinted towards blue
* for outdoors environments. Color component's values should be between 0 and 1, values
* above one are allowed but could create a non energy-conservative fog (this is dependant
* on the IBL's intensity as well).
*
* We assume that our fog has no absorption and therefore all the light it scatters out
* becomes ambient light in-scattering and has lost all directionality, i.e.: scattering is
* isotropic. This somewhat simulates Rayleigh scattering.
*
* This value is used as a tint instead, when fogColorFromIbl is enabled.
*
* @see fogColorFromIbl
* fog's color (linear), see fogColorFromIbl
*/
@NonNull @Size(min = 3)
public float[] color = {1.0f, 1.0f, 1.0f};
public float[] color = {0.5f, 0.5f, 0.5f};
/**
* Extinction factor in [1/m] at altitude 'height'. The extinction factor controls how much
* light is absorbed and out-scattered per unit of distance. Each unit of extinction reduces
* the incoming light to 37% of its original value.
*
* Note: The extinction factor is related to the fog density, it's usually some constant K times
* the density at sea level (more specifically at fog height). The constant K depends on
* the composition of the fog/atmosphere.
*
* For historical reason this parameter is called `density`.
* fog's density at altitude given by 'height'
*/
public float density = 0.1f;
/**
* Distance in world units [m] from the camera where the Sun in-scattering starts.
* distance in world units from the camera where in-scattering starts
*/
public float inScatteringStart = 0.0f;
/**
* Very inaccurately simulates the Sun's in-scattering. That is, the light from the sun that
* is scattered (by the fog) towards the camera.
* Size of the Sun in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
* Smaller values result is a larger scattering size.
* size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
*/
public float inScatteringSize = -1.0f;
/**
* The fog color will be sampled from the IBL in the view direction and tinted by `color`.
* Depending on the scene this can produce very convincing results.
*
* This simulates a more anisotropic phase-function.
*
* `fogColorFromIbl` is ignored when skyTexture is specified.
*
* @see skyColor
* Fog color will be modulated by the IBL color in the view direction.
*/
public boolean fogColorFromIbl = false;
/**
* skyTexture must be a mipmapped cubemap. When provided, the fog color will be sampled from
* this texture, higher resolution mip levels will be used for objects at the far clip plane,
* and lower resolution mip levels for objects closer to the camera. The skyTexture should
* typically be heavily blurred; a typical way to produce this texture is to blur the base
* level with a strong gaussian filter or even an irradiance filter and then generate mip
* levels as usual. How blurred the base level is somewhat of an artistic decision.
*
* This simulates a more anisotropic phase-function.
*
* `fogColorFromIbl` is ignored when skyTexture is specified.
*
* @see Texture
* @see fogColorFromIbl
*/
@Nullable
public Texture skyColor = null;
/**
* Enable or disable large-scale fog
* enable or disable fog
*/
public boolean enabled = false;
}
@@ -1930,7 +1798,6 @@ public class View {
* PCF with soft shadows and contact hardening
*/
PCSS,
PCFd,
}
/**
@@ -1993,11 +1860,4 @@ public class View {
*/
public float penumbraRatioScale = 1.0f;
}
/**
* Options for stereoscopic (multi-eye) rendering.
*/
public static class StereoscopicOptions {
public boolean enabled = false;
}
}

View File

@@ -1,60 +0,0 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.android;
import com.google.android.filament.Engine;
import com.google.android.filament.Fence;
public class FilamentHelper {
/**
* Wait for all pending frames to be processed before returning. This is to avoid a race
* between the surface being resized before pending frames are rendered into it.
* <p>
* For {@link android.view.TextureView} this must be called before the texture's size is
* reconfigured, which unfortunately is done by the Android framework before
* {@link UiHelper} listeners are invoked. Therefore <code>synchronizePendingFrames</code>
* cannot be called from
* {@link android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged}; instead
* a subclass of {@link android.view.TextureView} must be used in order to call it from
* {@link android.view.TextureView#onSizeChanged}:
* </p>
* <pre>
* public class MyTextureView extends TextureView {
* private Engine engine;
* protected void onSizeChanged(int w, int h, int oldw, int oldh) {
* FilamentHelper.synchronizePendingFrames(engine);
* super.onSizeChanged(w, h, oldw, oldh);
* }
* }
* </pre>
*
* Otherwise, this is typically called from {@link UiHelper.RendererCallback#onResized},
* {@link android.view.SurfaceHolder.Callback#surfaceChanged}.
*
* @param engine Filament engine to synchronize
*
* @see UiHelper.RendererCallback#onResized
* @see android.view.SurfaceHolder.Callback#surfaceChanged
* @see android.view.TextureView#onSizeChanged
*/
static public void synchronizePendingFrames(Engine engine) {
Fence fence = engine.createFence();
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
engine.destroyFence(fence);
}
}

View File

@@ -84,14 +84,6 @@ import com.google.android.filament.SwapChain;
* // The native surface has changed size. This is always called at least once
* // after the surface is created (after onNativeWindowChanged() is invoked).
* public void onResized(int width, int height) {
*
* // Wait for all pending frames to be processed before returning. This is to
* // avoid a race between the surface being resized before pending frames are
* // rendered into it.
* Fence fence = mEngine.createFence();
* fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
* mEngine.destroyFence(fence);
*
* // Compute camera projection and set the viewport on the view
* }
* });
@@ -183,7 +175,7 @@ public class UiHelper {
}
private static class SurfaceViewHandler implements RenderSurface {
private final SurfaceView mSurfaceView;
private SurfaceView mSurfaceView;
SurfaceViewHandler(SurfaceView surface) {
mSurfaceView = surface;
@@ -200,7 +192,7 @@ public class UiHelper {
}
private static class SurfaceHolderHandler implements RenderSurface {
private final SurfaceHolder mSurfaceHolder;
private SurfaceHolder mSurfaceHolder;
SurfaceHolderHandler(SurfaceHolder surface) {
mSurfaceHolder = surface;
@@ -217,7 +209,7 @@ public class UiHelper {
}
private class TextureViewHandler implements RenderSurface {
private final TextureView mTextureView;
private TextureView mTextureView;
private Surface mSurface;
TextureViewHandler(TextureView surface) { mTextureView = surface; }
@@ -227,10 +219,8 @@ public class UiHelper {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
mTextureView.getSurfaceTexture().setDefaultBufferSize(width, height);
}
if (mRenderCallback != null) {
// the call above won't cause TextureView.onSurfaceTextureSizeChanged()
mRenderCallback.onResized(width, height);
}
// the call above won't cause TextureView.onSurfaceTextureSizeChanged()
mRenderCallback.onResized(width, height);
}
@Override
@@ -246,10 +236,6 @@ public class UiHelper {
}
mSurface = surface;
}
public Surface getSurface() {
return mSurface;
}
}
/**
@@ -300,6 +286,7 @@ public class UiHelper {
/**
* Checks whether we are ready to render into the attached surface.
*
* Using OpenGL ES when this returns true, will result in drawing commands being lost,
* HOWEVER, GLES state will be preserved. This is useful to initialize the engine.
*
@@ -344,6 +331,7 @@ public class UiHelper {
/**
* Controls whether the render target (SurfaceView or TextureView) is opaque or not.
* The render target is considered opaque by default.
*
* Must be called before calling {@link #attachTo(SurfaceView)}, {@link #attachTo(TextureView)},
* or {@link #attachTo(SurfaceHolder)}.
*
@@ -366,8 +354,10 @@ public class UiHelper {
* positioned above other surfaces but below the activity's surface. This property
* only has an effect when used in combination with {@link #setOpaque(boolean) setOpaque(false)}
* and does not affect TextureView targets.
*
* Must be called before calling {@link #attachTo(SurfaceView)}
* or {@link #attachTo(TextureView)}.
*
* Has no effect when using {@link #attachTo(SurfaceHolder)}.
*
* @param overlay Indicates whether the render target should be rendered below the activity's
@@ -388,6 +378,7 @@ public class UiHelper {
/**
* Associate UiHelper with a SurfaceView.
*
* As soon as SurfaceView is ready (i.e. has a Surface), we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
@@ -409,23 +400,21 @@ public class UiHelper {
final SurfaceHolder.Callback callback = new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(@NonNull SurfaceHolder holder) {
public void surfaceCreated(SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(
@NonNull SurfaceHolder holder, int format, int width, int height) {
SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
if (mRenderCallback != null) {
mRenderCallback.onResized(width, height);
}
mRenderCallback.onResized(width, height);
}
@Override
public void surfaceDestroyed(@NonNull SurfaceHolder holder) {
public void surfaceDestroyed(SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
@@ -449,6 +438,7 @@ public class UiHelper {
/**
* Associate UiHelper with a TextureView.
*
* As soon as TextureView is ready (i.e. has a buffer), we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
@@ -461,7 +451,7 @@ public class UiHelper {
TextureView.SurfaceTextureListener listener = new TextureView.SurfaceTextureListener() {
@Override
public void onSurfaceTextureAvailable(
@NonNull SurfaceTexture surfaceTexture, int width, int height) {
SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureAvailable()");
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
@@ -476,44 +466,32 @@ public class UiHelper {
createSwapChain(surface);
if (mRenderCallback != null) {
// Call this the first time because onSurfaceTextureSizeChanged()
// isn't called at initialization time
// Call this the first time because onSurfaceTextureSizeChanged()
// isn't called at initialization time
mRenderCallback.onResized(width, height);
}
@Override
public void onSurfaceTextureSizeChanged(
SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureSizeChanged()");
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
mRenderCallback.onResized(mDesiredWidth, mDesiredHeight);
} else {
mRenderCallback.onResized(width, height);
}
}
@Override
public void onSurfaceTextureSizeChanged(
@NonNull SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureSizeChanged()");
if (mRenderCallback != null) {
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
mRenderCallback.onResized(mDesiredWidth, mDesiredHeight);
} else {
mRenderCallback.onResized(width, height);
}
// We must recreate the SwapChain to guarantee that it sees the new size.
// More precisely, for an EGL client, the EGLSurface must be recreated. For
// a Vulkan client, the SwapChain must be recreated. Calling
// onNativeWindowChanged() will accomplish that.
// This requirement comes from SurfaceTexture.setDefaultBufferSize()
// documentation.
TextureViewHandler textureViewHandler = (TextureViewHandler) mRenderSurface;
mRenderCallback.onNativeWindowChanged(textureViewHandler.getSurface());
}
}
@Override
public boolean onSurfaceTextureDestroyed(@NonNull SurfaceTexture surfaceTexture) {
public boolean onSurfaceTextureDestroyed(SurfaceTexture surfaceTexture) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureDestroyed()");
destroySwapChain();
return true;
}
@Override
public void onSurfaceTextureUpdated(@NonNull SurfaceTexture surface) { }
public void onSurfaceTextureUpdated(SurfaceTexture surface) { }
};
view.setSurfaceTextureListener(listener);
@@ -521,15 +499,14 @@ public class UiHelper {
// in case the View's SurfaceTexture already existed
if (view.isAvailable()) {
SurfaceTexture surfaceTexture = view.getSurfaceTexture();
if (surfaceTexture != null) {
listener.onSurfaceTextureAvailable(surfaceTexture, mDesiredWidth, mDesiredHeight);
}
listener.onSurfaceTextureAvailable(surfaceTexture, mDesiredWidth, mDesiredHeight);
}
}
}
/**
* Associate UiHelper with a SurfaceHolder.
*
* As soon as a Surface is created, we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
@@ -542,22 +519,20 @@ public class UiHelper {
final SurfaceHolder.Callback callback = new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(@NonNull SurfaceHolder surfaceHolder) {
public void surfaceCreated(SurfaceHolder surfaceHolder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(@NonNull SurfaceHolder holder, int format, int width, int height) {
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
if (mRenderCallback != null) {
mRenderCallback.onResized(width, height);
}
mRenderCallback.onResized(width, height);
}
@Override
public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) {
public void surfaceDestroyed(SurfaceHolder surfaceHolder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
@@ -592,9 +567,7 @@ public class UiHelper {
}
private void createSwapChain(@NonNull Surface surface) {
if (mRenderCallback != null) {
mRenderCallback.onNativeWindowChanged(surface);
}
mRenderCallback.onNativeWindowChanged(surface);
mHasSwapChain = true;
}
@@ -602,9 +575,7 @@ public class UiHelper {
if (mRenderSurface != null) {
mRenderSurface.detach();
}
if (mRenderCallback != null) {
mRenderCallback.onDetachedFromSurface();
}
mRenderCallback.onDetachedFromSurface();
mHasSwapChain = false;
}
}

View File

@@ -1,7 +1,4 @@
apply plugin: 'kotlin-android'
kotlin {
jvmToolchain(versions.jdk)
}
android {
namespace 'com.google.android.filament.utils'
@@ -12,6 +9,9 @@ android {
}
}
defaultConfig {
missingDimensionStrategy 'functionality', 'full'
}
packagingOptions {
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
@@ -21,11 +21,16 @@ android {
excludes += ['lib/*/libfilament-jni.so', 'lib/*/libgltfio-jni.so']
}
}
}
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
configurations.all { config ->
// Hack to preserve the version of the dependencies
if (!config.name.endsWith('Publication')) {
resolutionStrategy {
dependencySubstitution {
substitute(module("com.google.android.filament:gltfio-android:${VERSION_NAME}")).with(project(":gltfio-android"))
substitute(module("com.google.android.filament:gltfio-android-lite:${VERSION_NAME}")).with(project(":gltfio-android"))
}
}
}
}
@@ -38,7 +43,7 @@ dependencies {
implementation deps.coroutines.android
api project(':filament-android')
api project(':gltfio-android')
api module("com.google.android.filament:gltfio-android:${VERSION_NAME}")
}
apply from: rootProject.file('gradle/gradle-mvn-push.gradle')

View File

@@ -166,8 +166,6 @@ Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv
const jfieldID cameraAperture = env->GetFieldID(klass, "cameraAperture", "F");
const jfieldID cameraSpeed = env->GetFieldID(klass, "cameraSpeed", "F");
const jfieldID cameraISO = env->GetFieldID(klass, "cameraISO", "F");
const jfieldID cameraNear = env->GetFieldID(klass, "cameraNear", "F");
const jfieldID cameraFar = env->GetFieldID(klass, "cameraFar", "F");
const jfieldID groundShadowStrength = env->GetFieldID(klass, "groundShadowStrength", "F");
const jfieldID groundPlaneEnabled = env->GetFieldID(klass, "groundPlaneEnabled", "Z");
const jfieldID skyboxEnabled = env->GetFieldID(klass, "skyboxEnabled", "Z");
@@ -179,8 +177,6 @@ Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv
env->SetFloatField(result, cameraAperture, options.cameraAperture);
env->SetFloatField(result, cameraSpeed, options.cameraSpeed);
env->SetFloatField(result, cameraISO, options.cameraISO);
env->SetFloatField(result, cameraNear, options.cameraNear);
env->SetFloatField(result, cameraFar, options.cameraFar);
env->SetFloatField(result, groundShadowStrength, options.groundShadowStrength);
env->SetBooleanField(result, groundPlaneEnabled, options.groundPlaneEnabled);
env->SetBooleanField(result, skyboxEnabled, options.skyboxEnabled);

View File

@@ -97,8 +97,6 @@ public class AutomationEngine {
public float cameraAperture = 16.0f;
public float cameraSpeed = 125.0f;
public float cameraISO = 100.0f;
public float cameraNear = 0.1f;
public float cameraFar = 100.0f;
public float groundShadowStrength = 0.75f;
public boolean groundPlaneEnabled = false;
public boolean skyboxEnabled = true;

View File

@@ -14,7 +14,7 @@
* limitations under the License.
*/
@file:Suppress("NOTHING_TO_INLINE", "unused")
@file:Suppress("unused")
package com.google.android.filament.utils
@@ -24,16 +24,8 @@ enum class MatrixColumn {
X, Y, Z, W
}
enum class RotationsOrder(
val yaw: VectorComponent,
val pitch: VectorComponent,
val roll: VectorComponent) {
XYZ(VectorComponent.X, VectorComponent.Y, VectorComponent.Z),
XZY(VectorComponent.X, VectorComponent.Z, VectorComponent.Y),
YXZ(VectorComponent.Y, VectorComponent.X, VectorComponent.Z),
YZX(VectorComponent.Y, VectorComponent.Z, VectorComponent.X),
ZXY(VectorComponent.Z, VectorComponent.X, VectorComponent.Y),
ZYX(VectorComponent.Z, VectorComponent.Y, VectorComponent.X);
enum class RotationsOrder {
XYZ, XZY, YXZ, YZX, ZXY, ZYX
}
data class Mat2(
@@ -85,12 +77,6 @@ data class Mat2(
operator fun minus(v: Float) = Mat2(x - v, y - v)
operator fun times(v: Float) = Mat2(x * v, y * v)
operator fun div(v: Float) = Mat2(x / v, y / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat2(
x.compareTo(v, delta),
y.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) = x.equals(v, delta) && y.equals(v, delta)
operator fun times(m: Mat2) = Mat2(
Float2(
@@ -103,18 +89,12 @@ data class Mat2(
)
)
inline fun compareTo(m: Mat2, delta: Float = 0.0f) = Mat2(
x.compareTo(m.x, delta),
y.compareTo(m.y, delta)
)
inline fun equals(m: Mat2, delta: Float = 0.0f) = x.equals(m.x, delta) && y.equals(m.y, delta)
operator fun times(v: Float2) = Float2(
x.x * v.x + y.x * v.y,
x.y * v.x + y.y * v.y,
)
fun toFloatArray() = floatArrayOf(
x.x, y.x,
x.y, y.y
@@ -126,6 +106,7 @@ data class Mat2(
|${x.y} ${y.y}|
""".trimIndent()
}
}
data class Mat3(
@@ -181,14 +162,6 @@ data class Mat3(
operator fun minus(v: Float) = Mat3(x - v, y - v, z - v)
operator fun times(v: Float) = Mat3(x * v, y * v, z * v)
operator fun div(v: Float) = Mat3(x / v, y / v, z / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat3(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta)
operator fun times(m: Mat3) = Mat3(
Float3(
@@ -208,15 +181,6 @@ data class Mat3(
)
)
inline fun compareTo(m: Mat3, delta: Float = 0.0f) = Mat3(
x.compareTo(m.x, delta),
y.compareTo(m.y, delta),
z.compareTo(m.z, delta)
)
inline fun equals(m: Mat3, delta: Float = 0.0f) =
x.equals(m.x, delta) && y.equals(m.y, delta) && z.equals(m.z, delta)
operator fun times(v: Float3) = Float3(
x.x * v.x + y.x * v.y + z.x * v.z,
x.y * v.x + y.y * v.y + z.y * v.z,
@@ -248,7 +212,6 @@ data class Mat4(
constructor(m: Mat4) : this(m.x.copy(), m.y.copy(), m.z.copy(), m.w.copy())
companion object {
fun of(vararg a: Float): Mat4 {
require(a.size >= 16)
return Mat4(
@@ -339,15 +302,6 @@ data class Mat4(
operator fun minus(v: Float) = Mat4(x - v, y - v, z - v, w - v)
operator fun times(v: Float) = Mat4(x * v, y * v, z * v, w * v)
operator fun div(v: Float) = Mat4(x / v, y / v, z / v, w / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat4(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta),
w.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta) && w.equals(v, delta)
operator fun times(m: Mat4) = Mat4(
Float4(
@@ -376,16 +330,6 @@ data class Mat4(
)
)
inline fun compareTo(m: Mat4, delta: Float = 0.0f) = Mat4(
x.compareTo(m.x, delta),
y.compareTo(m.y, delta),
z.compareTo(m.z, delta),
w.compareTo(m.w, delta)
)
inline fun equals(m: Mat4, delta: Float = 0.0f) =
x.equals(m.x, delta) && y.equals(m.y, delta) && z.equals(m.z, delta) && w.equals(m.w, delta)
operator fun times(v: Float4) = Float4(
x.x * v.x + y.x * v.y + z.x * v.z+ w.x * v.w,
x.y * v.x + y.y * v.y + z.y * v.z+ w.y * v.w,
@@ -393,26 +337,6 @@ data class Mat4(
x.w * v.x + y.w * v.y + z.w * v.z+ w.w * v.w
)
/**
* Get the Euler angles in degrees from this rotation Matrix
*
* Don't forget to extract the rotation with [rotation] if this is a transposed matrix
*
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
*
* @see eulerAngles
*/
fun toEulerAngles(order: RotationsOrder = RotationsOrder.ZYX) = eulerAngles(this, order)
/**
* Get the [Quaternion] from this rotation Matrix
*
* Don't forget to extract the rotation with [rotation] if this is a transposed matrix
*
* @see quaternion
*/
fun toQuaternion() = quaternion(this)
fun toFloatArray() = floatArrayOf(
@@ -432,78 +356,6 @@ data class Mat4(
}
}
inline fun equal(a: Mat2, b: Float, delta: Float = 0.0f) = Bool2(
a.x.equals(b, delta),
a.y.equals(b, delta)
)
inline fun equal(a: Mat2, b: Mat2, delta: Float = 0.0f) = Bool2(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta)
)
inline fun notEqual(a: Mat2, b: Float, delta: Float = 0.0f) = Bool2(
!a.x.equals(b, delta),
!a.y.equals(b, delta)
)
inline fun notEqual(a: Mat2, b: Mat2, delta: Float = 0.0f) = Bool2(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta)
)
inline fun equal(a: Mat3, b: Float, delta: Float = 0.0f) = Bool3(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta)
)
inline fun equal(a: Mat3, b: Mat3, delta: Float = 0.0f) = Bool3(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta)
)
inline fun notEqual(a: Mat3, b: Float, delta: Float = 0.0f) = Bool3(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta)
)
inline fun notEqual(a: Mat3, b: Mat3, delta: Float = 0.0f) = Bool3(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta)
)
inline fun equal(a: Mat4, b: Float, delta: Float = 0.0f) = Bool4(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta),
a.w.equals(b, delta)
)
inline fun equal(a: Mat4, b: Mat4, delta: Float = 0.0f) = Bool4(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta),
a.w.equals(b.w, delta)
)
inline fun notEqual(a: Mat4, b: Float, delta: Float = 0.0f) = Bool4(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta),
!a.w.equals(b, delta)
)
inline fun notEqual(a: Mat4, b: Mat4, delta: Float = 0.0f) = Bool4(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta),
!a.w.equals(b.w, delta)
)
fun transpose(m: Mat2) = Mat2(
Float2(m.x.x, m.y.x),
Float2(m.x.y, m.y.y)
@@ -642,7 +494,14 @@ fun rotation(m: Mat4) = Mat4(normalize(m.right), normalize(m.up), normalize(m.fo
*/
fun rotation(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Mat4 {
val r = transform(d, ::radians)
return rotation(r[order.yaw], r[order.pitch], r[order.roll], order)
return when(order) {
RotationsOrder.XZY -> rotation(r.x, r.z, r.y)
RotationsOrder.XYZ -> rotation(r.x, r.y, r.z)
RotationsOrder.YXZ -> rotation(r.y, r.x, r.z)
RotationsOrder.YZX -> rotation(r.y, r.z, r.x)
RotationsOrder.ZYX -> rotation(r.z, r.y, r.x)
RotationsOrder.ZXY -> rotation(r.z, r.x, r.y)
}
}
/**
@@ -740,93 +599,13 @@ fun rotation(quaternion: Quaternion): Mat4 {
Float4(
2.0f * (n.x * n.z + n.y * n.w),
2.0f * (n.y * n.z - n.x * n.w),
1.0f - 2.0f * (n.x * n.x + n.y * n.y)
1.0f - 2.0f * (n.x * n.x + n.y * n.y),
)
)
}
/**
* Get the Euler angles in degrees from a rotation Matrix
*
* @param m The rotation matrix.
* Don't forget to extract the rotation with [rotation] if it's transposed
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
*/
fun eulerAngles(m: Mat4, order: RotationsOrder = RotationsOrder.ZYX): Float3 {
// We need to more simplify this with RotationsOrder VectorComponents mapped to MatrixColumn
return transform(Float3().apply {
when (order) {
RotationsOrder.XYZ -> {
this[order.pitch] = asin(clamp(m.z.x, -1.0f, 1.0f))
if (abs(m.z.x) < 0.9999999f) {
this[order.yaw] = atan2(-m.z.y, m.z.z)
this[order.roll] = atan2(-m.y.x, m.x.x)
} else {
this[order.yaw] = atan2(m.y.z, m.y.y)
this[order.roll] = 0.0f
}
}
RotationsOrder.XZY -> {
this[order.pitch] = asin(-clamp(m.y.x, -1.0f, 1.0f))
if (abs(m.y.x) < 0.9999999f) {
this[order.yaw] = atan2(m.y.z, m.y.y)
this[order.roll] = atan2(m.z.x, m.x.x)
} else {
this[order.yaw] = atan2(-m.z.y, m.z.z)
this[order.roll] = 0.0f
}
}
RotationsOrder.YXZ -> {
this[order.pitch] = asin(-clamp(m.z.y, -1.0f, 1.0f))
if (abs(m.z.y) < 0.9999999f) {
this[order.yaw] = atan2(m.z.x, m.z.z)
this[order.roll] = atan2(m.x.y, m.y.y)
} else {
this[order.yaw] = atan2(-m.x.z, m.x.x)
this[order.roll] = 0.0f
}
}
RotationsOrder.YZX -> {
this[order.pitch] = asin(clamp(m.x.y, -1.0f, 1.0f))
if (abs(m.x.y) < 0.9999999f) {
this[order.roll] = atan2(-m.z.y, m.y.y)
this[order.yaw] = atan2(-m.x.z, m.x.x)
} else {
this[order.roll] = 0.0f
this[order.yaw] = atan2(m.z.x, m.z.z)
}
}
RotationsOrder.ZXY -> {
this[order.pitch] = asin(clamp(m.y.z, -1.0f, 1.0f))
if (abs(m.y.z) < 0.9999999f) {
this[order.roll] = atan2(-m.x.z, m.z.z)
this[order.yaw] = atan2(-m.y.x, m.y.y)
} else {
this[order.roll] = 0.0f
this[order.yaw] = atan2(m.x.y, m.x.x)
}
}
RotationsOrder.ZYX -> {
this[order.pitch] = asin(-clamp(m.x.z, -1.0f, 1.0f))
if (abs(m.x.z) < 0.9999999f) {
this[order.roll] = atan2(m.y.z, m.z.z)
this[order.yaw] = atan2(m.x.y, m.x.x)
} else {
this[order.roll] = 0.0f
this[order.yaw] = atan2(-m.y.x, m.y.y)
}
}
}
}, ::degrees)
}
/**
* Get the [Quaternion] from a rotation Matrix
*
* @param m The rotation matrix.
* Don't forget to extract the rotation with [rotation] if it's transposed
* Extract Quaternion rotation from a Matrix
*/
fun quaternion(m: Mat4): Quaternion {
val trace = m.x.x + m.y.y + m.z.z
@@ -894,14 +673,9 @@ fun perspective(fov: Float, ratio: Float, near: Float, far: Float): Mat4 {
}
fun ortho(l: Float, r: Float, b: Float, t: Float, n: Float, f: Float) = Mat4(
Float4(x = 2.0f / (r - l)),
Float4(y = 2.0f / (t - b)),
Float4(z = -2.0f / (f - n)),
Float4(
-(r + l) / (r - l),
-(t + b) / (t - b),
-(f + n) / (f - n),
1.0f
)
Float4(x = 2.0f / (r - 1.0f)),
Float4(y = 2.0f / (t - b)),
Float4(z = -2.0f / (f - n)),
Float4(-(r + l) / (r - l), -(t + b) / (t - b), -(f + n) / (f - n), 1.0f)
)

View File

@@ -27,8 +27,8 @@ import com.google.android.filament.gltfio.*
import kotlinx.coroutines.*
import java.nio.Buffer
private const val kNearPlane = 0.05f // 5 cm
private const val kFarPlane = 1000.0f // 1 km
private const val kNearPlane = 0.05 // 5 cm
private const val kFarPlane = 1000.0 // 1 km
private const val kAperture = 16f
private const val kShutterSpeed = 1f / 125f
private const val kSensitivity = 100f
@@ -80,18 +80,6 @@ class ModelViewer(
updateCameraProjection()
}
var cameraNear = kNearPlane
set(value) {
field = value
updateCameraProjection()
}
var cameraFar = kFarPlane
set(value) {
field = value
updateCameraProjection()
}
val scene: Scene
val view: View
val camera: Camera
@@ -191,7 +179,7 @@ class ModelViewer(
asset = assetLoader.createAsset(buffer)
asset?.let { asset ->
resourceLoader.asyncBeginLoad(asset)
animator = asset.instance.animator
animator = asset.getInstance().animator
asset.releaseSourceData()
}
}
@@ -214,7 +202,7 @@ class ModelViewer(
resourceLoader.addResourceData(uri, resourceBuffer)
}
resourceLoader.asyncBeginLoad(asset)
animator = asset.instance.animator
animator = asset.getInstance().animator
asset.releaseSourceData()
}
}
@@ -311,7 +299,7 @@ class ModelViewer(
var count = 0
val popRenderables = { count = asset.popRenderables(readyRenderables); count != 0 }
while (popRenderables()) {
for (i in 0 until count) {
for (i in 0..count - 1) {
val ri = rcm.getInstance(readyRenderables[i])
rcm.setScreenSpaceContactShadows(ri, true)
}
@@ -371,7 +359,7 @@ class ModelViewer(
resourceLoader.addResourceData(uri, buffer)
}
resourceLoader.asyncBeginLoad(asset)
animator = asset.instance.animator
animator = asset.getInstance().animator
asset.releaseSourceData()
}
}
@@ -380,8 +368,7 @@ class ModelViewer(
val width = view.viewport.width
val height = view.viewport.height
val aspect = width.toDouble() / height.toDouble()
camera.setLensProjection(cameraFocalLength.toDouble(), aspect,
cameraNear.toDouble(), cameraFar.toDouble())
camera.setLensProjection(cameraFocalLength.toDouble(), aspect, kNearPlane, kFarPlane)
}
inner class SurfaceCallback : UiHelper.RendererCallback {
@@ -405,19 +392,9 @@ class ModelViewer(
view.viewport = Viewport(0, 0, width, height)
cameraManipulator.setViewport(width, height)
updateCameraProjection()
synchronizePendingFrames(engine)
}
}
private fun synchronizePendingFrames(engine: Engine) {
// Wait for all pending frames to be processed before returning. This is to
// avoid a race between the surface being resized before pending frames are
// rendered into it.
val fence = engine.createFence()
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER)
engine.destroyFence(fence)
}
companion object {
private val kDefaultObjectPosition = Float3(0.0f, 0.0f, -4.0f)
}

View File

@@ -33,9 +33,9 @@ data class Quaternion(
var x: Float = 0.0f,
var y: Float = 0.0f,
var z: Float = 0.0f,
var w: Float = 1.0f) {
var w: Float = 0.0f) {
constructor(v: Float3, w: Float = 1.0f) : this(v.x, v.y, v.z, w)
constructor(v: Float3, w: Float = 0.0f) : this(v.x, v.y, v.z, w)
constructor(v: Float4) : this(v.x, v.y, v.z, v.w)
constructor(q: Quaternion) : this(q.x, q.y, q.z, q.w)
@@ -52,84 +52,42 @@ data class Quaternion(
}
/**
* Construct a Quaternion from Euler angles using YPR around a specified order
* Construct a Quaternion from Euler angles using YPR around ZYX respectively
*
* Uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect to
* the local coordinate system.
* That is, for order 'XYZ', the rotation is first around the X axis (which is the same as
* the world-X axis), then around local-Y (which may now be different from the world
* Y-axis), then local-Z (which may be different from the world Z-axis)
* The Euler angles are applied in ZYX order.
* i.e: a vector is first rotated about X (roll) then Y (pitch) and then Z (yaw).
*
* @param d Per axis Euler angles in degrees
* Yaw, pitch, roll (YPR) are taken accordingly to the rotations order input.
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around
* its Z axis, then its Y axis and finally its X axis.
*/
fun fromEuler(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Quaternion {
fun fromEuler(d: Float3): Quaternion {
val r = transform(d, ::radians)
return fromEuler(r[order.yaw], r[order.pitch], r[order.roll], order)
return fromEulerZYX(r.z, r.y, r.x)
}
/**
* Construct a Quaternion from Euler yaw, pitch, roll around a specified order.
* Construct a Quaternion from Euler angles using YPR around ZYX respectively
*
* @param roll about 1st rotation axis in radians. Z in case of ZYX order
* @param pitch about 2nd rotation axis in radians. Y in case of ZYX order
* @param yaw about 3rd rotation axis in radians. X in case of ZYX order
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
* The Euler angles are applied in ZYX order.
* i.e: a vector is first rotated about X (roll) then Y (pitch) and then Z (yaw).
*
* @param roll about X axis in radians
* @param pitch about Y axis in radians
* @param yaw about Z axis in radians
*/
fun fromEuler(
yaw: Float = 0.0f,
pitch: Float = 0.0f,
roll: Float = 0.0f,
order: RotationsOrder = RotationsOrder.ZYX
): Quaternion {
val c1 = cos(yaw * 0.5f)
val s1 = sin(yaw * 0.5f)
val c2 = cos(pitch * 0.5f)
val s2 = sin(pitch * 0.5f)
val c3 = cos(roll * 0.5f)
val s3 = sin(roll * 0.5f)
return when (order) {
RotationsOrder.XZY -> Quaternion(
s1 * c2 * c3 - c1 * s2 * s3,
c1 * c2 * s3 - s1 * s2 * c3,
s1 * c2 * s3 + c1 * s2 * c3,
s1 * s2 * s3 + c1 * c2 * c3)
RotationsOrder.XYZ -> Quaternion(
s1 * c2 * c3 + s2 * s3 * c1,
s2 * c1 * c3 - s1 * s3 * c2,
s1 * s2 * c3 + s3 * c1 * c2,
c1 * c2 * c3 - s1 * s2 * s3
)
RotationsOrder.YXZ -> Quaternion(
s1 * c2 * s3 + c1 * s2 * c3,
s1 * c2 * c3 - c1 * s2 * s3,
c1 * c2 * s3 - s1 * s2 * c3,
s1 * s2 * s3 + c1 * c2 * c3
)
RotationsOrder.YZX -> Quaternion(
s1 * s2 * c3 + c1 * c2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * s2 * c3 - s1 * c2 * s3,
c1 * c2 * c3 - s1 * s2 * s3
)
RotationsOrder.ZYX -> Quaternion(
c1 * c2 * s3 - s1 * s2 * c3,
s1 * c2 * s3 + c1 * s2 * c3,
s1 * c2 * c3 - c1 * s2 * s3,
s1 * s2 * s3 + c1 * c2 * c3
)
RotationsOrder.ZXY -> Quaternion(
c1 * s2 * c3 - s1 * c2 * s3,
s1 * s2 * c3 + c1 * c2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * c2 * c3 - s1 * s2 * s3
)
}
fun fromEulerZYX(yaw: Float = 0.0f, pitch: Float = 0.0f, roll: Float = 0.0f): Quaternion {
val cy = cos(yaw * 0.5f)
val sy = sin(yaw * 0.5f)
val cp = cos(pitch * 0.5f)
val sp = sin(pitch * 0.5f)
val cr = cos(roll * 0.5f)
val sr = sin(roll * 0.5f)
return Quaternion(
sr * cp * cy - cr * sp * sy,
cr * sp * cy + sr * cp * sy,
cr * cp * sy - sr * sp * cy,
cr * cp * cy + sr * sp * sy
)
}
}
@@ -264,44 +222,16 @@ data class Quaternion(
inline operator fun minus(v: Float) = Quaternion(x - v, y - v, z - v, w - v)
inline operator fun times(v: Float) = Quaternion(x * v, y * v, z * v, w * v)
inline operator fun div(v: Float) = Quaternion(x / v, y / v, z / v, w / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float4(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta),
w.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) = Bool4(
x.equals(v, delta),
y.equals(v, delta),
z.equals(v, delta),
w.equals(v, delta)
)
inline operator fun times(v: Float3) = (this * Quaternion(v, 0.0f) * inverse(this)).xyz
inline operator fun plus(q: Quaternion) = Quaternion(x + q.x, y + q.y, z + q.z, w + q.w)
inline operator fun minus(q: Quaternion) = Quaternion(x - q.x, y - q.y, z - q.z, w - q.w)
inline operator fun times(q: Quaternion) = Quaternion(
w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y - x * q.z + y * q.w + z * q.x,
w * q.z + x * q.y - y * q.x + z * q.w,
w * q.w - x * q.x - y * q.y - z * q.z
)
inline fun compareTo(v: Float4, delta: Float = 0.0f) = Float4(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta),
z.compareTo(v.z, delta),
w.compareTo(v.w, delta)
)
inline fun equals(v: Float4, delta: Float = 0.0f) = Bool4(
x.equals(v.x, delta),
y.equals(v.y, delta),
z.equals(v.z, delta),
w.equals(v.w, delta)
)
w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y - x * q.z + y * q.w + z * q.x,
w * q.z + x * q.y - y * q.x + z * q.w,
w * q.w - x * q.x - y * q.y - z * q.z)
inline fun transform(block: (Float) -> Float): Quaternion {
x = block(x)
@@ -323,103 +253,6 @@ inline operator fun Float.minus(q: Quaternion) = Quaternion(this - q.x, this - q
inline operator fun Float.times(q: Quaternion) = Quaternion(this * q.x, this * q.y, this * q.z, this * q.w)
inline operator fun Float.div(q: Quaternion) = Quaternion(this / q.x, this / q.y, this / q.z, this / q.w)
inline fun lessThan(a: Quaternion, b: Float) = Bool4(
a.x < b,
a.y < b,
a.z < b,
a.w < b
)
inline fun lessThan(a: Quaternion, b: Quaternion) = Bool4(
a.x < b.x,
a.y < b.y,
a.z < b.z,
a.w < b.w
)
inline fun lessThanEqual(a: Quaternion, b: Float) = Bool4(
a.x <= b,
a.y <= b,
a.z <= b,
a.w <= b
)
inline fun lessThanEqual(a: Quaternion, b: Quaternion) = Bool4(
a.x <= b.x,
a.y <= b.y,
a.z <= b.z,
a.w <= b.w
)
inline fun greaterThan(a: Quaternion, b: Float) = Bool4(
a.x > b,
a.y > b,
a.z > b,
a.w > b
)
inline fun greaterThan(a: Quaternion, b: Quaternion) = Bool4(
a.x > b.y,
a.y > b.y,
a.z > b.z,
a.w > b.w
)
inline fun greaterThanEqual(a: Quaternion, b: Float) = Bool4(
a.x >= b,
a.y >= b,
a.z >= b,
a.w >= b
)
inline fun greaterThanEqual(a: Quaternion, b: Quaternion) = Bool4(
a.x >= b.x,
a.y >= b.y,
a.z >= b.z,
a.w >= b.w
)
inline fun equal(a: Quaternion, b: Float, delta: Float = 0.0f) = Bool4(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta),
a.w.equals(b, delta)
)
inline fun equal(a: Quaternion, b: Quaternion, delta: Float = 0.0f) = Bool4(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta),
a.w.equals(b.w, delta)
)
inline fun notEqual(a: Quaternion, b: Float, delta: Float = 0.0f) = Bool4(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta),
!a.w.equals(b, delta)
)
inline fun notEqual(a: Quaternion, b: Quaternion, delta: Float = 0.0f) = Bool4(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta),
!a.w.equals(b.w, delta)
)
inline infix fun Quaternion.lt(b: Float) = Bool4(x < b, y < b, z < b, w < b)
inline infix fun Quaternion.lt(b: Float4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
inline infix fun Quaternion.lte(b: Float) = Bool4(x <= b, y <= b, z <= b, w <= b)
inline infix fun Quaternion.lte(b: Float4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
inline infix fun Quaternion.gt(b: Float) = Bool4(x > b, y > b, z > b, w > b)
inline infix fun Quaternion.gt(b: Float4) = Bool4(x > b.x, y > b.y, z > b.z, w > b.w)
inline infix fun Quaternion.gte(b: Float) = Bool4(x >= b, y >= b, z >= b, w >= b)
inline infix fun Quaternion.gte(b: Float4) = Bool4(x >= b.x, y >= b.y, z >= b.z, w >= b.w)
inline infix fun Quaternion.eq(b: Float) = Bool4(x == b, y == b, z == b, w == b)
inline infix fun Quaternion.eq(b: Float4) = Bool4(x == b.x, y == b.y, z == b.z, w == b.w)
inline infix fun Quaternion.neq(b: Float) = Bool4(x != b, y != b, z != b, w != b)
inline infix fun Quaternion.neq(b: Float4) = Bool4(x != b.x, y != b.y, z != b.z, w != b.w)
inline fun abs(q: Quaternion) = Quaternion(abs(q.x), abs(q.y), abs(q.z), abs(q.w))
inline fun length(q: Quaternion) = sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w)
inline fun length2(q: Quaternion) = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w
@@ -445,10 +278,6 @@ fun cross(a: Quaternion, b: Quaternion): Quaternion {
return Quaternion(m.x, m.y, m.z, 0.0f)
}
fun angle(a: Quaternion, b: Quaternion): Float {
return 2.0f * acos(abs(clamp(dot(a, b), -1.0f, 1.0f)))
}
/**
* Spherical linear interpolation between two given orientations
*
@@ -458,38 +287,36 @@ fun angle(a: Quaternion, b: Quaternion): Float {
* @param a The beginning value
* @param b The ending value
* @param t The ratio between the two floats
* @param dotThreshold If the quaternion dot product is greater than this value
* (i.e. the quaternions are very close to each other), then the quaternions are
* linearly interpolated instead of spherically interpolated.
* @param valueEps Prevent blowing up when slerping between two quaternions that are very near each
* other. Linear interpolation (lerp) is returned in this case.
*
* @return Interpolated value between the two floats
*/
fun slerp(a: Quaternion, b: Quaternion, t: Float, dotThreshold: Float = 0.9995f): Quaternion {
fun slerp(a: Quaternion, b: Quaternion, t: Float, valueEps: Float = 0.0000000001f): Quaternion {
// could also be computed as: pow(q * inverse(p), t) * p;
var dot = dot(a, b)
var b1 = b
// If the dot product is negative, then the interpolation won't follow the shortest angular path
// between the two quaterions. In this case, invert the end quaternion to produce an equivalent
// rotation that will give us the path we want.
if (dot < 0.0f) {
dot = -dot
b1 = -b
}
val d = dot(a, b)
val absd = abs(d)
// Prevent blowing up when slerping between two quaternions that are very near each other.
return if (dot < dotThreshold) {
val angle = acos(dot)
val s = sin(angle)
a * sin((1.0f - t) * angle) / s + b1 * sin(t * angle) / s
} else {
// If the angle is too small, use linear interpolation
nlerp(a, b1, t)
if ((1.0f - absd) < valueEps) {
return normalize(lerp(if (d < 0.0f) -a else a, b, t))
}
val npq = sqrt(dot(a, a) * dot(b, b)) // ||p|| * ||q||
val acos = acos(clamp(absd / npq, -1.0f, 1.0f))
val acos0 = acos * (1.0f - t)
val acos1 = acos * t
val sina = sin(acos)
if (sina < valueEps) {
return normalize(lerp(a, b, t))
}
val isina = 1.0f / sina
val s0 = sin(acos0) * isina
val s1 = sin(acos1) * isina
// ensure we're taking the "short" side
return normalize(s0 * a + (if (d < 0.0f) -s1 else (s1)) * b)
}
fun lerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
return ((1.0f - t) * a) + (t * b)
return ((1 - t) * a) + (t * b)
}
fun nlerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
@@ -497,12 +324,19 @@ fun nlerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
}
/**
* Convert a Quaternion to Euler angles
* Convert a Quaternion to Euler angles using YPR around ZYX respectively
*
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
* The Euler angles are applied in ZYX order
*/
fun eulerAngles(q: Quaternion, order: RotationsOrder = RotationsOrder.ZYX): Float3 {
return eulerAngles(rotation(q), order)
fun eulerAngles(q: Quaternion): Float3 {
val nq = normalize(q)
return Float3(
// roll (x-axis rotation)
degrees(atan2(2.0f * (nq.y * nq.z + nq.w * nq.x),
nq.w * nq.w - nq.x * nq.x - nq.y * nq.y + nq.z * nq.z)),
// pitch (y-axis rotation)
degrees(asin(-2.0f * (nq.x * nq.z - nq.w * nq.y))),
// yaw (z-axis rotation)
degrees(atan2(2.0f * (nq.x * nq.y + nq.w * nq.z),
nq.w * nq.w + nq.x * nq.x - nq.y * nq.y - nq.z * nq.z)))
}

View File

@@ -28,21 +28,12 @@ const val INV_PI = 1.0f / FPI
const val INV_TWO_PI = INV_PI * 0.5f
const val INV_FOUR_PI = INV_PI * 0.25f
val HALF_ONE = Half(0x3c00.toUShort())
val HALF_TWO = Half(0x4000.toUShort())
inline fun clamp(x: Float, min: Float, max: Float) = if (x < min) min else (if (x > max) max else x)
inline fun clamp(x: Half, min: Half, max: Half) = if (x < min) min else (if (x > max) max else x)
inline fun clamp(x: Float, min: Float, max: Float)= if (x < min) min else (if (x > max) max else x)
inline fun saturate(x: Float) = clamp(x, 0.0f, 1.0f)
inline fun saturate(x: Half) = clamp(x, Half.POSITIVE_ZERO, HALF_ONE)
inline fun mix(a: Float, b: Float, x: Float) = a * (1.0f - x) + b * x
inline fun mix(a: Half, b: Half, x: Half) = a * (HALF_ONE - x) + b * x
inline fun degrees(v: Float) = v * (180.0f * INV_PI)
inline fun radians(v: Float) = v * (FPI / 180.0f)
@@ -51,6 +42,4 @@ inline fun fract(v: Float) = v % 1
inline fun sqr(v: Float) = v * v
inline fun sqr(v: Half) = v * v
inline fun pow(x: Float, y: Float) = (x.toDouble().pow(y.toDouble())).toFloat()

View File

@@ -14,7 +14,7 @@
* limitations under the License.
*/
package com.google.android.filament.utils
package com.google.android.filament.textured
import android.content.res.Resources
import android.graphics.Bitmap

View File

@@ -22,8 +22,6 @@ import kotlin.math.abs
import kotlin.math.max
import kotlin.math.min
import kotlin.math.sqrt
import kotlin.math.acos
import kotlin.math.absoluteValue
enum class VectorComponent {
X, Y, Z, W,
@@ -126,23 +124,11 @@ data class Float2(var x: Float = 0.0f, var y: Float = 0.0f) {
inline operator fun minus(v: Float) = Float2(x - v, y - v)
inline operator fun times(v: Float) = Float2(x * v, y * v)
inline operator fun div(v: Float) = Float2(x / v, y / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float2(
x.compareTo(v, delta),
y.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) = x.equals(v, delta) && y.equals(v, delta)
inline operator fun plus(v: Float2) = Float2(x + v.x, y + v.y)
inline operator fun minus(v: Float2) = Float2(x - v.x, y - v.y)
inline operator fun times(v: Float2) = Float2(x * v.x, y * v.y)
inline operator fun div(v: Float2) = Float2(x / v.x, y / v.y)
inline fun compareTo(v: Float2, delta: Float = 0.0f) = Float2(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta)
)
inline fun equals(v: Float2, delta: Float = 0.0f) = x.equals(v.x, delta) && y.equals(v.y, delta)
inline fun transform(block: (Float) -> Float): Float2 {
x = block(x)
@@ -305,14 +291,6 @@ data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)
inline operator fun minus(v: Float) = Float3(x - v, y - v, z - v)
inline operator fun times(v: Float) = Float3(x * v, y * v, z * v)
inline operator fun div(v: Float) = Float3(x / v, y / v, z / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float3(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta)
inline operator fun plus(v: Float2) = Float3(x + v.x, y + v.y, z)
inline operator fun minus(v: Float2) = Float3(x - v.x, y - v.y, z)
@@ -323,14 +301,6 @@ data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)
inline operator fun minus(v: Float3) = Float3(x - v.x, y - v.y, z - v.z)
inline operator fun times(v: Float3) = Float3(x * v.x, y * v.y, z * v.z)
inline operator fun div(v: Float3) = Float3(x / v.x, y / v.y, z / v.z)
inline fun compareTo(v: Float3, delta: Float = 0.0f) = Float3(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta),
z.compareTo(v.z, delta)
)
inline fun equals(v: Float3, delta: Float = 0.0f) =
x.equals(v.x, delta) && y.equals(v.y, delta) && z.equals(v.z, delta)
inline fun transform(block: (Float) -> Float): Float3 {
x = block(x)
@@ -564,15 +534,6 @@ data class Float4(
inline operator fun minus(v: Float) = Float4(x - v, y - v, z - v, w - v)
inline operator fun times(v: Float) = Float4(x * v, y * v, z * v, w * v)
inline operator fun div(v: Float) = Float4(x / v, y / v, z / v, w / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float4(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta),
w.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta) && w.equals(v, delta)
inline operator fun plus(v: Float2) = Float4(x + v.x, y + v.y, z, w)
inline operator fun minus(v: Float2) = Float4(x - v.x, y - v.y, z, w)
@@ -588,15 +549,6 @@ data class Float4(
inline operator fun minus(v: Float4) = Float4(x - v.x, y - v.y, z - v.z, w - v.w)
inline operator fun times(v: Float4) = Float4(x * v.x, y * v.y, z * v.z, w * v.w)
inline operator fun div(v: Float4) = Float4(x / v.x, y / v.y, z / v.z, w / v.w)
inline fun compareTo(v: Float4, delta: Float = 0.0f) = Float4(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta),
z.compareTo(v.z, delta),
w.compareTo(v.w, delta)
)
inline fun equals(v: Float4, delta: Float = 0.0f) =
x.equals(v.x, delta) && y.equals(v.y, delta) && z.equals(v.z, delta) && w.equals(v.w, delta)
inline fun transform(block: (Float) -> Float): Float4 {
x = block(x)
@@ -614,12 +566,6 @@ inline operator fun Float.minus(v: Float2) = Float2(this - v.x, this - v.y)
inline operator fun Float.times(v: Float2) = Float2(this * v.x, this * v.y)
inline operator fun Float.div(v: Float2) = Float2(this / v.x, this / v.y)
inline fun Float.compareTo(v: Float, delta: Float): Float = when {
equals(v, delta) -> 0.0f
else -> compareTo(v).toFloat()
}
inline fun Float.equals(v: Float, delta: Float) = (this - v).absoluteValue < delta
inline fun abs(v: Float2) = Float2(abs(v.x), abs(v.y))
inline fun length(v: Float2) = sqrt(v.x * v.x + v.y * v.y)
inline fun length2(v: Float2) = v.x * v.x + v.y * v.y
@@ -637,11 +583,6 @@ fun refract(i: Float2, n: Float2, eta: Float): Float2 {
return if (k < 0.0f) Float2(0.0f) else eta * i - (eta * d + sqrt(k)) * n
}
inline fun angle(a: Float2, b: Float2): Float {
val l = length(a) * length(b)
return if (l == 0.0f) 0.0f else acos(clamp(dot(a, b) / l, -1.0f, 1.0f))
}
inline fun clamp(v: Float2, min: Float, max: Float): Float2 {
return Float2(
clamp(v.x, min, max),
@@ -685,25 +626,10 @@ inline fun greaterThan(a: Float2, b: Float) = Bool2(a.x > b, a.y > b)
inline fun greaterThan(a: Float2, b: Float2) = Bool2(a.x > b.y, a.y > b.y)
inline fun greaterThanEqual(a: Float2, b: Float) = Bool2(a.x >= b, a.y >= b)
inline fun greaterThanEqual(a: Float2, b: Float2) = Bool2(a.x >= b.x, a.y >= b.y)
inline fun equal(a: Float2, b: Float, delta: Float = 0.0f) = Bool2(
a.x.equals(b, delta),
a.y.equals(b, delta)
)
inline fun equal(a: Float2, b: Float2, delta: Float = 0.0f) = Bool2(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta)
)
inline fun notEqual(a: Float2, b: Float, delta: Float = 0.0f) = Bool2(
!a.x.equals(b, delta),
!a.y.equals(b, delta)
)
inline fun notEqual(a: Float2, b: Float2, delta: Float = 0.0f) = Bool2(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta)
)
inline fun equal(a: Float2, b: Float) = Bool2(a.x == b, a.y == b)
inline fun equal(a: Float2, b: Float2) = Bool2(a.x == b.x, a.y == b.y)
inline fun notEqual(a: Float2, b: Float) = Bool2(a.x != b, a.y != b)
inline fun notEqual(a: Float2, b: Float2) = Bool2(a.x != b.x, a.y != b.y)
inline infix fun Float2.lt(b: Float) = Bool2(x < b, y < b)
inline infix fun Float2.lt(b: Float2) = Bool2(x < b.x, y < b.y)
@@ -749,11 +675,6 @@ fun refract(i: Float3, n: Float3, eta: Float): Float3 {
return if (k < 0.0f) Float3(0.0f) else eta * i - (eta * d + sqrt(k)) * n
}
inline fun angle(a: Float3, b: Float3): Float {
val l = length(a) * length(b)
return if (l == 0.0f) 0.0f else acos(clamp(dot(a, b) / l, -1.0f, 1.0f))
}
inline fun clamp(v: Float3, min: Float, max: Float): Float3 {
return Float3(
clamp(v.x, min, max),
@@ -801,29 +722,10 @@ inline fun greaterThan(a: Float3, b: Float) = Bool3(a.x > b, a.y > b, a.z > b)
inline fun greaterThan(a: Float3, b: Float3) = Bool3(a.x > b.y, a.y > b.y, a.z > b.z)
inline fun greaterThanEqual(a: Float3, b: Float) = Bool3(a.x >= b, a.y >= b, a.z >= b)
inline fun greaterThanEqual(a: Float3, b: Float3) = Bool3(a.x >= b.x, a.y >= b.y, a.z >= b.z)
inline fun equal(a: Float3, b: Float, delta: Float = 0.0f) = Bool3(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta)
)
inline fun equal(a: Float3, b: Float3, delta: Float = 0.0f) = Bool3(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta)
)
inline fun notEqual(a: Float3, b: Float, delta: Float = 0.0f) = Bool3(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta)
)
inline fun notEqual(a: Float3, b: Float3, delta: Float = 0.0f) = Bool3(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta)
)
inline fun equal(a: Float3, b: Float) = Bool3(a.x == b, a.y == b, a.z == b)
inline fun equal(a: Float3, b: Float3) = Bool3(a.x == b.x, a.y == b.y, a.z == b.z)
inline fun notEqual(a: Float3, b: Float) = Bool3(a.x != b, a.y != b, a.z != b)
inline fun notEqual(a: Float3, b: Float3) = Bool3(a.x != b.x, a.y != b.y, a.z != b.z)
inline infix fun Float3.lt(b: Float) = Bool3(x < b, y < b, z < b)
inline infix fun Float3.lt(b: Float3) = Bool3(x < b.x, y < b.y, z < b.z)
@@ -905,44 +807,17 @@ inline fun transform(v: Float4, block: (Float) -> Float) = v.copy().transform(bl
inline fun lessThan(a: Float4, b: Float) = Bool4(a.x < b, a.y < b, a.z < b, a.w < b)
inline fun lessThan(a: Float4, b: Float4) = Bool4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
inline fun lessThanEqual(a: Float4, b: Float) = Bool4(a.x <= b, a.y <= b, a.z <= b, a.w <= b)
inline fun lessThanEqual(a: Float4, b: Float4) =
Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
inline fun lessThanEqual(a: Float4, b: Float4) = Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
inline fun greaterThan(a: Float4, b: Float) = Bool4(a.x > b, a.y > b, a.z > b, a.w > b)
inline fun greaterThan(a: Float4, b: Float4) = Bool4(a.x > b.y, a.y > b.y, a.z > b.z, a.w > b.w)
inline fun greaterThanEqual(a: Float4, b: Float) = Bool4(a.x >= b, a.y >= b, a.z >= b, a.w >= b)
inline fun greaterThanEqual(a: Float4, b: Float4) =
Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
inline fun greaterThanEqual(a: Float4, b: Float4) = Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
inline fun equal(a: Float4, b: Float) = Bool4(a.x == b, a.y == b, a.z == b, a.w == b)
inline fun equal(a: Float4, b: Float4) = Bool4(a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w)
inline fun notEqual(a: Float4, b: Float) = Bool4(a.x != b, a.y != b, a.z != b, a.w != b)
inline fun notEqual(a: Float4, b: Float4) = Bool4(a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w)
inline fun equal(a: Float4, b: Float, delta: Float = 0.0f) = Bool4(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta),
a.w.equals(b, delta)
)
inline fun equal(a: Float4, b: Float4, delta: Float = 0.0f) = Bool4(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta),
a.w.equals(b.w, delta)
)
inline fun notEqual(a: Float4, b: Float, delta: Float = 0.0f) = Bool4(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta),
!a.w.equals(b, delta)
)
inline fun notEqual(a: Float4, b: Float4, delta: Float = 0.0f) = Bool4(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta),
!a.w.equals(b.w, delta)
)
inline infix fun Float4.lt(b: Float) = Bool4(x < b, y < b, z < b, w < b)
inline infix fun Float4.lt(b: Float) = Bool4(x < b, y < b, z < b, a < b)
inline infix fun Float4.lt(b: Float4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
inline infix fun Float4.lte(b: Float) = Bool4(x <= b, y <= b, z <= b, w <= b)
inline infix fun Float4.lte(b: Float4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
@@ -1402,753 +1277,3 @@ data class Bool4(
set(index4, v)
}
}
data class Half2(var x: Half = Half.POSITIVE_ZERO, var y: Half = Half.POSITIVE_ZERO) {
constructor(v: Half) : this(v, v)
constructor(v: Half2) : this(v.x, v.y)
inline var r: Half
get() = x
set(value) {
x = value
}
inline var g: Half
get() = y
set(value) {
y = value
}
inline var s: Half
get() = x
set(value) {
x = value
}
inline var t: Half
get() = y
set(value) {
y = value
}
inline var xy: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rg: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var st: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
operator fun get(index: VectorComponent) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
else -> throw IllegalArgumentException("index must be X, Y, R, G, S or T")
}
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
return Half2(get(index1), get(index2))
}
operator fun get(index: Int) = when (index) {
0 -> x
1 -> y
else -> throw IllegalArgumentException("index must be in 0..1")
}
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
inline operator fun invoke(index: Int) = get(index - 1)
operator fun set(index: Int, v: Half) = when (index) {
0 -> x = v
1 -> y = v
else -> throw IllegalArgumentException("index must be in 0..1")
}
operator fun set(index1: Int, index2: Int, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(index: VectorComponent, v: Half) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
else -> throw IllegalArgumentException("index must be X, Y, R, G, S or T")
}
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun unaryMinus() = Half2(-x, -y)
operator fun inc() = Half2(x++, y++)
operator fun dec() = Half2(x--, y--)
inline operator fun plus(v: Half) = Half2(x + v, y + v)
inline operator fun minus(v: Half) = Half2(x - v, y - v)
inline operator fun times(v: Half) = Half2(x * v, y * v)
inline operator fun div(v: Half) = Half2(x / v, y / v)
inline operator fun plus(v: Half2) = Half2(x + v.x, y + v.y)
inline operator fun minus(v: Half2) = Half2(x - v.x, y - v.y)
inline operator fun times(v: Half2) = Half2(x * v.x, y * v.y)
inline operator fun div(v: Half2) = Half2(x / v.x, y / v.y)
inline fun transform(block: (Half) -> Half): Half2 {
x = block(x)
y = block(y)
return this
}
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat())
}
data class Half3(
var x: Half = Half.POSITIVE_ZERO,
var y: Half = Half.POSITIVE_ZERO,
var z: Half = Half.POSITIVE_ZERO
) {
constructor(v: Half) : this(v, v, v)
constructor(v: Half2, z: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, z)
constructor(v: Half3) : this(v.x, v.y, v.z)
inline var r: Half
get() = x
set(value) {
x = value
}
inline var g: Half
get() = y
set(value) {
y = value
}
inline var b: Half
get() = z
set(value) {
z = value
}
inline var s: Half
get() = x
set(value) {
x = value
}
inline var t: Half
get() = y
set(value) {
y = value
}
inline var p: Half
get() = z
set(value) {
z = value
}
inline var xy: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rg: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var st: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rgb: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var xyz: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var stp: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
operator fun get(index: VectorComponent) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z
else -> throw IllegalArgumentException("index must be X, Y, Z, R, G, B, S, T or P")
}
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
return Half2(get(index1), get(index2))
}
operator fun get(
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
operator fun get(index: Int) = when (index) {
0 -> x
1 -> y
2 -> z
else -> throw IllegalArgumentException("index must be in 0..2")
}
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
operator fun get(index1: Int, index2: Int, index3: Int): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
inline operator fun invoke(index: Int) = get(index - 1)
operator fun set(index: Int, v: Half) = when (index) {
0 -> x = v
1 -> y = v
2 -> z = v
else -> throw IllegalArgumentException("index must be in 0..2")
}
operator fun set(index1: Int, index2: Int, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(index1: Int, index2: Int, index3: Int, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun set(index: VectorComponent, v: Half) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z = v
else -> throw IllegalArgumentException("index must be X, Y, Z, R, G, B, S, T or P")
}
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun unaryMinus() = Half3(-x, -y, -z)
operator fun inc() = Half3(x++, y++, z++)
operator fun dec() = Half3(x--, y--, z--)
inline operator fun plus(v: Half) = Half3(x + v, y + v, z + v)
inline operator fun minus(v: Half) = Half3(x - v, y - v, z - v)
inline operator fun times(v: Half) = Half3(x * v, y * v, z * v)
inline operator fun div(v: Half) = Half3(x / v, y / v, z / v)
inline operator fun plus(v: Half2) = Half3(x + v.x, y + v.y, z)
inline operator fun minus(v: Half2) = Half3(x - v.x, y - v.y, z)
inline operator fun times(v: Half2) = Half3(x * v.x, y * v.y, z)
inline operator fun div(v: Half2) = Half3(x / v.x, y / v.y, z)
inline operator fun plus(v: Half3) = Half3(x + v.x, y + v.y, z + v.z)
inline operator fun minus(v: Half3) = Half3(x - v.x, y - v.y, z - v.z)
inline operator fun times(v: Half3) = Half3(x * v.x, y * v.y, z * v.z)
inline operator fun div(v: Half3) = Half3(x / v.x, y / v.y, z / v.z)
inline fun transform(block: (Half) -> Half): Half3 {
x = block(x)
y = block(y)
z = block(z)
return this
}
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat(), z.toFloat())
}
data class Half4(
var x: Half = Half.POSITIVE_ZERO,
var y: Half = Half.POSITIVE_ZERO,
var z: Half = Half.POSITIVE_ZERO,
var w: Half = Half.POSITIVE_ZERO
) {
constructor(v: Half) : this(v, v, v, v)
constructor(v: Half2, z: Half = Half.POSITIVE_ZERO, w: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, z, w)
constructor(v: Half3, w: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, v.z, w)
constructor(v: Half4) : this(v.x, v.y, v.z, v.w)
inline var r: Half
get() = x
set(value) {
x = value
}
inline var g: Half
get() = y
set(value) {
y = value
}
inline var b: Half
get() = z
set(value) {
z = value
}
inline var a: Half
get() = w
set(value) {
w = value
}
inline var s: Half
get() = x
set(value) {
x = value
}
inline var t: Half
get() = y
set(value) {
y = value
}
inline var p: Half
get() = z
set(value) {
z = value
}
inline var q: Half
get() = w
set(value) {
w = value
}
inline var xy: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rg: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var st: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rgb: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var xyz: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var stp: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var rgba: Half4
get() = Half4(x, y, z, w)
set(value) {
x = value.x
y = value.y
z = value.z
w = value.w
}
inline var xyzw: Half4
get() = Half4(x, y, z, w)
set(value) {
x = value.x
y = value.y
z = value.z
w = value.w
}
inline var stpq: Half4
get() = Half4(x, y, z, w)
set(value) {
x = value.x
y = value.y
z = value.z
w = value.w
}
operator fun get(index: VectorComponent) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z
VectorComponent.W, VectorComponent.A, VectorComponent.Q -> w
}
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
return Half2(get(index1), get(index2))
}
operator fun get(
index1: VectorComponent,
index2: VectorComponent,
index3: VectorComponent): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
operator fun get(
index1: VectorComponent,
index2: VectorComponent,
index3: VectorComponent,
index4: VectorComponent): Half4 {
return Half4(get(index1), get(index2), get(index3), get(index4))
}
operator fun get(index: Int) = when (index) {
0 -> x
1 -> y
2 -> z
3 -> w
else -> throw IllegalArgumentException("index must be in 0..3")
}
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
operator fun get(index1: Int, index2: Int, index3: Int): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
operator fun get(index1: Int, index2: Int, index3: Int, index4: Int): Half4 {
return Half4(get(index1), get(index2), get(index3), get(index4))
}
inline operator fun invoke(index: Int) = get(index - 1)
operator fun set(index: Int, v: Half) = when (index) {
0 -> x = v
1 -> y = v
2 -> z = v
3 -> w = v
else -> throw IllegalArgumentException("index must be in 0..3")
}
operator fun set(index1: Int, index2: Int, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(index1: Int, index2: Int, index3: Int, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun set(index1: Int, index2: Int, index3: Int, index4: Int, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
set(index4, v)
}
operator fun set(index: VectorComponent, v: Half) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z = v
VectorComponent.W, VectorComponent.A, VectorComponent.Q -> w = v
}
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun set(
index1: VectorComponent, index2: VectorComponent,
index3: VectorComponent, index4: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
set(index4, v)
}
operator fun unaryMinus() = Half4(-x, -y, -z, -w)
operator fun inc() = Half4(x++, y++, z++, w++)
operator fun dec() = Half4(x--, y--, z--, w--)
inline operator fun plus(v: Half) = Half4(x + v, y + v, z + v, w + v)
inline operator fun minus(v: Half) = Half4(x - v, y - v, z - v, w - v)
inline operator fun times(v: Half) = Half4(x * v, y * v, z * v, w * v)
inline operator fun div(v: Half) = Half4(x / v, y / v, z / v, w / v)
inline operator fun plus(v: Half2) = Half4(x + v.x, y + v.y, z, w)
inline operator fun minus(v: Half2) = Half4(x - v.x, y - v.y, z, w)
inline operator fun times(v: Half2) = Half4(x * v.x, y * v.y, z, w)
inline operator fun div(v: Half2) = Half4(x / v.x, y / v.y, z, w)
inline operator fun plus(v: Half3) = Half4(x + v.x, y + v.y, z + v.z, w)
inline operator fun minus(v: Half3) = Half4(x - v.x, y - v.y, z - v.z, w)
inline operator fun times(v: Half3) = Half4(x * v.x, y * v.y, z * v.z, w)
inline operator fun div(v: Half3) = Half4(x / v.x, y / v.y, z / v.z, w)
inline operator fun plus(v: Half4) = Half4(x + v.x, y + v.y, z + v.z, w + v.w)
inline operator fun minus(v: Half4) = Half4(x - v.x, y - v.y, z - v.z, w - v.w)
inline operator fun times(v: Half4) = Half4(x * v.x, y * v.y, z * v.z, w * v.w)
inline operator fun div(v: Half4) = Half4(x / v.x, y / v.y, z / v.z, w / v.w)
inline fun transform(block: (Half) -> Half): Half4 {
x = block(x)
y = block(y)
z = block(z)
w = block(w)
return this
}
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat(), z.toFloat(), w.toFloat())
}
inline fun min(v: Half2) = min(v.x, v.y)
inline fun min(a: Half2, b: Half2) = Half2(min(a.x, b.x), min(a.y, b.y))
inline fun max(v: Half2) = max(v.x, v.y)
inline fun max(a: Half2, b: Half2) = Half2(max(a.x, b.x), max(a.y, b.y))
inline fun transform(v: Half2, block: (Half) -> Half) = v.copy().transform(block)
inline fun lessThan(a: Half2, b: Half) = Bool2(a.x < b, a.y < b)
inline fun lessThan(a: Half2, b: Half2) = Bool2(a.x < b.x, a.y < b.y)
inline fun lessThanEqual(a: Half2, b: Half) = Bool2(a.x <= b, a.y <= b)
inline fun lessThanEqual(a: Half2, b: Half2) = Bool2(a.x <= b.x, a.y <= b.y)
inline fun greaterThan(a: Half2, b: Half) = Bool2(a.x > b, a.y > b)
inline fun greaterThan(a: Half2, b: Half2) = Bool2(a.x > b.y, a.y > b.y)
inline fun greaterThanEqual(a: Half2, b: Half) = Bool2(a.x >= b, a.y >= b)
inline fun greaterThanEqual(a: Half2, b: Half2) = Bool2(a.x >= b.x, a.y >= b.y)
inline fun equal(a: Half2, b: Half) = Bool2(a.x == b, a.y == b)
inline fun equal(a: Half2, b: Half2) = Bool2(a.x == b.x, a.y == b.y)
inline fun notEqual(a: Half2, b: Half) = Bool2(a.x != b, a.y != b)
inline fun notEqual(a: Half2, b: Half2) = Bool2(a.x != b.x, a.y != b.y)
inline infix fun Half2.lt(b: Half) = Bool2(x < b, y < b)
inline infix fun Half2.lt(b: Half2) = Bool2(x < b.x, y < b.y)
inline infix fun Half2.lte(b: Half) = Bool2(x <= b, y <= b)
inline infix fun Half2.lte(b: Half2) = Bool2(x <= b.x, y <= b.y)
inline infix fun Half2.gt(b: Half) = Bool2(x > b, y > b)
inline infix fun Half2.gt(b: Half2) = Bool2(x > b.x, y > b.y)
inline infix fun Half2.gte(b: Half) = Bool2(x >= b, y >= b)
inline infix fun Half2.gte(b: Half2) = Bool2(x >= b.x, y >= b.y)
inline infix fun Half2.eq(b: Half) = Bool2(x == b, y == b)
inline infix fun Half2.eq(b: Half2) = Bool2(x == b.x, y == b.y)
inline infix fun Half2.neq(b: Half) = Bool2(x != b, y != b)
inline infix fun Half2.neq(b: Half2) = Bool2(x != b.x, y != b.y)
inline operator fun Half.plus(v: Half3) = Half3(this + v.x, this + v.y, this + v.z)
inline operator fun Half.minus(v: Half3) = Half3(this - v.x, this - v.y, this - v.z)
inline operator fun Half.times(v: Half3) = Half3(this * v.x, this * v.y, this * v.z)
inline operator fun Half.div(v: Half3) = Half3(this / v.x, this / v.y, this / v.z)
inline fun abs(v: Half3) = Half3(abs(v.x), abs(v.y), abs(v.z))
inline fun length(v: Half3) = sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
inline fun length2(v: Half3) = v.x * v.x + v.y * v.y + v.z * v.z
inline fun distance(a: Half3, b: Half3) = length(a - b)
inline fun dot(a: Half3, b: Half3) = a.x * b.x + a.y * b.y + a.z * b.z
inline fun cross(a: Half3, b: Half3): Half3 {
return Half3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x)
}
inline infix fun Half3.x(v: Half3): Half3 {
return Half3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x)
}
fun normalize(v: Half3): Half3 {
val l = HALF_ONE / length(v)
return Half3(v.x * l, v.y * l, v.z * l)
}
inline fun reflect(i: Half3, n: Half3) = i - HALF_TWO * dot(n, i) * n
fun refract(i: Half3, n: Half3, eta: Half): Half3 {
val d = dot(n, i)
val k = HALF_ONE - eta * eta * (HALF_ONE - sqr(d))
return if (k < Half.POSITIVE_ZERO) Half3() else eta * i - (eta * d + sqrt(k)) * n
}
inline fun clamp(v: Half3, min: Half, max: Half): Half3 {
return Half3(
clamp(v.x, min, max),
clamp(v.y, min, max),
clamp(v.z, min, max)
)
}
inline fun clamp(v: Half3, min: Half3, max: Half3): Half3 {
return Half3(
clamp(v.x, min.x, max.x),
clamp(v.y, min.y, max.y),
clamp(v.z, min.z, max.z)
)
}
inline fun mix(a: Half3, b: Half3, x: Half): Half3 {
return Half3(
mix(a.x, b.x, x),
mix(a.y, b.y, x),
mix(a.z, b.z, x)
)
}
inline fun mix(a: Half3, b: Half3, x: Half3): Half3 {
return Half3(
mix(a.x, b.x, x.x),
mix(a.y, b.y, x.y),
mix(a.z, b.z, x.z)
)
}
inline fun min(v: Half3) = min(v.x, min(v.y, v.z))
inline fun min(a: Half3, b: Half3) = Half3(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z))
inline fun max(v: Half3) = max(v.x, max(v.y, v.z))
inline fun max(a: Half3, b: Half3) = Half3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z))
inline fun transform(v: Half3, block: (Half) -> Half) = v.copy().transform(block)
inline fun lessThan(a: Half3, b: Half) = Bool3(a.x < b, a.y < b, a.z < b)
inline fun lessThan(a: Half3, b: Half3) = Bool3(a.x < b.x, a.y < b.y, a.z < b.z)
inline fun lessThanEqual(a: Half3, b: Half) = Bool3(a.x <= b, a.y <= b, a.z <= b)
inline fun lessThanEqual(a: Half3, b: Half3) = Bool3(a.x <= b.x, a.y <= b.y, a.z <= b.z)
inline fun greaterThan(a: Half3, b: Half) = Bool3(a.x > b, a.y > b, a.z > b)
inline fun greaterThan(a: Half3, b: Half3) = Bool3(a.x > b.y, a.y > b.y, a.z > b.z)
inline fun greaterThanEqual(a: Half3, b: Half) = Bool3(a.x >= b, a.y >= b, a.z >= b)
inline fun greaterThanEqual(a: Half3, b: Half3) = Bool3(a.x >= b.x, a.y >= b.y, a.z >= b.z)
inline fun equal(a: Half3, b: Half) = Bool3(a.x == b, a.y == b, a.z == b)
inline fun equal(a: Half3, b: Half3) = Bool3(a.x == b.x, a.y == b.y, a.z == b.z)
inline fun notEqual(a: Half3, b: Half) = Bool3(a.x != b, a.y != b, a.z != b)
inline fun notEqual(a: Half3, b: Half3) = Bool3(a.x != b.x, a.y != b.y, a.z != b.z)
inline infix fun Half3.lt(b: Half) = Bool3(x < b, y < b, z < b)
inline infix fun Half3.lt(b: Half3) = Bool3(x < b.x, y < b.y, z < b.z)
inline infix fun Half3.lte(b: Half) = Bool3(x <= b, y <= b, z <= b)
inline infix fun Half3.lte(b: Half3) = Bool3(x <= b.x, y <= b.y, z <= b.z)
inline infix fun Half3.gt(b: Half) = Bool3(x > b, y > b, z > b)
inline infix fun Half3.gt(b: Half3) = Bool3(x > b.x, y > b.y, z > b.z)
inline infix fun Half3.gte(b: Half) = Bool3(x >= b, y >= b, z >= b)
inline infix fun Half3.gte(b: Half3) = Bool3(x >= b.x, y >= b.y, z >= b.z)
inline infix fun Half3.eq(b: Half) = Bool3(x == b, y == b, z == b)
inline infix fun Half3.eq(b: Half3) = Bool3(x == b.x, y == b.y, z == b.z)
inline infix fun Half3.neq(b: Half) = Bool3(x != b, y != b, z != b)
inline infix fun Half3.neq(b: Half3) = Bool3(x != b.x, y != b.y, z != b.z)
inline operator fun Half.plus(v: Half4) = Half4(this + v.x, this + v.y, this + v.z, this + v.w)
inline operator fun Half.minus(v: Half4) = Half4(this - v.x, this - v.y, this - v.z, this - v.w)
inline operator fun Half.times(v: Half4) = Half4(this * v.x, this * v.y, this * v.z, this * v.w)
inline operator fun Half.div(v: Half4) = Half4(this / v.x, this / v.y, this / v.z, this / v.w)
inline fun abs(v: Half4) = Half4(abs(v.x), abs(v.y), abs(v.z), abs(v.w))
inline fun length(v: Half4) = sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w)
inline fun length2(v: Half4) = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w
inline fun distance(a: Half4, b: Half4) = length(a - b)
inline fun dot(a: Half4, b: Half4) = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
fun normalize(v: Half4): Half4 {
val l = HALF_ONE / length(v)
return Half4(v.x * l, v.y * l, v.z * l, v.w * l)
}
inline fun clamp(v: Half4, min: Half, max: Half): Half4 {
return Half4(
clamp(v.x, min, max),
clamp(v.y, min, max),
clamp(v.z, min, max),
clamp(v.w, min, max)
)
}
inline fun clamp(v: Half4, min: Half4, max: Half4): Half4 {
return Half4(
clamp(v.x, min.x, max.x),
clamp(v.y, min.y, max.y),
clamp(v.z, min.z, max.z),
clamp(v.w, min.z, max.w)
)
}
inline fun mix(a: Half4, b: Half4, x: Half): Half4 {
return Half4(
mix(a.x, b.x, x),
mix(a.y, b.y, x),
mix(a.z, b.z, x),
mix(a.w, b.w, x)
)
}
inline fun mix(a: Half4, b: Half4, x: Half4): Half4 {
return Half4(
mix(a.x, b.x, x.x),
mix(a.y, b.y, x.y),
mix(a.z, b.z, x.z),
mix(a.w, b.w, x.w))
}
inline fun min(v: Half4) = min(v.x, min(v.y, min(v.z, v.w)))
inline fun min(a: Half4, b: Half4): Half4 {
return Half4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w))
}
inline fun max(v: Half4) = max(v.x, max(v.y, max(v.z, v.w)))
inline fun max(a: Half4, b: Half4): Half4 {
return Half4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w))
}
inline fun transform(v: Half4, block: (Half) -> Half) = v.copy().transform(block)
inline fun lessThan(a: Half4, b: Half) = Bool4(a.x < b, a.y < b, a.z < b, a.w < b)
inline fun lessThan(a: Half4, b: Half4) = Bool4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
inline fun lessThanEqual(a: Half4, b: Half) = Bool4(a.x <= b, a.y <= b, a.z <= b, a.w <= b)
inline fun lessThanEqual(a: Half4, b: Half4) = Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
inline fun greaterThan(a: Half4, b: Half) = Bool4(a.x > b, a.y > b, a.z > b, a.w > b)
inline fun greaterThan(a: Half4, b: Half4) = Bool4(a.x > b.y, a.y > b.y, a.z > b.z, a.w > b.w)
inline fun greaterThanEqual(a: Half4, b: Half) = Bool4(a.x >= b, a.y >= b, a.z >= b, a.w >= b)
inline fun greaterThanEqual(a: Half4, b: Half4) = Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
inline fun equal(a: Half4, b: Half) = Bool4(a.x == b, a.y == b, a.z == b, a.w == b)
inline fun equal(a: Half4, b: Half4) = Bool4(a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w)
inline fun notEqual(a: Half4, b: Half) = Bool4(a.x != b, a.y != b, a.z != b, a.w != b)
inline fun notEqual(a: Half4, b: Half4) = Bool4(a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w)
inline infix fun Half4.lt(b: Half) = Bool4(x < b, y < b, z < b, a < b)
inline infix fun Half4.lt(b: Half4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
inline infix fun Half4.lte(b: Half) = Bool4(x <= b, y <= b, z <= b, w <= b)
inline infix fun Half4.lte(b: Half4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
inline infix fun Half4.gt(b: Half) = Bool4(x > b, y > b, z > b, w > b)
inline infix fun Half4.gt(b: Half4) = Bool4(x > b.x, y > b.y, z > b.z, w > b.w)
inline infix fun Half4.gte(b: Half) = Bool4(x >= b, y >= b, z >= b, w >= b)
inline infix fun Half4.gte(b: Half4) = Bool4(x >= b.x, y >= b.y, z >= b.z, w >= b.w)
inline infix fun Half4.eq(b: Half) = Bool4(x == b, y == b, z == b, w == b)
inline infix fun Half4.eq(b: Half4) = Bool4(x == b.x, y == b.y, z == b.z, w == b.w)
inline infix fun Half4.neq(b: Half) = Bool4(x != b, y != b, z != b, w != b)
inline infix fun Half4.neq(b: Half4) = Bool4(x != b.x, y != b.y, z != b.z, w != b.w)

View File

@@ -52,7 +52,6 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/FilamentInstance.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/NodeManager.h
${GLTFIO_DIR}/include/gltfio/TrsTransformManager.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/TextureProvider.h
${GLTFIO_DIR}/include/gltfio/math.h
@@ -70,12 +69,10 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/src/FilamentAsset.cpp
${GLTFIO_DIR}/src/FilamentInstance.cpp
${GLTFIO_DIR}/src/FNodeManager.h
${GLTFIO_DIR}/src/FTrsTransformManager.h
${GLTFIO_DIR}/src/GltfEnums.h
${GLTFIO_DIR}/src/Ktx2Provider.cpp
${GLTFIO_DIR}/src/MaterialProvider.cpp
${GLTFIO_DIR}/src/NodeManager.cpp
${GLTFIO_DIR}/src/TrsTransformManager.cpp
${GLTFIO_DIR}/src/ResourceLoader.cpp
${GLTFIO_DIR}/src/StbProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp

View File

@@ -1,6 +1,12 @@
android {
namespace 'com.google.android.filament.gltfio'
flavorDimensions "functionality"
productFlavors {
full {
dimension "functionality"
}
}
packagingOptions {
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
@@ -10,13 +16,6 @@ android {
excludes += ['lib/*/libfilament-jni.so']
}
}
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {
@@ -30,9 +29,9 @@ apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
afterEvaluate { project ->
publishing {
publications {
release(MavenPublication) {
fullRelease(MavenPublication) {
artifactId = POM_ARTIFACT_ID_FULL
from components.release
from components.fullRelease
}
}
}

View File

@@ -28,81 +28,47 @@ import com.google.android.filament.proguard.UsedByNative;
@UsedByNative("AssetLoader.cpp")
public interface MaterialProvider {
/**
* MaterialKey specifies the requirements for a requested glTF material.
* The provider creates Filament materials that fulfill these requirements.
*/
@UsedByNative("MaterialKey.cpp")
public static class MaterialKey {
@UsedByNative("MaterialKey.cpp")
public boolean doubleSided;
@UsedByNative("MaterialKey.cpp")
public boolean unlit;
@UsedByNative("MaterialKey.cpp")
public boolean hasVertexColors;
@UsedByNative("MaterialKey.cpp")
public boolean hasBaseColorTexture;
@UsedByNative("MaterialKey.cpp")
public boolean hasNormalTexture;
@UsedByNative("MaterialKey.cpp")
public boolean hasOcclusionTexture;
@UsedByNative("MaterialKey.cpp")
public boolean hasEmissiveTexture;
@UsedByNative("MaterialKey.cpp")
public boolean useSpecularGlossiness;
@UsedByNative("MaterialKey.cpp")
public int alphaMode; // 0 = OPAQUE, 1 = MASK, 2 = BLEND
@UsedByNative("MaterialKey.cpp")
public boolean enableDiagnostics;
@UsedByNative("MaterialKey.cpp")
public boolean hasMetallicRoughnessTexture; // piggybacks with specularRoughness
@UsedByNative("MaterialKey.cpp")
public int metallicRoughnessUV; // piggybacks with specularRoughness
@UsedByNative("MaterialKey.cpp")
public int baseColorUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasClearCoatTexture;
@UsedByNative("MaterialKey.cpp")
public int clearCoatUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasClearCoatRoughnessTexture;
@UsedByNative("MaterialKey.cpp")
public int clearCoatRoughnessUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasClearCoatNormalTexture;
@UsedByNative("MaterialKey.cpp")
public int clearCoatNormalUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasClearCoat;
@UsedByNative("MaterialKey.cpp")
public boolean hasTransmission;
@UsedByNative("MaterialKey.cpp")
public boolean hasTextureTransforms;
@UsedByNative("MaterialKey.cpp")
public int emissiveUV;
@UsedByNative("MaterialKey.cpp")
public int aoUV;
@UsedByNative("MaterialKey.cpp")
public int normalUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasTransmissionTexture;
@UsedByNative("MaterialKey.cpp")
public int transmissionUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasSheenColorTexture;
@UsedByNative("MaterialKey.cpp")
public int sheenColorUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasSheenRoughnessTexture;
@UsedByNative("MaterialKey.cpp")
public int sheenRoughnessUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasVolumeThicknessTexture;
@UsedByNative("MaterialKey.cpp")
public int volumeThicknessUV;
@UsedByNative("MaterialKey.cpp")
public boolean hasSheen;
@UsedByNative("MaterialKey.cpp")
public boolean hasIOR;
public MaterialKey() {}

View File

@@ -20,7 +20,6 @@ import com.google.android.filament.Engine;
import com.google.android.filament.MaterialInstance;
import com.google.android.filament.Material;
import com.google.android.filament.VertexBuffer;
import com.google.android.filament.proguard.UsedByNative;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
@@ -95,7 +94,6 @@ public class UbershaderProvider implements MaterialProvider {
nDestroyMaterials(mNativeObject);
}
@UsedByNative("AssetLoader.cpp")
public long getNativeObject() {
return mNativeObject;
}

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.45.0
VERSION_NAME=1.31.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
@@ -18,12 +18,7 @@ POM_DEVELOPER_NAME=Filament Team
org.gradle.jvmargs=-Xmx1536m
android.useAndroidX=true
android.defaults.buildfeatures.buildconfig=true
android.nonTransitiveRClass=false
android.nonFinalResIds=false
com.google.android.filament.tools-dir=../../../out/release/filament
com.google.android.filament.dist-dir=../out/android-release/filament
com.google.android.filament.abis=all
#com.google.android.filament.matdbg
#com.google.android.filament.matnopt

View File

@@ -86,10 +86,63 @@ afterEvaluate { project ->
}
}
if (project.getPlugins().hasPlugin('com.android.application') ||
project.getPlugins().hasPlugin('com.android.library')) {
task androidJavadocs(type: Javadoc) {
source = android.sourceSets.main.java.source
classpath += project.files(android.getBootClasspath().join(File.pathSeparator))
excludes = ['**/*.kt']
}
task androidJavadocsJar(type: Jar, dependsOn: androidJavadocs) {
classifier = 'javadoc'
from androidJavadocs.destinationDir
}
task androidSourcesJar(type: Jar) {
classifier = 'sources'
from android.sourceSets.main.java.source
}
}
if (JavaVersion.current().isJava8Compatible()) {
allprojects {
tasks.withType(Javadoc) {
options.addStringOption('Xdoclint:none', '-quiet')
}
}
}
if (JavaVersion.current().isJava9Compatible()) {
allprojects {
tasks.withType(Javadoc) {
options.addBooleanOption('html5', true)
}
}
}
artifacts {
if (project.getPlugins().hasPlugin('com.android.application') ||
project.getPlugins().hasPlugin('com.android.library')) {
archives androidSourcesJar
archives androidJavadocsJar
}
}
android.libraryVariants.all { variant ->
tasks.androidJavadocs.doFirst {
classpath += files(variant.javaCompileProvider.get().classpath.files.join(File.pathSeparator))
}
}
publishing.publications.all { publication ->
publication.groupId = GROUP
publication.version = VERSION_NAME
publication.artifact androidSourcesJar
publication.artifact androidJavadocsJar
configurePom(publication.pom)
}

View File

@@ -1,6 +1,6 @@
#Wed Nov 17 10:40:18 PST 2021
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.0-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-7.4-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

View File

@@ -87,9 +87,9 @@ compile Filament's native library and Filament's AAR for this project. The easie
is to install all the required dependencies and to run the following commands at the root of the
source tree:
```shell
./build.sh -p desktop -i release
./build.sh -p android release
```
$ ./build.sh -p desktop -i release
$ ./build.sh -p android release
```
This will build all the native components and the AAR required by this sample application.
@@ -100,8 +100,8 @@ distribution/install directory for desktop (produced by make/ninja install). Thi
contain `bin/matc` and `bin/cmgen`.
Example:
```shell
./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
```
$ ./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
```
## Important: SDK location
@@ -110,24 +110,14 @@ Either ensure your `ANDROID_HOME` environment variable is set or make sure the r
contains a `local.properties` file with the `sdk.dir` property pointing to your installation of
the Android SDK.
## Compiling
### Android Studio
## Android Studio
You must use the latest stable release of Android Studio. To open the project, point Studio to the
`android` folder. After opening the project and syncing to gradle, select the sample of your choice
using the drop-down widget in the toolbar.
## Compiling
To compile and run each sample make sure you have selected the appropriate build variant
(arm7, arm8, x86 or x86_64). If you are not sure you can simply select the "universal"
variant which includes all the other ones.
### Command Line
From the `android` directory in the project root:
```shell
./gradlew :samples:sample-hello-triangle:installDebug
```
Replace `sample-hello-triangle` with your preferred project.

View File

@@ -32,6 +32,7 @@ android {
applicationId "com.google.android.filament.gltf"
minSdkVersion 19
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
@@ -39,11 +40,6 @@ android {
dependenciesInfo {
includeInApk = false
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -28,7 +28,6 @@ import com.google.android.filament.Fence
import com.google.android.filament.IndirectLight
import com.google.android.filament.Skybox
import com.google.android.filament.View
import com.google.android.filament.View.OnPickCallback
import com.google.android.filament.utils.*
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
@@ -57,9 +56,7 @@ class MainActivity : Activity() {
private lateinit var modelViewer: ModelViewer
private lateinit var titlebarHint: TextView
private val doubleTapListener = DoubleTapListener()
private val singleTapListener = SingleTapListener()
private lateinit var doubleTapDetector: GestureDetector
private lateinit var singleTapDetector: GestureDetector
private var remoteServer: RemoteServer? = null
private var statusToast: Toast? = null
private var statusText: String? = null
@@ -80,7 +77,6 @@ class MainActivity : Activity() {
choreographer = Choreographer.getInstance()
doubleTapDetector = GestureDetector(applicationContext, doubleTapListener)
singleTapDetector = GestureDetector(applicationContext, singleTapListener)
modelViewer = ModelViewer(surfaceView)
viewerContent.view = modelViewer.view
@@ -92,7 +88,6 @@ class MainActivity : Activity() {
surfaceView.setOnTouchListener { _, event ->
modelViewer.onTouchEvent(event)
doubleTapDetector.onTouchEvent(event)
singleTapDetector.onTouchEvent(event)
true
}
@@ -234,7 +229,6 @@ class MainActivity : Activity() {
modelViewer.scene.skybox = sky
modelViewer.scene.indirectLight = ibl
viewerContent.indirectLight = ibl
}
}
}
@@ -343,11 +337,6 @@ class MainActivity : Activity() {
remoteServer?.close()
}
override fun onBackPressed() {
super.onBackPressed()
finish()
}
fun loadModelData(message: RemoteServer.ReceivedMessage) {
Log.i(TAG, "Downloaded model ${message.label} (${message.buffer.capacity()} bytes)")
clearStatusText()
@@ -367,8 +356,6 @@ class MainActivity : Activity() {
automation.applySettings(modelViewer.engine, json, viewerContent)
modelViewer.view.colorGrading = automation.getColorGrading(modelViewer.engine)
modelViewer.cameraFocalLength = automation.viewerOptions.cameraFocalLength
modelViewer.cameraNear = automation.viewerOptions.cameraNear
modelViewer.cameraFar = automation.viewerOptions.cameraFar
updateRootTransform()
}
@@ -436,19 +423,4 @@ class MainActivity : Activity() {
return super.onDoubleTap(e)
}
}
// Just for testing purposes
inner class SingleTapListener : GestureDetector.SimpleOnGestureListener() {
override fun onSingleTapUp(event: MotionEvent): Boolean {
modelViewer.view.pick(
event.x.toInt(),
surfaceView.height - event.y.toInt(),
surfaceView.handler, {
val name = modelViewer.asset!!.getName(it.renderable)
Log.v("Filament", "Picked ${it.renderable}: " + name)
},
)
return super.onSingleTapUp(event)
}
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -30,7 +30,6 @@ import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -402,8 +401,6 @@ class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallba
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -1,8 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET" />
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"

View File

@@ -29,7 +29,6 @@ import com.google.android.filament.RenderableManager.PrimitiveType
import com.google.android.filament.VertexBuffer.AttributeType
import com.google.android.filament.VertexBuffer.VertexAttribute
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
import java.nio.ByteOrder
@@ -110,7 +109,7 @@ class MainActivity : Activity() {
}
private fun setupFilament() {
engine = Engine.Builder().featureLevel(Engine.FeatureLevel.FEATURE_LEVEL_0).build()
engine = Engine.create()
renderer = engine.createRenderer()
scene = engine.createScene()
view = engine.createView()
@@ -120,8 +119,8 @@ class MainActivity : Activity() {
private fun setupView() {
scene.skybox = Skybox.Builder().color(0.035f, 0.035f, 0.035f, 1.0f).build(engine)
// post-processing is not supported at feature level 0
view.isPostProcessingEnabled = false
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
// view.isPostProcessingEnabled = false
// Tell the view which camera we want to use
view.camera = camera
@@ -305,17 +304,7 @@ class MainActivity : Activity() {
inner class SurfaceCallback : UiHelper.RendererCallback {
override fun onNativeWindowChanged(surface: Surface) {
swapChain?.let { engine.destroySwapChain(it) }
// at feature level 0, we don't have post-processing, so we need to set
// the colorspace to sRGB (FIXME: it's not supported everywhere!)
var flags = uiHelper.swapChainFlags
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
if (SwapChain.isSRGBSwapChainSupported(engine)) {
flags = flags or SwapChain.CONFIG_SRGB_COLORSPACE
}
}
swapChain = engine.createSwapChain(surface, flags)
swapChain = engine.createSwapChain(surface, uiHelper.swapChainFlags)
displayHelper.attach(renderer, surfaceView.display);
}
@@ -338,8 +327,6 @@ class MainActivity : Activity() {
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -18,7 +18,6 @@ material {
// This material disables all lighting
shadingModel : unlit,
featureLevel : 0
}
fragment {

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -46,11 +42,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -26,7 +26,6 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -118,10 +117,9 @@ class MainActivity : Activity() {
}
private fun setupView() {
// ambient occlusion is the cheapest effect that adds a lot of quality
view.ambientOcclusionOptions = view.ambientOcclusionOptions.apply {
enabled = true
}
val ssaoOptions = view.ambientOcclusionOptions
ssaoOptions.enabled = true
view.ambientOcclusionOptions = ssaoOptions
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
// view.isPostProcessingEnabled = false
@@ -305,8 +303,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -39,11 +35,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -29,7 +29,6 @@ import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -414,8 +413,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -3,10 +3,6 @@ apply plugin: 'kotlin-android'
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
android {
namespace 'com.google.android.filament.livewallpaper'
@@ -22,11 +18,6 @@ android {
dependenciesInfo {
includeInApk = false
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -31,7 +31,6 @@ import android.view.animation.LinearInterpolator
import androidx.annotation.RequiresApi
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
class FilamentLiveWallpaper : WallpaperService() {
@@ -227,8 +226,6 @@ class FilamentLiveWallpaper : WallpaperService() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
meshInputFile = project.layout.projectDirectory.file("../../../third_party/models/shader_ball/shader_ball.obj")
meshOutputDir = project.layout.projectDirectory.dir("src/main/assets/models")
@@ -32,6 +28,13 @@ android {
targetSdkVersion versions.targetSdk
}
// The filamat library has two variants: full and lite. Here we default to the "full" variant.
// Replace "full" with "lite" to use the filamat-lite variant, which has a smaller binary size
// but comes with certain restrictions. See "Filamat Lite" in libs/filamat/README.md.
defaultConfig {
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
// is not configuration-cache friendly yet; this is only useful for Play publication
dependenciesInfo {
@@ -43,11 +46,6 @@ android {
aaptOptions {
noCompress 'filamat'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -26,7 +26,6 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import com.google.android.filament.filamat.MaterialBuilder
@@ -344,8 +343,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
}

View File

@@ -1,3 +1,3 @@
<resources>
<string name="app_name">Material Builder</string>
<string name="app_name">Image-Based Lighting</string>
</resources>

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -39,11 +35,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -30,7 +30,6 @@ import com.google.android.filament.RenderableManager.*
import com.google.android.filament.Renderer.ClearOptions
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -459,8 +458,6 @@ class MainActivity : Activity() {
view1.viewport = Viewport(width / 2, 0, width / 2, height / 2)
view2.viewport = Viewport(0, height / 2, width / 2, height / 2)
view4.viewport = Viewport(width / 4, height / 4, width / 2, height / 2)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
iblInputFile = project.layout.projectDirectory.file("../../../third_party/environments/studio_small_02_2k.hdr")
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")
@@ -42,11 +38,6 @@ android {
aaptOptions {
noCompress 'filamat'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -37,7 +37,6 @@ import com.google.android.filament.Camera;
import com.google.android.filament.Engine;
import com.google.android.filament.Entity;
import com.google.android.filament.EntityManager;
import com.google.android.filament.Fence;
import com.google.android.filament.Filament;
import com.google.android.filament.IndirectLight;
import com.google.android.filament.LightManager;
@@ -50,7 +49,6 @@ import com.google.android.filament.TransformManager;
import com.google.android.filament.Viewport;
import com.google.android.filament.android.DisplayHelper;
import com.google.android.filament.android.FilamentHelper;
import com.google.android.filament.android.TextureHelper;
import com.google.android.filament.android.UiHelper;
@@ -109,7 +107,6 @@ public class MainActivity extends Activity
mCamera.setProjection(60.0, aspect, 1.0, 2000.0, Camera.Fov.HORIZONTAL);
}
mView.setViewport(new Viewport(0, 0, width, height));
FilamentHelper.synchronizePendingFrames(mEngine);
}
@Override

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -38,7 +38,6 @@ import android.os.Build
import android.view.MotionEvent
import androidx.annotation.RequiresApi
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallback {
@@ -402,8 +401,6 @@ class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallba
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -29,7 +29,6 @@ import com.google.android.filament.RenderableManager.PrimitiveType
import com.google.android.filament.VertexBuffer.AttributeType
import com.google.android.filament.VertexBuffer.VertexAttribute
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
import java.nio.ByteOrder
@@ -328,8 +327,6 @@ class MainActivity : Activity() {
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -33,6 +29,7 @@ android {
applicationId "com.google.android.filament.textured"
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
@@ -46,11 +43,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

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