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Author SHA1 Message Date
Powei Feng ce4199b5f7 Testing rendering to quad 2024-08-27 13:47:43 -07:00
70 changed files with 469 additions and 833 deletions
-2
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@@ -7,5 +7,3 @@ for next branch cut* header.
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- Add a `name` API to Filament objects for debugging handle use-after-free assertions
+2 -11
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@@ -1308,12 +1308,7 @@ Description
declare a variable called `eyeDirection` you can access it in the fragment shader using
`variable_eyeDirection`. In the vertex shader, the interpolant name is simply a member of
the `MaterialVertexInputs` structure (`material.eyeDirection` in your example). Each
interpolant is of type `float4` (`vec4`) in the shaders. By default the precision of the
interpolant is `highp` in *both* the vertex and fragment shaders.
An alternate syntax can be used to specify both the name and precision of the interpolant.
In this case the specified precision is used as-is in both fragment and vertex stages, in
particular if `default` is specified the default precision is used is the fragment shader
(`mediump`) and in the vertex shader (`highp`).
interpolant is of type `float4` (`vec4`) in the shaders.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
@@ -1325,11 +1320,7 @@ material {
}
],
variables : [
eyeDirection,
{
name : eyeColor,
precision : medium
}
eyeDirection
],
vertexDomain : device,
depthWrite : false,
-1
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@@ -61,7 +61,6 @@ set(SRCS
src/Engine.cpp
src/Exposure.cpp
src/Fence.cpp
src/FilamentBuilder.cpp
src/FrameInfo.cpp
src/FrameSkipper.cpp
src/Froxelizer.cpp
@@ -1058,7 +1058,7 @@ struct RasterState {
bool inverseFrontFaces : 1; // 31
//! padding, must be 0
uint8_t padding : 1; // 32
bool depthClamp : 1; // 32
};
uint32_t u = 0;
};
@@ -162,10 +162,6 @@ DECL_DRIVER_API_0(finish)
// reset state tracking, if the driver does any state tracking (e.g. GL)
DECL_DRIVER_API_0(resetState)
DECL_DRIVER_API_N(setDebugTag,
backend::HandleBase::HandleId, handleId,
utils::CString, tag)
/*
* Creating driver objects
* -----------------------
@@ -309,6 +305,7 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isParallelShaderCompileSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthStencilResolveSupported)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isDepthStencilBlitSupported, backend::TextureFormat, format)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isProtectedTexturesSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthClampSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxUniformBufferSize)
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
@@ -20,12 +20,11 @@
#include <backend/Handle.h>
#include <utils/Allocator.h>
#include <utils/CString.h>
#include <utils/Log.h>
#include <utils/Panic.h>
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <utils/Panic.h>
#include <tsl/robin_map.h>
@@ -174,10 +173,8 @@ public:
uint8_t const age = (tag & HANDLE_AGE_MASK) >> HANDLE_AGE_SHIFT;
auto const pNode = static_cast<typename Allocator::Node*>(p);
uint8_t const expectedAge = pNode[-1].age;
// getHandleTag() is only called if the check fails.
FILAMENT_CHECK_POSTCONDITION(expectedAge == age)
<< "use-after-free of Handle with id=" << handle.getId()
<< ", tag=" << getHandleTag(handle.getId()).c_str_safe();
FILAMENT_CHECK_POSTCONDITION(expectedAge == age) <<
"use-after-free of Handle with id=" << handle.getId();
}
}
@@ -204,34 +201,6 @@ public:
return handle_cast<Dp>(const_cast<Handle<B>&>(handle));
}
void associateTagToHandle(HandleBase::HandleId id, utils::CString&& tag) noexcept {
// TODO: for now, only pool handles check for use-after-free, so we only keep tags for
// those
if (isPoolHandle(id)) {
// Truncate the tag's age to N bits.
constexpr uint8_t N = 2; // support a history of 4 tags
constexpr uint8_t mask = (1 << N) - 1;
uint8_t const age = (id & HANDLE_AGE_MASK) >> HANDLE_AGE_SHIFT;
uint8_t const newAge = age & mask;
uint32_t const key = (id & ~HANDLE_AGE_MASK) | (newAge << HANDLE_AGE_SHIFT);
// This line is the costly part. In the future, we could potentially use a custom
// allocator.
mDebugTags[key] = std::move(tag);
}
}
utils::CString getHandleTag(HandleBase::HandleId id) const noexcept {
if (!isPoolHandle(id)) {
return "(no tag)";
}
if (auto pos = mDebugTags.find(id); pos != mDebugTags.end()) {
return pos->second;
}
return "(no tag)";
}
private:
template<typename D>
@@ -394,7 +363,6 @@ private:
// Below is only used when running out of space in the HandleArena
mutable utils::Mutex mLock;
tsl::robin_map<HandleBase::HandleId, void*> mOverflowMap;
tsl::robin_map<HandleBase::HandleId, utils::CString> mDebugTags;
HandleBase::HandleId mId = 0;
bool mUseAfterFreeCheckDisabled = false;
};
-3
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@@ -80,9 +80,6 @@ HandleAllocator<P0, P1, P2>::HandleAllocator(const char* name, size_t size,
bool disableUseAfterFreeCheck) noexcept
: mHandleArena(name, size, disableUseAfterFreeCheck),
mUseAfterFreeCheckDisabled(disableUseAfterFreeCheck) {
// Reserve initial space for debug tags. This prevents excessive calls to malloc when the first
// few tags are set.
mDebugTags.reserve(512);
}
template <size_t P0, size_t P1, size_t P2>
@@ -112,6 +112,7 @@ struct MetalContext {
std::array<BufferState, MAX_SSBO_COUNT> ssboState;
CullModeStateTracker cullModeState;
WindingStateTracker windingState;
DepthClampStateTracker depthClampState;
Handle<HwRenderPrimitive> currentRenderPrimitive;
// State caches.
+11 -4
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@@ -834,6 +834,10 @@ bool MetalDriver::isProtectedTexturesSupported() {
return false;
}
bool MetalDriver::isDepthClampSupported() {
return true;
}
bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -1751,6 +1755,13 @@ void MetalDriver::bindPipeline(PipelineState const& ps) {
[mContext->currentRenderPassEncoder setFrontFacingWinding:winding];
}
// depth clip mode
MTLDepthClipMode depthClipMode = rs.depthClamp ? MTLDepthClipModeClamp : MTLDepthClipModeClip;
mContext->depthClampState.updateState(depthClipMode);
if (mContext->depthClampState.stateChanged()) {
[mContext->currentRenderPassEncoder setDepthClipMode:depthClipMode];
}
// Set the depth-stencil state, if a state change is needed.
DepthStencilState depthState;
if (depthAttachment) {
@@ -2061,10 +2072,6 @@ void MetalDriver::enumerateBoundBuffers(BufferObjectBinding bindingType,
void MetalDriver::resetState(int) {
}
void MetalDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mHandleAllocator.associateTagToHandle(handleId, std::move(tag));
}
void MetalDriver::runAtNextTick(const std::function<void()>& fn) noexcept {
std::lock_guard<std::mutex> const lock(mTickOpsLock);
mTickOps.push_back(fn);
+1
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@@ -382,6 +382,7 @@ using SamplerStateCache = StateCache<SamplerState, id<MTLSamplerState>, SamplerS
using CullModeStateTracker = StateTracker<MTLCullMode>;
using WindingStateTracker = StateTracker<MTLWinding>;
using DepthClampStateTracker = StateTracker<MTLDepthClipMode>;
// Argument encoder
+4 -3
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@@ -202,6 +202,10 @@ bool NoopDriver::isProtectedTexturesSupported() {
return true;
}
bool NoopDriver::isDepthClampSupported() {
return false;
}
bool NoopDriver::isWorkaroundNeeded(Workaround) {
return false;
}
@@ -388,7 +392,4 @@ void NoopDriver::endTimerQuery(Handle<HwTimerQuery> tqh) {
void NoopDriver::resetState(int) {
}
void NoopDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
}
} // namespace filament
@@ -676,6 +676,7 @@ void OpenGLContext::initExtensionsGLES(Extensions* ext, GLint major, GLint minor
#ifndef __EMSCRIPTEN__
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
#endif
ext->EXT_depth_clamp = exts.has("GL_EXT_depth_clamp"sv);
ext->EXT_discard_framebuffer = exts.has("GL_EXT_discard_framebuffer"sv);
#ifndef __EMSCRIPTEN__
ext->EXT_disjoint_timer_query = exts.has("GL_EXT_disjoint_timer_query"sv);
@@ -746,6 +747,7 @@ void OpenGLContext::initExtensionsGL(Extensions* ext, GLint major, GLint minor)
ext->EXT_color_buffer_half_float = true; // Assumes core profile.
ext->EXT_clip_cull_distance = true;
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
ext->EXT_depth_clamp = true;
ext->EXT_discard_framebuffer = false;
ext->EXT_disjoint_timer_query = true;
ext->EXT_multisampled_render_to_texture = false;
@@ -1044,11 +1046,6 @@ void OpenGLContext::resetState() noexcept {
);
glDepthMask(state.raster.depthMask);
glDepthFunc(state.raster.depthFunc);
utils::slog.e << "stencil front=" <<
state.stencil.front.func.func << " " <<
state.stencil.front.func.ref << " " <<
state.stencil.front.func.mask << " " << utils::io::endl;
// state.stencil
glStencilFuncSeparate(
+6 -4
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@@ -220,8 +220,9 @@ public:
bool EXT_color_buffer_float;
bool EXT_color_buffer_half_float;
bool EXT_debug_marker;
bool EXT_disjoint_timer_query;
bool EXT_depth_clamp;
bool EXT_discard_framebuffer;
bool EXT_disjoint_timer_query;
bool EXT_multisampled_render_to_texture2;
bool EXT_multisampled_render_to_texture;
bool EXT_protected_textures;
@@ -239,10 +240,10 @@ public:
bool KHR_parallel_shader_compile;
bool KHR_texture_compression_astc_hdr;
bool KHR_texture_compression_astc_ldr;
bool OES_depth_texture;
bool OES_depth24;
bool OES_packed_depth_stencil;
bool OES_EGL_image_external_essl3;
bool OES_depth24;
bool OES_depth_texture;
bool OES_packed_depth_stencil;
bool OES_rgb8_rgba8;
bool OES_standard_derivatives;
bool OES_texture_npot;
@@ -627,6 +628,7 @@ constexpr size_t OpenGLContext::getIndexForCap(GLenum cap) noexcept { //NOLINT
#ifdef BACKEND_OPENGL_VERSION_GL
case GL_PROGRAM_POINT_SIZE: index = 10; break;
#endif
case GL_DEPTH_CLAMP: index = 11; break;
default: break;
}
assert_invariant(index < state.enables.caps.size());
+29 -21
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@@ -451,6 +451,14 @@ void OpenGLDriver::setRasterState(RasterState rs) noexcept {
} else {
gl.disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
if (gl.ext.EXT_depth_clamp) {
if (rs.depthClamp) {
gl.enable(GL_DEPTH_CLAMP);
} else {
gl.disable(GL_DEPTH_CLAMP);
}
}
}
void OpenGLDriver::setStencilState(StencilState ss) noexcept {
@@ -460,20 +468,20 @@ void OpenGLDriver::setStencilState(StencilState ss) noexcept {
// stencil test / operation
// GL_STENCIL_TEST must be enabled if we're testing OR writing to the stencil buffer.
// if (UTILS_LIKELY(
// ss.front.stencilFunc == StencilState::StencilFunction::A &&
// ss.back.stencilFunc == StencilState::StencilFunction::A &&
// ss.front.stencilOpDepthFail == StencilOperation::KEEP &&
// ss.back.stencilOpDepthFail == StencilOperation::KEEP &&
// ss.front.stencilOpStencilFail == StencilOperation::KEEP &&
// ss.back.stencilOpStencilFail == StencilOperation::KEEP &&
// ss.front.stencilOpDepthStencilPass == StencilOperation::KEEP &&
// ss.back.stencilOpDepthStencilPass == StencilOperation::KEEP) && false) {
// // that's equivalent to having the stencil test disabled
// gl.disable(GL_STENCIL_TEST);
// } else {
if (UTILS_LIKELY(
ss.front.stencilFunc == StencilState::StencilFunction::A &&
ss.back.stencilFunc == StencilState::StencilFunction::A &&
ss.front.stencilOpDepthFail == StencilOperation::KEEP &&
ss.back.stencilOpDepthFail == StencilOperation::KEEP &&
ss.front.stencilOpStencilFail == StencilOperation::KEEP &&
ss.back.stencilOpStencilFail == StencilOperation::KEEP &&
ss.front.stencilOpDepthStencilPass == StencilOperation::KEEP &&
ss.back.stencilOpDepthStencilPass == StencilOperation::KEEP)) {
// that's equivalent to having the stencil test disabled
gl.disable(GL_STENCIL_TEST);
} else {
gl.enable(GL_STENCIL_TEST);
// }
}
// glStencilFuncSeparate() also sets the reference value, which may be used depending
// on the stencilOp, so we always need to call glStencilFuncSeparate().
@@ -481,9 +489,9 @@ void OpenGLDriver::setStencilState(StencilState ss) noexcept {
getStencilFunc(ss.front.stencilFunc), ss.front.ref, ss.front.readMask,
getStencilFunc(ss.back.stencilFunc), ss.back.ref, ss.back.readMask);
// if (UTILS_LIKELY(!ss.stencilWrite)) {
// gl.stencilMaskSeparate(0x00, 0x00);
// } else {
if (UTILS_LIKELY(!ss.stencilWrite)) {
gl.stencilMaskSeparate(0x00, 0x00);
} else {
// Stencil ops are only relevant when stencil write is enabled
gl.stencilOpSeparate(
getStencilOp(ss.front.stencilOpStencilFail),
@@ -493,7 +501,7 @@ void OpenGLDriver::setStencilState(StencilState ss) noexcept {
getStencilOp(ss.back.stencilOpDepthFail),
getStencilOp(ss.back.stencilOpDepthStencilPass));
gl.stencilMaskSeparate(ss.front.writeMask, ss.back.writeMask);
// }
}
}
// ------------------------------------------------------------------------------------------------
@@ -2119,6 +2127,10 @@ bool OpenGLDriver::isProtectedTexturesSupported() {
return getContext().ext.EXT_protected_textures;
}
bool OpenGLDriver::isDepthClampSupported() {
return getContext().ext.EXT_depth_clamp;
}
bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -2210,10 +2222,6 @@ void OpenGLDriver::makeCurrent(Handle<HwSwapChain> schDraw, Handle<HwSwapChain>
// Updating driver objects
// ------------------------------------------------------------------------------------------------
void OpenGLDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mHandleAllocator.associateTagToHandle(handleId, std::move(tag));
}
void OpenGLDriver::setVertexBufferObject(Handle<HwVertexBuffer> vbh,
uint32_t index, Handle<HwBufferObject> boh) {
DEBUG_MARKER()
+6
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@@ -201,6 +201,12 @@ using namespace glext;
# define GL_CLIP_DISTANCE1 0x3001
#endif
#if defined(GL_EXT_depth_clamp)
# define GL_DEPTH_CLAMP GL_DEPTH_CLAMP_EXT
#else
# define GL_DEPTH_CLAMP 0x864F
#endif
#if defined(GL_KHR_debug)
# define GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT_KHR
# define GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR
@@ -125,6 +125,10 @@ public:
return mPhysicalDeviceFeatures.imageCubeArray == VK_TRUE;
}
inline bool isDepthClampSupported() const noexcept {
return mPhysicalDeviceFeatures.depthClamp == VK_TRUE;
}
inline bool isDebugMarkersSupported() const noexcept {
return mDebugMarkersSupported;
}
+6 -4
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@@ -944,6 +944,10 @@ bool VulkanDriver::isProtectedTexturesSupported() {
return false;
}
bool VulkanDriver::isDepthClampSupported() {
return mContext.isDepthClampSupported();
}
bool VulkanDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU: {
@@ -1816,6 +1820,8 @@ void VulkanDriver::bindPipeline(PipelineState const& pipelineState) {
.dstAlphaBlendFactor = getBlendFactor(rasterState.blendFunctionDstAlpha),
.colorWriteMask = (VkColorComponentFlags) (rasterState.colorWrite ? 0xf : 0x0),
.rasterizationSamples = rt->getSamples(),
.depthClamp = rasterState.depthClamp,
.reserved = 0,
.colorTargetCount = rt->getColorTargetCount(mCurrentRenderPass),
.colorBlendOp = rasterState.blendEquationRGB,
.alphaBlendOp = rasterState.blendEquationAlpha,
@@ -2032,10 +2038,6 @@ void VulkanDriver::debugCommandBegin(CommandStream* cmds, bool synchronous, cons
void VulkanDriver::resetState(int) {
}
void VulkanDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mResourceAllocator.associateHandle(handleId, std::move(tag));
}
// explicit instantiation of the Dispatcher
template class ConcreteDispatcher<VulkanDriver>;
@@ -184,6 +184,7 @@ VulkanPipelineCache::PipelineCacheEntry* VulkanPipelineCache::createPipeline() n
vkRaster.polygonMode = VK_POLYGON_MODE_FILL;
vkRaster.cullMode = raster.cullMode;
vkRaster.frontFace = raster.frontFace;
vkRaster.depthClampEnable = raster.depthClamp;
vkRaster.depthBiasEnable = raster.depthBiasEnable;
vkRaster.depthBiasConstantFactor = raster.depthBiasConstantFactor;
vkRaster.depthBiasClamp = 0.0f;
@@ -90,7 +90,9 @@ public:
VkBlendFactor srcAlphaBlendFactor : 5;
VkBlendFactor dstAlphaBlendFactor : 5;
VkColorComponentFlags colorWriteMask : 4;
uint8_t rasterizationSamples; // offset = 4 bytes
uint8_t rasterizationSamples : 4;// offset = 4 bytes
uint8_t depthClamp : 1;
uint8_t reserved : 3;
uint8_t colorTargetCount; // offset = 5 bytes
BlendEquation colorBlendOp : 4; // offset = 6 bytes
BlendEquation alphaBlendOp : 4;
@@ -105,10 +105,6 @@ public:
mHandleAllocatorImpl.deallocate(handle, obj);
}
inline void associateHandle(HandleBase::HandleId id, utils::CString&& tag) noexcept {
mHandleAllocatorImpl.associateTagToHandle(id, std::move(tag));
}
private:
AllocatorImpl mHandleAllocatorImpl;
@@ -325,6 +325,7 @@ VkDevice createLogicalDevice(VkPhysicalDevice physicalDevice,
// We could simply enable all supported features, but since that may have performance
// consequences let's just enable the features we need.
VkPhysicalDeviceFeatures enabledFeatures{
.depthClamp = features.depthClamp,
.samplerAnisotropy = features.samplerAnisotropy,
.textureCompressionETC2 = features.textureCompressionETC2,
.textureCompressionBC = features.textureCompressionBC,
+1 -16
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@@ -54,7 +54,7 @@ public:
using BufferDescriptor = backend::BufferDescriptor;
using BindingType = backend::BufferObjectBinding;
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -78,21 +78,6 @@ public:
*/
Builder& bindingType(BindingType bindingType) noexcept;
/**
* Associate an optional name with this BufferObject for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this BufferObject
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the BufferObject and returns a pointer to it. After creation, the buffer
* object is uninitialized. Use BufferObject::setBuffer() to initialize it.
-17
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@@ -19,7 +19,6 @@
#include <utils/compiler.h>
#include <utils/PrivateImplementation.h>
#include <utils/CString.h>
#include <stddef.h>
@@ -55,22 +54,6 @@ public:
template<typename T>
using BuilderBase = utils::PrivateImplementation<T>;
void builderMakeName(utils::CString& outName, const char* name, size_t len) noexcept;
template <typename Builder>
class UTILS_PUBLIC BuilderNameMixin {
public:
Builder& name(const char* name, size_t len) noexcept {
builderMakeName(mName, name, len);
return static_cast<Builder&>(*this);
}
utils::CString const& getName() const noexcept { return mName; }
private:
utils::CString mName;
};
} // namespace filament
#endif // TNT_FILAMENT_FILAMENTAPI_H
+1 -16
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@@ -59,7 +59,7 @@ public:
UINT = uint8_t(backend::ElementType::UINT), //!< 32-bit indices
};
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -83,21 +83,6 @@ public:
*/
Builder& bufferType(IndexType indexType) noexcept;
/**
* Associate an optional name with this IndexBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this IndexBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the IndexBuffer object and returns a pointer to it. After creation, the index
* buffer is uninitialized. Use IndexBuffer::setBuffer() to initialize the IndexBuffer.
+1 -16
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@@ -38,7 +38,7 @@ class UTILS_PUBLIC InstanceBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
@@ -70,21 +70,6 @@ public:
*/
Builder& localTransforms(math::mat4f const* UTILS_NULLABLE localTransforms) noexcept;
/**
* Associate an optional name with this InstanceBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this InstanceBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the InstanceBuffer object and returns a pointer to it.
*/
+1 -16
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@@ -39,7 +39,7 @@ class UTILS_PUBLIC MorphTargetBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -63,21 +63,6 @@ public:
*/
Builder& count(size_t count) noexcept;
/**
* Associate an optional name with this MorphTargetBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this MorphTargetBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the MorphTargetBuffer object and returns a pointer to it.
*
+1 -16
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@@ -39,7 +39,7 @@ class UTILS_PUBLIC SkinningBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -69,21 +69,6 @@ public:
*/
Builder& initialize(bool initialize = true) noexcept;
/**
* Associate an optional name with this SkinningBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this SkinningBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the SkinningBuffer object and returns a pointer to it.
*
+1 -16
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@@ -94,7 +94,7 @@ public:
*
* To create a NATIVE stream, call the <pre>stream</pre> method on the builder.
*/
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -136,21 +136,6 @@ public:
*/
Builder& height(uint32_t height) noexcept;
/**
* Associate an optional name with this Stream for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this Stream
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the Stream object and returns a pointer to it.
*
+1 -16
View File
@@ -112,7 +112,7 @@ public:
//! Use Builder to construct a Texture object instance
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -202,21 +202,6 @@ public:
*/
Builder& swizzle(Swizzle r, Swizzle g, Swizzle b, Swizzle a) noexcept;
/**
* Associate an optional name with this Texture for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this Texture
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the Texture object and returns a pointer to it.
*
+1 -16
View File
@@ -61,7 +61,7 @@ public:
using AttributeType = backend::ElementType;
using BufferDescriptor = backend::BufferDescriptor;
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -158,21 +158,6 @@ public:
*/
Builder& advancedSkinning(bool enabled) noexcept;
/**
* Associate an optional name with this VertexBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this VertexBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the VertexBuffer object and returns a pointer to it.
*
-31
View File
@@ -1,31 +0,0 @@
/*
* Copyright (C) 2024 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.
*/
#include <filament/FilamentAPI.h>
#include <algorithm>
namespace filament {
void builderMakeName(utils::CString& outName, const char* name, size_t len) noexcept {
if (!name) {
return;
}
size_t const length = std::min(len, size_t { 128u });
outName = utils::CString(name, length);
}
} // namespace filament
+4
View File
@@ -34,6 +34,8 @@
#include <math/mat4.h>
#include <utils/Log.h>
namespace filament {
using namespace backend;
@@ -120,6 +122,8 @@ void PerViewUniforms::prepareViewport(
s.resolution = { physical.zw, 1.0f / physical.zw };
s.logicalViewportScale = physical.zw / logical.zw;
s.logicalViewportOffset = -logical.xy / logical.zw;
utils::slog.e << "resolution=" << s.resolution << " logical=" <<
s.logicalViewportScale << " " << s.logicalViewportOffset << utils::io::endl;
}
void PerViewUniforms::prepareTime(FEngine& engine, math::float4 const& userTime) noexcept {
+27 -18
View File
@@ -2455,18 +2455,24 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::colorGrading(FrameGraph& fg,
const float temporalNoise = mUniformDistribution(mEngine.getRandomEngine());
auto yy = float4{
(float)vp.left / input.width,
(float)vp.bottom / input.height,
(float)vp.width / input.width,
(float)vp.height / input.height
};
mi->setParameter("dithering", colorGradingConfig.dithering);
mi->setParameter("bloom", bloomParameters);
mi->setParameter("vignette", vignetteParameters);
mi->setParameter("vignetteColor", vignetteOptions.color);
mi->setParameter("fxaa", colorGradingConfig.fxaa);
mi->setParameter("temporalNoise", temporalNoise);
mi->setParameter("viewport", float4{
(float)vp.left / input.width,
(float)vp.bottom / input.height,
(float)vp.width / input.width,
(float)vp.height / input.height
});
mi->setParameter("viewport", yy);
utils::slog.e <<"yy------------yy in=" <<
input.width << "x" << input.height << " viewport=" << yy << utils::io::endl;
const uint8_t variant = uint8_t(colorGradingConfig.translucent ?
PostProcessVariant::TRANSLUCENT : PostProcessVariant::OPAQUE);
@@ -2508,6 +2514,17 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::fxaa(FrameGraph& fg,
.filterMag = SamplerMagFilter::LINEAR,
.filterMin = SamplerMinFilter::LINEAR
});
auto xx = float4{
(float)vp.left / inDesc.width,
(float)vp.bottom / inDesc.height,
(float)vp.width / inDesc.width,
(float)vp.height / inDesc.height
};
utils::slog.e <<"xx-----------xx" <<
"in=" << inDesc.width <<"x" << inDesc.height << " vp=" << vp << " viewport=" << xx << utils::io::endl;
mi->setParameter("viewport", float4{
(float)vp.left / inDesc.width,
(float)vp.bottom / inDesc.height,
@@ -2945,10 +2962,6 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::upscale(FrameGraph& fg, bool
1.0f / outputDesc.height});
}
if (blitterNames[index] == "blitLow") {
mi->setParameter("levelOfDetail", 0.0f);
}
mi->setParameter("viewport", float4{
(float)vp.left / inputDesc.width,
(float)vp.bottom / inputDesc.height,
@@ -3007,8 +3020,9 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::blit(FrameGraph& fg, bool tr
SamplerMagFilter filterMag,
SamplerMinFilter filterMin) noexcept {
uint32_t const layer = fg.getSubResourceDescriptor(input).layer;
float const levelOfDetail = fg.getSubResourceDescriptor(input).level;
// TODO: add support for sub-resources
assert_invariant(fg.getSubResourceDescriptor(input).layer == 0);
assert_invariant(fg.getSubResourceDescriptor(input).level == 0);
struct QuadBlitData {
FrameGraphId<FrameGraphTexture> input;
@@ -3034,8 +3048,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::blit(FrameGraph& fg, bool tr
// --------------------------------------------------------------------------------
// set uniforms
PostProcessMaterial const& material =
getPostProcessMaterial(layer ? "blitArray" : "blitLow");
PostProcessMaterial const& material = getPostProcessMaterial("blitLow");
auto* mi = material.getMaterialInstance(mEngine);
mi->setParameter("color", color, {
.filterMag = filterMag,
@@ -3047,10 +3060,6 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::blit(FrameGraph& fg, bool tr
float(vp.width) / inputDesc.width,
float(vp.height) / inputDesc.height
});
mi->setParameter("levelOfDetail", levelOfDetail);
if (layer) {
mi->setParameter("layerIndex", layer);
}
mi->commit(driver);
mi->use(driver);
+9 -2
View File
@@ -419,7 +419,8 @@ RenderPass::Command* RenderPass::instanceify(FEngine& engine,
UTILS_ALWAYS_INLINE // This function exists only to make the code more readable. we want it inlined.
inline // and we don't need it in the compilation unit
void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
FMaterialInstance const* const UTILS_RESTRICT mi, bool inverseFrontFaces) noexcept {
FMaterialInstance const* const UTILS_RESTRICT mi,
bool inverseFrontFaces, bool hasDepthClamp) noexcept {
FMaterial const * const UTILS_RESTRICT ma = mi->getMaterial();
variant = Variant::filterVariant(variant, ma->isVariantLit());
@@ -460,6 +461,7 @@ void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
cmdDraw.info.rasterState.colorWrite = mi->isColorWriteEnabled();
cmdDraw.info.rasterState.depthWrite = mi->isDepthWriteEnabled();
cmdDraw.info.rasterState.depthFunc = mi->getDepthFunc();
cmdDraw.info.rasterState.depthClamp = hasDepthClamp;
cmdDraw.info.materialVariant = variant;
// we keep "RasterState::colorWrite" to the value set by material (could be disabled)
}
@@ -558,6 +560,9 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
bool const hasInstancedStereo =
renderFlags & IS_INSTANCED_STEREOSCOPIC;
bool const hasDepthClamp =
renderFlags & HAS_DEPTH_CLAMP;
float const cameraPositionDotCameraForward = dot(cameraPosition, cameraForward);
auto const* const UTILS_RESTRICT soaWorldAABBCenter = soa.data<FScene::WORLD_AABB_CENTER>();
@@ -577,6 +582,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.rasterState.depthWrite = true;
cmd.info.rasterState.depthFunc = RasterState::DepthFunc::GE;
cmd.info.rasterState.alphaToCoverage = false;
cmd.info.rasterState.depthClamp = hasDepthClamp;
}
for (uint32_t i = range.first; i < range.last; ++i) {
@@ -691,7 +697,8 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.morphingOffset = primitive.getMorphingBufferOffset();
if constexpr (isColorPass) {
RenderPass::setupColorCommand(cmd, renderableVariant, mi, inverseFrontFaces);
RenderPass::setupColorCommand(cmd, renderableVariant, mi,
inverseFrontFaces, hasDepthClamp);
const bool blendPass = Pass(cmd.key & PASS_MASK) == Pass::BLENDED;
if (blendPass) {
// TODO: at least for transparent objects, AABB should be per primitive
+2 -1
View File
@@ -284,6 +284,7 @@ public:
static constexpr RenderFlags HAS_SHADOWING = 0x01;
static constexpr RenderFlags HAS_INVERSE_FRONT_FACES = 0x02;
static constexpr RenderFlags IS_INSTANCED_STEREOSCOPIC = 0x04;
static constexpr RenderFlags HAS_DEPTH_CLAMP = 0x08;
// Arena used for commands
using Arena = utils::Arena<
@@ -444,7 +445,7 @@ private:
uint8_t instancedStereoEyeCount) noexcept;
static void setupColorCommand(Command& cmdDraw, Variant variant,
FMaterialInstance const* mi, bool inverseFrontFaces) noexcept;
FMaterialInstance const* mi, bool inverseFrontFaces, bool hasDepthClamp) noexcept;
static void updateSummedPrimitiveCounts(
FScene::RenderableSoa& renderableData, utils::Range<uint32_t> vr) noexcept;
+6 -6
View File
@@ -829,13 +829,13 @@ ShadowMap::Corners ShadowMap::computeFrustumCorners(
Corners const csViewFrustumCorners = {
.vertices = {
{ -1, -1, far },
{ 1, -1, far },
{ -1, 1, far },
{ 1, 1, far },
{ 1, -1, far },
{ -1, 1, far },
{ 1, 1, far },
{ -1, -1, near },
{ 1, -1, near },
{ -1, 1, near },
{ 1, 1, near },
{ 1, -1, near },
{ -1, 1, near },
{ 1, 1, near },
}
};
+26 -5
View File
@@ -66,15 +66,15 @@ namespace filament {
using namespace backend;
using namespace math;
// do this only if depth-clamp is available
static constexpr bool USE_DEPTH_CLAMP = false;
ShadowMapManager::ShadowMapManager(FEngine& engine) {
ShadowMapManager::ShadowMapManager(FEngine& engine)
: mIsDepthClampSupported(engine.getDriverApi().isDepthClampSupported()) {
FDebugRegistry& debugRegistry = engine.getDebugRegistry();
debugRegistry.registerProperty("d.shadowmap.visualize_cascades",
&engine.debug.shadowmap.visualize_cascades);
debugRegistry.registerProperty("d.shadowmap.disable_light_frustum_align",
&engine.debug.shadowmap.disable_light_frustum_align);
debugRegistry.registerProperty("d.shadowmap.depth_clamp",
&engine.debug.shadowmap.depth_clamp);
}
ShadowMapManager::~ShadowMapManager() {
@@ -367,7 +367,22 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
// generate and sort the commands for rendering the shadow map
RenderPass::RenderFlags renderPassFlags{};
if (view.isFrontFaceWindingInverted()) {
renderPassFlags |= RenderPass::HAS_INVERSE_FRONT_FACES;
}
bool const canUseDepthClamp =
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
if (canUseDepthClamp) {
renderPassFlags |= RenderPass::HAS_DEPTH_CLAMP;
}
RenderPass const pass = passBuilder
.renderFlags(renderPassFlags)
.camera(cameraInfo)
.visibilityMask(entry.visibilityMask)
.geometry(scene->getRenderableData(),
@@ -641,8 +656,14 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
cameraInfo.zf = -nearFarPlanes[i + 1];
updateNearFarPlanes(&cameraInfo.cullingProjection, cameraInfo.zn, cameraInfo.zf);
bool const canUseDepthClamp =
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
auto shaderParameters = shadowMap.updateDirectional(engine,
lightData, 0, cameraInfo, shadowMapInfo, sceneInfo, USE_DEPTH_CLAMP);
lightData, 0, cameraInfo, shadowMapInfo, sceneInfo,
canUseDepthClamp);
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
+1
View File
@@ -232,6 +232,7 @@ private:
ShadowMapCacheContainer mShadowMapCache;
uint32_t mDirectionalShadowMapCount = 0;
uint32_t mSpotShadowMapCount = 0;
bool const mIsDepthClampSupported;
bool mInitialized = false;
ShadowMap& getShadowMap(size_t index) noexcept {
@@ -588,9 +588,6 @@ void FRenderableManager::create(
// full size of the UBO.
instances.handle = driver.createBufferObject(sizeof(PerRenderableUib),
BufferObjectBinding::UNIFORM, backend::BufferUsage::DYNAMIC);
if (auto name = instances.buffer->getName(); !name.empty()) {
driver.setDebugTag(instances.handle.getId(), std::move(name));
}
}
const uint32_t boneCount = builder->mSkinningBoneCount;
-5
View File
@@ -20,8 +20,6 @@
#include "FilamentAPI-impl.h"
#include <utils/CString.h>
namespace filament {
struct BufferObject::BuilderDetails {
@@ -58,9 +56,6 @@ FBufferObject::FBufferObject(FEngine& engine, const BufferObject::Builder& build
FEngine::DriverApi& driver = engine.getDriverApi();
mHandle = driver.createBufferObject(builder->mByteCount, builder->mBindingType,
backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
}
}
void FBufferObject::terminate(FEngine& engine) {
+8 -16
View File
@@ -28,12 +28,6 @@
#include <string_view>
#include <utility>
#ifndef NDEBUG
# define DEBUG_PROPERTIES_WRITABLE true
#else
# define DEBUG_PROPERTIES_WRITABLE false
#endif
using namespace filament::math;
using namespace utils;
@@ -79,17 +73,15 @@ bool FDebugRegistry::hasProperty(const char* name) const noexcept {
template<typename T>
bool FDebugRegistry::setProperty(const char* name, T v) noexcept {
if constexpr (DEBUG_PROPERTIES_WRITABLE) {
auto info = getPropertyInfo(name);
T* const addr = static_cast<T*>(info.first);
if (addr) {
auto old = *addr;
*addr = v;
if (info.second && old != v) {
info.second();
}
return true;
auto info = getPropertyInfo(name);
T* const addr = static_cast<T*>(info.first);
if (addr) {
auto old = *addr;
*addr = v;
if (info.second && old != v) {
info.second();
}
return true;
}
return false;
}
+1
View File
@@ -600,6 +600,7 @@ public:
bool focus_shadowcasters = true;
bool visualize_cascades = false;
bool disable_light_frustum_align = false;
bool depth_clamp = true;
float dzn = -1.0f;
float dzf = 1.0f;
float display_shadow_texture_scale = 0.25f;
-5
View File
@@ -20,8 +20,6 @@
#include "FilamentAPI-impl.h"
#include <utils/CString.h>
namespace filament {
struct IndexBuffer::BuilderDetails {
@@ -60,9 +58,6 @@ FIndexBuffer::FIndexBuffer(FEngine& engine, const IndexBuffer::Builder& builder)
(backend::ElementType)builder->mIndexType,
uint32_t(builder->mIndexCount),
backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
}
}
void FIndexBuffer::terminate(FEngine& engine) {
+1 -2
View File
@@ -61,8 +61,7 @@ InstanceBuffer* InstanceBuffer::Builder::build(Engine& engine) {
// ------------------------------------------------------------------------------------------------
FInstanceBuffer::FInstanceBuffer(FEngine& engine, const Builder& builder)
: mName(builder.getName()) {
FInstanceBuffer::FInstanceBuffer(FEngine& engine, const Builder& builder) {
mInstanceCount = builder->mInstanceCount;
mLocalTransforms.reserve(mInstanceCount);
-4
View File
@@ -25,7 +25,6 @@
#include <math/mat4.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
namespace filament {
@@ -47,13 +46,10 @@ public:
void prepare(FEngine& engine, math::mat4f rootTransform, const PerRenderableData& ubo,
backend::Handle<backend::HwBufferObject> handle);
utils::CString const& getName() const noexcept { return mName; }
private:
friend class RenderableManager;
utils::FixedCapacityVector<math::mat4f> mLocalTransforms;
utils::CString mName;
size_t mInstanceCount;
};
+10 -19
View File
@@ -192,27 +192,19 @@ Material* Material::Builder::build(Engine& engine) {
return nullptr;
}
// Print a warning if the material's stereo type doesn't align with the engine's setting.
MaterialDomain materialDomain;
UserVariantFilterMask variantFilterMask;
materialParser->getMaterialDomain(&materialDomain);
materialParser->getMaterialVariantFilterMask(&variantFilterMask);
bool const hasStereoVariants = !(variantFilterMask & UserVariantFilterMask(UserVariantFilterBit::STE));
if (materialDomain == MaterialDomain::SURFACE && hasStereoVariants) {
if (materialDomain == MaterialDomain::SURFACE) {
StereoscopicType const engineStereoscopicType = engine.getConfig().stereoscopicType;
// Default materials are always compiled with either 'instanced' or 'multiview'.
// So, we only verify compatibility if the engine is set up for stereo.
if (engineStereoscopicType != StereoscopicType::NONE) {
StereoscopicType materialStereoscopicType = StereoscopicType::NONE;
materialParser->getStereoscopicType(&materialStereoscopicType);
if (materialStereoscopicType != engineStereoscopicType) {
CString name;
materialParser->getName(&name);
slog.w << "The stereoscopic type in the compiled material '" << name.c_str_safe()
<< "' is " << (int)materialStereoscopicType
<< ", which is not compatiable with the engine's setting "
<< (int)engineStereoscopicType << "." << io::endl;
}
StereoscopicType materialStereoscopicType = StereoscopicType::NONE;
materialParser->getStereoscopicType(&materialStereoscopicType);
if (materialStereoscopicType != engineStereoscopicType) {
CString name;
materialParser->getName(&name);
slog.w << "The stereoscopic type in the compiled material '" << name.c_str_safe()
<< "' is " << (int)materialStereoscopicType
<< ", which is not compatiable with the engine's setting "
<< (int)engineStereoscopicType << "." << io::endl;
}
}
@@ -618,7 +610,6 @@ Program FMaterial::getProgramWithVariants(
void FMaterial::createAndCacheProgram(Program&& p, Variant variant) const noexcept {
auto program = mEngine.getDriverApi().createProgram(std::move(p));
mEngine.getDriverApi().setDebugTag(program.getId(), mName);
assert_invariant(program);
mCachedPrograms[variant.key] = program;
}
@@ -51,7 +51,6 @@ FMaterialInstance::FMaterialInstance(FEngine& engine, FMaterial const* material)
mUniforms = UniformBuffer(material->getUniformInterfaceBlock().getSize());
mUbHandle = driver.createBufferObject(mUniforms.getSize(),
BufferObjectBinding::UNIFORM, backend::BufferUsage::STATIC);
driver.setDebugTag(mUbHandle.getId(), material->getName());
}
if (!material->getSamplerInterfaceBlock().isEmpty()) {
@@ -117,7 +116,6 @@ FMaterialInstance::FMaterialInstance(FEngine& engine,
mUniforms.setUniforms(other->getUniformBuffer());
mUbHandle = driver.createBufferObject(mUniforms.getSize(),
BufferObjectBinding::UNIFORM, backend::BufferUsage::DYNAMIC);
driver.setDebugTag(mUbHandle.getId(), material->getName());
}
if (!material->getSamplerInterfaceBlock().isEmpty()) {
@@ -25,8 +25,6 @@
#include <math/mat4.h>
#include <math/norm.h>
#include <utils/CString.h>
namespace filament {
using namespace backend;
@@ -126,11 +124,6 @@ FMorphTargetBuffer::FMorphTargetBuffer(FEngine& engine, const Builder& builder)
mCount,
TextureUsage::DEFAULT);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mPbHandle.getId(), name);
driver.setDebugTag(mTbHandle.getId(), std::move(name));
}
// create and update sampler group
mSbHandle = driver.createSamplerGroup(PerRenderPrimitiveMorphingSib::SAMPLER_COUNT,
utils::FixedSizeString<32>("Morph target samplers"));
+30 -1
View File
@@ -597,6 +597,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
bool hasColorGrading = hasPostProcess;
bool hasDithering = view.getDithering() == Dithering::TEMPORAL;
bool hasFXAA = view.getAntiAliasing() == AntiAliasing::FXAA;
// bool hasFXAA = false;//view.getAntiAliasing() == AntiAliasing::FXAA;
float2 scale = view.updateScale(engine, mFrameInfoManager.getLastFrameInfo(), mFrameRateOptions, mDisplayInfo);
auto msaaOptions = view.getMultiSampleAntiAliasingOptions();
auto dsrOptions = view.getDynamicResolutionOptions();
@@ -610,6 +611,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
auto guardBandOptions = view.getGuardBandOptions();
const bool isRenderingMultiview = view.hasStereo() &&
engine.getConfig().stereoscopicType == backend::StereoscopicType::MULTIVIEW;
utils::slog.e <<"hasFXAA=" <<hasFXAA << " view=" << &view << utils::io::endl;
// FIXME: This is to override some settings that are not supported for multiview at the moment.
// Remove this when all features are supported.
if (isRenderingMultiview) {
@@ -703,6 +705,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
const bool noBufferPadding = (colorGradingConfig.asSubpass && !hasFXAA && !scaled)
|| engine.debug.renderer.disable_buffer_padding;
// guardBandOptions.enabled = !noBufferPadding;
// guardBand must be a multiple of 16 to guarantee the same exact rendering up to 4 mip levels.
float const guardBand = guardBandOptions.enabled ? 16.0f : 0.0f;
@@ -719,7 +722,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// the SwapChain, and we might want to keep it this way.
auto round = [](uint32_t x) {
constexpr uint32_t rounding = 16u;
constexpr uint32_t rounding = 256u;
return (x + (rounding - 1u)) & ~(rounding - 1u);
};
@@ -727,6 +730,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
const float width = float(round(svp.width )) + 2.0f * guardBand;
const float height = float(round(svp.height)) + 2.0f * guardBand;
utils::slog.e << "new dim=" << width <<"x" << height <<
" old dim=" << svp.width << "x" << svp.height << utils::io::endl;
// scale the field-of-view up, so it covers exactly the extra pixels
const float3 clipSpaceScaling{
float(svp.width) / width,
@@ -744,9 +750,14 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
1.0f - clipSpaceScaling.y - 2.0f * guardBand / height
};
utils::slog.e <<"clipspace scaling=" << clipSpaceScaling << utils::io::endl;
utils::slog.e <<"clipspace translation=" << clipSpaceTranslation << utils::io::endl;
mat4f ts = mat4f::scaling(clipSpaceScaling);
ts[3].xy = -clipSpaceTranslation;
utils::slog.e <<"mat=" << ts << utils::io::endl;
// update the camera projection
cameraInfo.projection = highPrecisionMultiply(ts, cameraInfo.projection);
@@ -759,6 +770,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
svp.height = uint32_t(height);
xvp.left = int32_t(guardBand);
xvp.bottom = int32_t(guardBand);
utils::slog.e <<"xvp.left=" << int32_t(guardBand) << utils::io::endl;
}
view.prepare(engine, driver, rootArenaScope, svp, cameraInfo, getShaderUserTime(), needsAlphaChannel);
@@ -870,6 +882,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
const TextureFormat hdrFormat = getHdrFormat(view, needsAlphaChannel);
utils::slog.e <<"padding=" << !noBufferPadding << " svp=" << svp << utils::io::endl;
utils::slog.e <<"padding=" << !noBufferPadding << " xvp=" << xvp << utils::io::endl;
// the clearFlags and clearColor specified below will only apply when rendering into the
// temporary color buffer. In particular, they won't apply when rendering into the main
// swapchain (imported render target above)
@@ -1074,6 +1089,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
.format = config.hdrFormat
};
utils::slog.e <<"color buffer output=" << colorBufferDesc.width <<"x" << colorBufferDesc.height
<< utils::io::endl;
// Set the depth to the number of layers if we're rendering multiview.
if (isRenderingMultiview) {
colorBufferDesc.depth = engine.getConfig().stereoscopicEyeCount;
@@ -1227,11 +1245,13 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
bloomOptions, vignetteOptions);
// the padded buffer is resolved now
xvp.left = xvp.bottom = 0;
utils::slog.e <<"color grading is resolved" << utils::io::endl;
svp = xvp;
}
}
if (hasFXAA) {
utils::slog.e <<"fxaa=" << xvp << utils::io::endl;
input = ppm.fxaa(fg, input, xvp, colorGradingConfig.ldrFormat,
!hasColorGrading || needsAlphaChannel);
// the padded buffer is resolved now
@@ -1245,6 +1265,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
.width = viewport.width, .height = viewport.height,
.format = colorGradingConfig.ldrFormat }, SamplerMagFilter::LINEAR);
xvp.left = xvp.bottom = 0;
utils::slog.e <<"scaled" << utils::io::endl;
svp = xvp;
}
}
@@ -1277,6 +1298,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
const bool outputIsSwapChain =
(input == colorPassOutput) && (viewRenderTarget == mRenderTargetHandle);
if (mightNeedFinalBlit) {
utils::slog.e <<"inside might need final blit xvp!=svp=" << (xvp != svp) <<
" xvp=" << xvp << " svp=" << svp <<
utils::io::endl;
if (blendModeTranslucent ||
xvp != svp ||
(outputIsSwapChain &&
@@ -1285,6 +1309,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
hasScreenSpaceRefraction ||
ssReflectionsOptions.enabled))) {
assert_invariant(!scaled);
utils::slog.e <<"doing final blit " << svp << " " << xvp << utils::io::endl;
input = ppm.blit(fg, blendModeTranslucent, input, xvp, {
.width = vp.width, .height = vp.height,
.format = colorGradingConfig.ldrFormat },
@@ -1314,6 +1339,10 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
fg.forwardResource(fgViewRenderTarget, input);
utils::slog.e <<"present view=" << &view << " scaled=" << scaled << " mightNeedFinalBlit=" <<
mightNeedFinalBlit <<
utils::io::endl;
fg.present(fgViewRenderTarget);
fg.compile();
-7
View File
@@ -27,8 +27,6 @@
#include <math/half.h>
#include <math/mat4.h>
#include <utils/CString.h>
#include <cstring>
namespace filament {
@@ -82,11 +80,6 @@ FSkinningBuffer::FSkinningBuffer(FEngine& engine, const Builder& builder)
BufferObjectBinding::UNIFORM,
BufferUsage::DYNAMIC);
if (auto name = builder.getName(); !name.empty()) {
// TODO: We should also tag the texture created inside createIndicesAndWeightsHandle.
driver.setDebugTag(mHandle.getId(), std::move(name));
}
if (builder->mInitialize) {
// initialize the bones to identity (before rounding up)
auto* out = driver.allocatePod<PerRenderableBoneUib::BoneData>(mBoneCount);
+1 -5
View File
@@ -23,10 +23,10 @@
#include <backend/PixelBufferDescriptor.h>
#include <utils/CString.h>
#include <utils/Panic.h>
#include <filament/Stream.h>
namespace filament {
using namespace backend;
@@ -80,10 +80,6 @@ FStream::FStream(FEngine& engine, const Builder& builder) noexcept
} else {
mStreamHandle = engine.getDriverApi().createStreamAcquired();
}
if (auto name = builder.getName(); !name.empty()) {
engine.getDriverApi().setDebugTag(mStreamHandle.getId(), std::move(name));
}
}
void FStream::terminate(FEngine& engine) noexcept {
-3
View File
@@ -243,9 +243,6 @@ FTexture::FTexture(FEngine& engine, const Builder& builder) {
mHandle = driver.importTexture(builder->mImportedId,
mTarget, mLevelCount, mFormat, mSampleCount, mWidth, mHeight, mDepth, mUsage);
}
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
}
}
// frees driver resources, object becomes invalid
+1 -10
View File
@@ -29,7 +29,6 @@
#include <utils/bitset.h>
#include <utils/compiler.h>
#include <utils/CString.h>
#include <utils/debug.h>
#include <utils/Log.h>
#include <utils/ostream.h>
@@ -260,9 +259,7 @@ FVertexBuffer::FVertexBuffer(FEngine& engine, const VertexBuffer::Builder& build
mBufferCount, mDeclaredAttributes.count(), mAttributes);
mHandle = driver.createVertexBuffer(mVertexCount, mVertexBufferInfoHandle);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), name);
}
// calculate buffer sizes
size_t bufferSizes[MAX_VERTEX_BUFFER_COUNT] = {};
@@ -290,9 +287,6 @@ FVertexBuffer::FVertexBuffer(FEngine& engine, const VertexBuffer::Builder& build
if (!mBufferObjects[i]) {
BufferObjectHandle bo = driver.createBufferObject(bufferSizes[i],
backend::BufferObjectBinding::VERTEX, backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(bo.getId(), name);
}
driver.setVertexBufferObject(mHandle, i, bo);
mBufferObjects[i] = bo;
}
@@ -309,9 +303,6 @@ FVertexBuffer::FVertexBuffer(FEngine& engine, const VertexBuffer::Builder& build
if (!mBufferObjects[i]) {
BufferObjectHandle const bo = driver.createBufferObject(bufferSizes[i],
backend::BufferObjectBinding::VERTEX, backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(bo.getId(), name);
}
driver.setVertexBufferObject(mHandle, i, bo);
mBufferObjects[i] = bo;
}
+1 -5
View File
@@ -10,10 +10,6 @@ material {
type : int,
name : layerIndex
},
{
type : float,
name : levelOfDetail,
},
{
type : float4,
name : viewport,
@@ -37,6 +33,6 @@ vertex {
fragment {
void postProcess(inout PostProcessInputs postProcess) {
postProcess.color = textureLod(materialParams_color, vec3(variable_vertex.xy, materialParams.layerIndex), materialParams.levelOfDetail);
postProcess.color = textureLod(materialParams_color, vec3(variable_vertex.xy, materialParams.layerIndex), 0.0);
}
}
+1 -5
View File
@@ -10,10 +10,6 @@ material {
type : float4,
name : viewport,
precision: high
},
{
type : float,
name : levelOfDetail,
}
],
variables : [
@@ -37,7 +33,7 @@ fragment {
#if FILAMENT_EFFECTIVE_VERSION == 100
postProcess.color = texture2D(materialParams_color, variable_vertex.xy);
#else
postProcess.color = textureLod(materialParams_color, variable_vertex.xy, materialParams.levelOfDetail);
postProcess.color = textureLod(materialParams_color, variable_vertex.xy, 0.0);
#endif
}
}
+1 -10
View File
@@ -323,9 +323,6 @@ public:
//! Custom variables (all float4).
MaterialBuilder& variable(Variable v, const char* name) noexcept;
MaterialBuilder& variable(Variable v, const char* name,
ParameterPrecision precision) noexcept;
/**
* Require a specified attribute.
*
@@ -711,17 +708,11 @@ public:
ShaderStage stage;
};
struct CustomVariable {
utils::CString name;
Precision precision = Precision::DEFAULT;
bool hasPrecision = false;
};
static constexpr size_t MATERIAL_PROPERTIES_COUNT = filament::MATERIAL_PROPERTIES_COUNT;
using Property = filament::Property;
using PropertyList = bool[MATERIAL_PROPERTIES_COUNT];
using VariableList = CustomVariable[MATERIAL_VARIABLES_COUNT];
using VariableList = utils::CString[MATERIAL_VARIABLES_COUNT];
using OutputList = std::vector<Output>;
static constexpr size_t MAX_COLOR_OUTPUT = filament::backend::MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT;
+7 -9
View File
@@ -671,15 +671,13 @@ void GLSLPostProcessor::fixupClipDistance(
// - triggers a crash on some Adreno drivers (b/291140208, b/289401984, b/289393290)
// However Metal requires this pass in order to correctly generate half-precision MSL
//
// Note: CreateSimplificationPass() used to creates a lot of problems:
// CreateSimplificationPass() creates a lot of problems:
// - Adreno GPU show artifacts after running simplification passes (Vulkan)
// - spirv-cross fails generating working glsl
// (https://github.com/KhronosGroup/SPIRV-Cross/issues/2162)
//
// However this problem was addressed in spirv-cross here:
// https://github.com/KhronosGroup/SPIRV-Cross/pull/2163
//
// The simplification passes below are necessary when targeting Metal, otherwise the
// - generally it makes the code more complicated, e.g.: replacing for loops with
// while-if-break, unclear if it helps for anything.
// However, the simplification passes below are necessary when targeting Metal, otherwise the
// result is mismatched half / float assignments in MSL.
@@ -712,11 +710,11 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
RegisterPass(CreateAggressiveDCEPass());
RegisterPass(CreateRedundancyEliminationPass());
RegisterPass(CreateCombineAccessChainsPass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
RegisterPass(CreateVectorDCEPass());
RegisterPass(CreateDeadInsertElimPass());
RegisterPass(CreateDeadBranchElimPass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
RegisterPass(CreateIfConversionPass());
RegisterPass(CreateCopyPropagateArraysPass());
RegisterPass(CreateReduceLoadSizePass());
@@ -725,7 +723,7 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
RegisterPass(CreateRedundancyEliminationPass());
RegisterPass(CreateDeadBranchElimPass());
RegisterPass(CreateBlockMergePass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
}
void GLSLPostProcessor::registerSizePasses(Optimizer& optimizer, Config const& config) {
+2 -16
View File
@@ -234,21 +234,7 @@ MaterialBuilder& MaterialBuilder::variable(Variable v, const char* name) noexcep
case Variable::CUSTOM2:
case Variable::CUSTOM3:
assert(size_t(v) < MATERIAL_VARIABLES_COUNT);
mVariables[size_t(v)] = { CString(name), Precision::DEFAULT, false };
break;
}
return *this;
}
MaterialBuilder& MaterialBuilder::variable(Variable v,
const char* name, ParameterPrecision precision) noexcept {
switch (v) {
case Variable::CUSTOM0:
case Variable::CUSTOM1:
case Variable::CUSTOM2:
case Variable::CUSTOM3:
assert(size_t(v) < MATERIAL_VARIABLES_COUNT);
mVariables[size_t(v)] = { CString(name), precision, true };
mVariables[size_t(v)] = CString(name);
break;
}
return *this;
@@ -1397,7 +1383,7 @@ bool MaterialBuilder::checkMaterialLevelFeatures(MaterialInfo const& info) const
bool MaterialBuilder::hasCustomVaryings() const noexcept {
for (const auto& variable : mVariables) {
if (!variable.name.empty()) {
if (!variable.empty()) {
return true;
}
}
+4 -9
View File
@@ -451,20 +451,15 @@ io::sstream& CodeGenerator::generatePostProcessMain(io::sstream& out, ShaderStag
}
io::sstream& CodeGenerator::generateVariable(io::sstream& out, ShaderStage stage,
const MaterialBuilder::CustomVariable& variable, size_t index) {
auto const& name = variable.name;
const char* precisionString = getPrecisionQualifier(variable.precision);
const CString& name, size_t index) {
if (!name.empty()) {
if (stage == ShaderStage::VERTEX) {
out << "\n#define VARIABLE_CUSTOM" << index << " " << name.c_str() << "\n";
out << "\n#define VARIABLE_CUSTOM_AT" << index << " variable_" << name.c_str() << "\n";
out << "LAYOUT_LOCATION(" << index << ") VARYING " << precisionString << " vec4 variable_" << name.c_str() << ";\n";
out << "LAYOUT_LOCATION(" << index << ") VARYING vec4 variable_" << name.c_str() << ";\n";
} else if (stage == ShaderStage::FRAGMENT) {
if (!variable.hasPrecision && variable.precision == Precision::DEFAULT) {
// for backward compatibility
precisionString = "highp";
}
out << "\nLAYOUT_LOCATION(" << index << ") VARYING " << precisionString << " vec4 variable_" << name.c_str() << ";\n";
out << "\nLAYOUT_LOCATION(" << index << ") VARYING highp vec4 variable_" << name.c_str() << ";\n";
}
}
return out;
+1 -1
View File
@@ -103,7 +103,7 @@ public:
// generate declarations for custom interpolants
static utils::io::sstream& generateVariable(utils::io::sstream& out, ShaderStage stage,
const MaterialBuilder::CustomVariable& variable, size_t index);
const utils::CString& name, size_t index);
// generate declarations for non-custom "in" variables
utils::io::sstream& generateShaderInputs(utils::io::sstream& out, ShaderStage type,
+1 -7
View File
@@ -56,13 +56,7 @@ bool operator==(const MaterialKey& k1, const MaterialKey& k2) {
(k1.volumeThicknessUV == k2.volumeThicknessUV) &&
(k1.hasSheen == k2.hasSheen) &&
(k1.hasIOR == k2.hasIOR) &&
(k1.hasVolume == k2.hasVolume) &&
(k1.hasSpecular == k2.hasSpecular) &&
(k1.hasSpecularTexture == k2.hasSpecularTexture) &&
(k1.hasSpecularColorTexture == k2.hasSpecularColorTexture) &&
(k1.specularTextureUV == k2.specularTextureUV) &&
(k1.specularColorTextureUV == k2.specularColorTextureUV)
;
(k1.hasVolume == k2.hasVolume);
}
// Filament supports up to 2 UV sets. glTF has arbitrary texcoord set indices, but it allows
+2 -28
View File
@@ -259,24 +259,6 @@ MaterialInstance* UbershaderProvider::createMaterialInstance(MaterialKey* config
mi->setParameter("occlusionUvMatrix", identity);
mi->setParameter("emissiveUvMatrix", identity);
// set to -1 all possibly optional parameters
for (auto const* param : {
"clearCoatIndex",
"clearCoatRoughnessIndex",
"clearCoatNormalIndex",
"sheenColorIndex",
"sheenRoughnessIndex",
"volumeThicknessUvMatrix",
"volumeThicknessIndex",
"transmissionIndex",
"specularIndex",
"specularColorIndex",
}) {
if (material->hasParameter(param)) {
mi->setParameter(param, -1);
}
}
if (config->hasClearCoat) {
mi->setParameter("clearCoatIndex",
getUvIndex(config->clearCoatUV, config->hasClearCoatTexture));
@@ -358,10 +340,10 @@ MaterialInstance* UbershaderProvider::createMaterialInstance(MaterialKey* config
mi->setParameter("sheenRoughnessMap", mDummyTexture, sampler);
}
if (material->hasParameter("ior")) {
if (mi->getMaterial()->hasParameter("ior")) {
mi->setParameter("ior", 1.5f);
}
if (material->hasParameter("reflectance")) {
if (mi->getMaterial()->hasParameter("reflectance")) {
mi->setParameter("reflectance", 0.5f);
}
@@ -373,14 +355,6 @@ MaterialInstance* UbershaderProvider::createMaterialInstance(MaterialKey* config
mi->setParameter("specularColorMap", mDummyTexture, sampler);
}
if (material->hasParameter("specularColorFactor")) {
mi->setParameter("specularColorFactor", float3(1.0f));
}
if (material->hasParameter("specularStrength")) {
mi->setParameter("specularStrength", 1.0f);
}
return mi;
}
@@ -527,13 +527,11 @@ bool AssetLoaderExtended::createPrimitive(Input* input, Output* out,
if (!mCgltfBuffersLoaded) {
mCgltfBuffersLoaded = utility::loadCgltfBuffers(gltf, mGltfPath.c_str(), mUriDataCache);
if (!mCgltfBuffersLoaded) {
return false;
}
utility::decodeMeshoptCompression(gltf);
if (!mCgltfBuffersLoaded) return false;
}
utility::decodeDracoMeshes(gltf, prim, input->dracoCache);
utility::decodeMeshoptCompression(gltf);
auto slots = computeGeometries(prim, jobType, attributesMap, morphTargets, out->uvmap, mEngine);
+2
View File
@@ -562,6 +562,8 @@ int parse(jsmntok_t const* tokens, int i, const char* jsonChunk, Settings* out)
}
void applySettings(Engine* engine, const ViewSettings& settings, View* dest) {
utils::slog.e << "antialiasing=" << (int) settings.antiAliasing << " view=" << dest
<< utils::io::endl;
dest->setAntiAliasing(settings.antiAliasing);
dest->setTemporalAntiAliasingOptions(settings.taa);
dest->setMultiSampleAntiAliasingOptions(settings.msaa);
+1 -1
View File
@@ -276,7 +276,7 @@ if (NOT ANDROID)
target_link_libraries(hellopbr PRIVATE filameshio suzanne-resources)
target_link_libraries(image_viewer PRIVATE viewer imageio)
target_link_libraries(multiple_windows PRIVATE filameshio suzanne-resources)
target_link_libraries(rendertarget PRIVATE filameshio suzanne-resources)
target_link_libraries(rendertarget PRIVATE gltf-demo-resources filameshio suzanne-resources gltfio viewer)
target_link_libraries(sample_cloth PRIVATE filameshio)
target_link_libraries(sample_normal_map PRIVATE filameshio)
target_link_libraries(suzanne PRIVATE filameshio suzanne-resources)
+2
View File
@@ -905,6 +905,8 @@ int main(int argc, char** argv) {
debug.getPropertyAddress<bool>("d.shadowmap.focus_shadowcasters"));
ImGui::Checkbox("Disable light frustum alignment",
debug.getPropertyAddress<bool>("d.shadowmap.disable_light_frustum_align"));
ImGui::Checkbox("Depth clamp",
debug.getPropertyAddress<bool>("d.shadowmap.depth_clamp"));
bool debugDirectionalShadowmap;
if (debug.getProperty("d.shadowmap.debug_directional_shadowmap",
+18 -93
View File
@@ -20,7 +20,6 @@
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TransformManager.h>
@@ -47,33 +46,23 @@ using utils::EntityManager;
struct App {
Config config;
VertexBuffer* vb;
VertexBuffer* vb2;
IndexBuffer* ib;
Material* mat;
Camera* cam;
Entity camera;
Skybox* skybox;
Entity renderable;
Entity r2;
};
struct Vertex {
filament::math::float3 position;
filament::math::float2 position;
uint32_t color;
};
float const z = 5;
static const Vertex TRIANGLE_VERTICES[3] = {
{{1, 0, z}, 0xffff0000u},
{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3), z}, 0xff00ff00u},
{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3), z}, 0xff0000ffu},
};
static Vertex T2[3] = {
TRIANGLE_VERTICES[0],
TRIANGLE_VERTICES[1],
TRIANGLE_VERTICES[2],
{{1, 0}, 0xffff0000u},
{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u},
{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu},
};
static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 };
@@ -131,39 +120,25 @@ static int handleCommandLineArguments(int argc, char* argv[], App* app) {
}
int main(int argc, char** argv) {
T2[0].position.z = z - 10;
T2[1].position.z = z - 10;
T2[2].position.z = z - 10;
T2[0].color = 0xFF0000FF;
T2[1].color = 0xFF0000FF;
T2[2].color = 0xFF0000FF;
App app{};
app.config.title = "hellotriangle";
app.config.featureLevel = backend::FeatureLevel::FEATURE_LEVEL_0;
handleCommandLineArguments(argc, argv, &app);
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
scene->setSkybox(app.skybox);
view->setPostProcessingEnabled(false);
view->setStencilBufferEnabled(true);
// app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
// scene->setSkybox(app.skybox);
static_assert(sizeof(Vertex) == 16, "Strange vertex size.");
auto builder = VertexBuffer::Builder()
static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
app.vb = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3, 0, 16)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 12, 16)
.normalized(VertexAttribute::COLOR);
app.vb = builder.build(*engine);
app.vb2 = builder.build(*engine);
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 48, nullptr));
app.vb2->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(T2, 48, nullptr));
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(3)
.bufferType(IndexBuffer::IndexType::USHORT)
@@ -174,67 +149,22 @@ int main(int argc, char** argv) {
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
app.renderable = EntityManager::get().create();
app.r2 = EntityManager::get().create();
auto inst1 = app.mat->createInstance();
inst1->setDepthWrite(false);
inst1->setDepthFunc(MaterialInstance::DepthFunc::A);
inst1->setDepthCulling(false);
inst1->setStencilWrite(true);
inst1->setStencilCompareFunction(MaterialInstance::StencilCompareFunc::E);
inst1->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::REPLACE);
inst1->setStencilReferenceValue(6);
auto inst2 = app.mat->createInstance();
inst2->setDepthWrite(false);
inst2->setDepthFunc(MaterialInstance::DepthFunc::A);
inst2->setDepthCulling(false);
inst2->setStencilWrite(true);
inst2->setStencilCompareFunction(MaterialInstance::StencilCompareFunc::L);
inst2->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::REPLACE);
inst2->setStencilReferenceValue(6);
auto& renderableMan = engine->getRenderableManager();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, inst1)
.material(0, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.renderable);
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, inst2)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.r2);
scene->addEntity(app.renderable);
auto r1inst = renderableMan.getInstance(app.renderable);
renderableMan.setPriority(r1inst, 7);
scene->addEntity(app.r2);
auto r2inst = renderableMan.getInstance(app.r2);
renderableMan.setPriority(r2inst, 6);
app.camera = utils::EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
// engine->destroy(app.skybox);
engine->destroy(app.skybox);
engine->destroy(app.renderable);
engine->destroy(app.mat);
engine->destroy(app.vb);
@@ -244,24 +174,19 @@ int main(int argc, char** argv) {
};
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
constexpr float ZOOM = 1.5;
constexpr float ZOOM = 1.5f;
const uint32_t w = view->getViewport().width;
const uint32_t h = view->getViewport().height;
const float aspect = (float) w / h;
app.cam->setProjection(Camera::Projection::ORTHO,
-aspect * ZOOM, aspect * ZOOM,
-ZOOM, ZOOM, -100, 100);
-ZOOM, ZOOM, 0, 1);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(app.renderable),
filament::math::mat4f::rotation(now, filament::math::float3{ 0, 0, 1 }));
});
auto preRender = [](Engine*, View* view, Scene*, Renderer* renderer) {
renderer->setClearOptions({ .clearStencil = 0u, .clear = true, });
};
FilamentApp::get().run(app.config, setup, cleanup, {}, preRender);
FilamentApp::get().run(app.config, setup, cleanup);
return 0;
}
+6 -10
View File
@@ -12,6 +12,8 @@ material {
uv0
],
shadingModel : unlit,
vertexDomain: device,
// vertexDomainDeviceJittered: true,
}
fragment {
@@ -20,17 +22,11 @@ fragment {
if (gl_FrontFacing) {
// Make a lookup into the mirror texture.
vec2 uv = getResolution().zw * gl_FragCoord.xy;
// vec2 uv = getResolution().zw * gl_FragCoord.xy;
vec2 uv = getNormalizedViewportCoord().xy;
material.baseColor.rgb = texture(materialParams_albedo, uv).rgb;
// Add black borders to the mirror.
vec2 st = getUV0();
float minDist0 = min(st.x, st.y);
float minDist1 = min(1.0 - st.x, 1.0 - st.y);
float minDist = min(minDist0, minDist1);
material.baseColor.rgb *= smoothstep(0.0, 0.1, minDist);
} else {
material.baseColor = vec4(1, 0, 0, 1);
}
material.baseColor.a = 1.0;
}
}
+198 -195
View File
@@ -28,10 +28,17 @@
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/TextureProvider.h>
#include <utils/NameComponentManager.h>
#include <utils/EntityManager.h>
#include <imgui.h>
#include <filagui/ImGuiExtensions.h>
#include <viewer/ViewerGui.h>
#include <filameshio/MeshReader.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
@@ -40,11 +47,16 @@
#include <iostream>
#include "generated/resources/resources.h"
#include "generated/resources/monkey.h"
//#include "generated/resources/monkey.h"
#include "generated/resources/gltf_demo.h"
using namespace filament;
using namespace filamesh;
using namespace filament::math;
using namespace filament::viewer;
using namespace filament::gltfio;
#include <utils/Log.h>
struct Vertex {
float3 position;
@@ -55,8 +67,6 @@ struct App {
utils::Entity lightEntity;
Material* meshMaterial;
MaterialInstance* meshMatInstance;
MeshReader::Mesh monkeyMesh;
utils::Entity reflectedMonkey;
mat4f transform;
Texture* offscreenColorTexture = nullptr;
@@ -66,12 +76,6 @@ struct App {
Scene* offscreenScene = nullptr;
Camera* offscreenCamera = nullptr;
enum class ReflectionMode {
RENDERABLES,
CAMERA,
};
ReflectionMode mode = ReflectionMode::CAMERA;
Config config;
utils::Entity quadEntity;
@@ -80,46 +84,22 @@ struct App {
Material* quadMaterial = nullptr;
MaterialInstance* quadMatInstance = nullptr;
float3 quadCenter;
float3 quadNormal;
MaterialProvider* materials;
AssetLoader* assetLoader;
ResourceLoader* resourceLoader;
FilamentAsset* asset = nullptr;
utils::NameComponentManager* names;
gltfio::TextureProvider* stbDecoder = nullptr;
gltfio::TextureProvider* ktxDecoder = nullptr;
Engine* engine;
ViewerGui* viewer;
utils::Entity rootTransformEntity;
};
static mat4f reflectionMatrix(float4 plane) {
mat4f m;
m[0][0] = -2 * plane.x * plane.x + 1;
m[0][1] = -2 * plane.x * plane.y;
m[0][2] = -2 * plane.x * plane.z;
m[0][3] = -2 * plane.x * plane.w;
m[1][0] = -2 * plane.x * plane.y;
m[1][1] = -2 * plane.y * plane.y + 1;
m[1][2] = -2 * plane.y * plane.z;
m[1][3] = -2 * plane.y * plane.w;
m[2][0] = -2 * plane.z * plane.x;
m[2][1] = -2 * plane.z * plane.y;
m[2][2] = -2 * plane.z * plane.z + 1;
m[2][3] = -2 * plane.z * plane.w;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return transpose(m);
}
static void setReflectionMode(App& app, App::ReflectionMode mode) {
switch (mode) {
case App::ReflectionMode::RENDERABLES:
app.offscreenScene->addEntity(app.reflectedMonkey);
app.offscreenScene->remove(app.monkeyMesh.renderable);
app.offscreenView->setFrontFaceWindingInverted(false);
break;
case App::ReflectionMode::CAMERA:
app.offscreenScene->addEntity(app.monkeyMesh.renderable);
app.offscreenScene->remove(app.reflectedMonkey);
app.offscreenView->setFrontFaceWindingInverted(true);
break;
}
app.mode = mode;
}
static const char* DEFAULT_IBL = "assets/ibl/lightroom_14b";
static void printUsage(char* name) {
std::string exec_name(utils::Path(name).getName());
@@ -172,14 +152,6 @@ static int handleCommandLineArguments(int argc, char* argv[], App* app) {
}
break;
case 'm':
if (arg == "camera") {
app->mode = App::ReflectionMode::CAMERA;
} else if (arg == "renderables") {
app->mode = App::ReflectionMode::RENDERABLES;
} else {
std::cerr << "Unrecognized mode. Must be 'camera'|'renderables'.\n";
exit(1);
}
break;
}
}
@@ -189,126 +161,182 @@ static int handleCommandLineArguments(int argc, char* argv[], App* app) {
int main(int argc, char** argv) {
App app{};
app.config.title = "rendertarget";
app.config.iblDirectory = FilamentApp::getRootAssetsPath() + DEFAULT_IBL;
handleCommandLineArguments(argc, argv, &app);
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
auto gui = [&app](Engine*, View*) {
app.viewer->updateUserInterface();
FilamentApp::get().setSidebarWidth(app.viewer->getSidebarWidth());
};
auto loadResources = [&app] () {
// Load external textures and buffers.
std::string const gltfPath;
ResourceConfiguration configuration = {};
configuration.engine = app.engine;
configuration.gltfPath = gltfPath.c_str();
configuration.normalizeSkinningWeights = true;
app.resourceLoader = new gltfio::ResourceLoader(configuration);
app.stbDecoder = createStbProvider(app.engine);
app.ktxDecoder = createKtx2Provider(app.engine);
app.resourceLoader->addTextureProvider("image/png", app.stbDecoder);
app.resourceLoader->addTextureProvider("image/jpeg", app.stbDecoder);
app.resourceLoader->addTextureProvider("image/ktx2", app.ktxDecoder);
if (!app.resourceLoader->loadResources(app.asset)) {
std::cerr << "Unable to start loading resources" << std::endl;
exit(1);
}
app.asset->getInstance()->recomputeBoundingBoxes();
app.asset->releaseSourceData();
// Enable stencil writes on all material instances.
auto instance = app.asset->getInstance();
const size_t matInstanceCount = instance->getMaterialInstanceCount();
MaterialInstance* const* const instances = instance->getMaterialInstances();
for (int mi = 0; mi < matInstanceCount; mi++) {
instances[mi]->setStencilWrite(true);
instances[mi]->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::INCR);
}
auto ibl = FilamentApp::get().getIBL();
if (ibl) {
app.viewer->setIndirectLight(ibl->getIndirectLight(), ibl->getSphericalHarmonics());
app.viewer->getSettings().view.fogSettings.fogColorTexture = ibl->getFogTexture();
}
};
auto setup = [&app, loadResources](Engine* engine, View* view, Scene* scene) {
app.engine = engine;
auto& em = utils::EntityManager::get();
auto& tcm = engine->getTransformManager();
auto& rcm = engine->getRenderableManager();
auto& em = utils::EntityManager::get();
auto vp = view->getViewport();
// Offscreen view
{
// Instantiate offscreen render target.
app.offscreenView = engine->createView();
app.offscreenScene = engine->createScene();
app.offscreenView->setScene(app.offscreenScene);
// Instantiate offscreen render target.
app.offscreenView = engine->createView();
app.offscreenScene = engine->createScene();
app.offscreenView->setScene(app.offscreenScene);
app.offscreenView->setPostProcessingEnabled(false);
app.offscreenColorTexture = Texture::Builder()
.width(vp.width).height(vp.height).levels(1)
.usage(Texture::Usage::COLOR_ATTACHMENT | Texture::Usage::SAMPLEABLE)
.format(Texture::InternalFormat::RGBA8).build(*engine);
app.offscreenDepthTexture = Texture::Builder()
.width(vp.width).height(vp.height).levels(1)
.usage(Texture::Usage::DEPTH_ATTACHMENT)
.format(Texture::InternalFormat::DEPTH24).build(*engine);
app.offscreenRenderTarget = RenderTarget::Builder()
.texture(RenderTarget::AttachmentPoint::COLOR, app.offscreenColorTexture)
.texture(RenderTarget::AttachmentPoint::DEPTH, app.offscreenDepthTexture)
.build(*engine);
app.offscreenView->setRenderTarget(app.offscreenRenderTarget);
app.offscreenView->setViewport({0, 0, vp.width, vp.height});
app.offscreenCamera = engine->createCamera(em.create());
app.offscreenView->setCamera(app.offscreenCamera);
FilamentApp::get().addOffscreenView(app.offscreenView);
app.viewer = new ViewerGui(engine, app.offscreenScene, app.offscreenView, 410);
app.viewer->setUiCallback([&app, scene, view, engine]() {
if (ImGui::CollapsingHeader("Debug")) {
auto& debug = engine->getDebugRegistry();
ImGui::Checkbox("Disable buffer padding",
debug.getPropertyAddress<bool>("d.renderer.disable_buffer_padding"));
ImGui::Checkbox("Disable sub-passes",
debug.getPropertyAddress<bool>("d.renderer.disable_subpasses"));
}
});
Viewport vp = view->getViewport();
vp.width = vp.width - app.viewer->getSidebarWidth();
// Position and orient the mirror in an interesting way.
float3 c = app.quadCenter = {-2, 0, -5};
float3 n = app.quadNormal = normalize(float3 {1, 0, 2});
float3 u = normalize(cross(app.quadNormal, float3(0, 1, 0)));
float3 v = cross(n, u);
u = 1.5 * u;
v = 1.5 * v;
static Vertex kQuadVertices[4] = { {{}, {1, 0}}, {{}, {0, 0}}, {{}, {1, 1}}, {{}, {0, 1}} };
kQuadVertices[0].position = c - u - v;
kQuadVertices[1].position = c + u - v;
kQuadVertices[2].position = c - u + v;
kQuadVertices[3].position = c + u + v;
app.offscreenColorTexture =
Texture::Builder()
.width(vp.width)
.height(vp.height)
.levels(1)
.usage(Texture::Usage::COLOR_ATTACHMENT | Texture::Usage::SAMPLEABLE)
.format(Texture::InternalFormat::RGBA8)
.build(*engine);
app.offscreenDepthTexture = Texture::Builder()
.width(vp.width)
.height(vp.height)
.levels(1)
.usage(Texture::Usage::DEPTH_ATTACHMENT)
.format(Texture::InternalFormat::DEPTH32F)
.build(*engine);
app.offscreenRenderTarget = RenderTarget::Builder()
.texture(RenderTarget::AttachmentPoint::COLOR,
app.offscreenColorTexture)
.texture(RenderTarget::AttachmentPoint::DEPTH,
app.offscreenDepthTexture)
.build(*engine);
app.offscreenView->setRenderTarget(app.offscreenRenderTarget);
app.offscreenView->setViewport({0, 0, vp.width, vp.height});
app.offscreenCamera = engine->createCamera(em.create());
app.offscreenView->setCamera(app.offscreenCamera);
FilamentApp::get().addOffscreenView(app.offscreenView);
}
// Create quad vertex buffer.
static_assert(sizeof(Vertex) == 20, "Strange vertex size.");
app.quadVb = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3, 0, 20)
.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::FLOAT2, 12, 20)
.build(*engine);
app.quadVb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(kQuadVertices, 80, nullptr));
// damaged helmet gltf
{
app.names = new utils::NameComponentManager(em);
app.materials = createJitShaderProvider(engine, true);
app.assetLoader = AssetLoader::create({engine, app.materials, app.names});
// Create quad index buffer.
static constexpr uint16_t kQuadIndices[6] = { 0, 1, 2, 3, 2, 1 };
app.quadIb = IndexBuffer::Builder()
.indexCount(6)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.quadIb->setBuffer(*engine, IndexBuffer::BufferDescriptor(kQuadIndices, 12, nullptr));
app.asset = app.assetLoader->createAsset(GLTF_DEMO_DAMAGEDHELMET_DATA,
GLTF_DEMO_DAMAGEDHELMET_SIZE);
// Create quad material and renderable.
app.quadMaterial = Material::Builder()
.package(RESOURCES_MIRROR_DATA, RESOURCES_MIRROR_SIZE)
.build(*engine);
app.quadMatInstance = app.quadMaterial->createInstance();
TextureSampler sampler(TextureSampler::MinFilter::LINEAR, TextureSampler::MagFilter::LINEAR);
app.quadMatInstance->setParameter("albedo", app.offscreenColorTexture, sampler);
app.quadEntity = em.create();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.quadMatInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.quadVb, app.quadIb, 0, 6)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.quadEntity);
scene->addEntity(app.quadEntity);
loadResources();
// Instantiate mesh material.
app.meshMaterial = Material::Builder()
.package(RESOURCES_AIDEFAULTMAT_DATA, RESOURCES_AIDEFAULTMAT_SIZE).build(*engine);
auto mi = app.meshMatInstance = app.meshMaterial->createInstance();
mi->setParameter("baseColor", RgbType::LINEAR, {0.8, 1.0, 1.0});
mi->setParameter("metallic", 0.0f);
mi->setParameter("roughness", 0.4f);
mi->setParameter("reflectance", 0.5f);
app.offscreenScene->addEntities(app.asset->getLightEntities(),
app.asset->getLightEntityCount());
static constexpr int kNumAvailable = 128;
utils::Entity renderables[kNumAvailable];
gltfio::FilamentAsset::SceneMask mask;
mask.set(0);
while (size_t numWritten = app.asset->popRenderables(renderables, kNumAvailable)) {
app.asset->addEntitiesToScene(*app.offscreenScene, renderables, numWritten, mask);
}
// Add monkey into the scene.
app.monkeyMesh = MeshReader::loadMeshFromBuffer(engine, MONKEY_SUZANNE_DATA, nullptr, nullptr, mi);
auto ti = tcm.getInstance(app.monkeyMesh.renderable);
app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
rcm.setCastShadows(rcm.getInstance(app.monkeyMesh.renderable), false);
scene->addEntity(app.monkeyMesh.renderable);
app.rootTransformEntity = engine->getEntityManager().create();
tcm.create(app.rootTransformEntity);
TransformManager::Instance const& root = tcm.getInstance(app.rootTransformEntity);
tcm.setParent(tcm.getInstance(app.asset->getRoot()), root);
tcm.setTransform(root, mat4::translation(float3(0, 0, -4)));
}
// Create a reflected monkey, which is used only for App::ReflectionMode::RENDERABLES.
app.reflectedMonkey = em.create();
RenderableManager::Builder(1)
.boundingBox({{ -2, -2, -2 }, { 2, 2, 2 }})
.material(0, mi)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.monkeyMesh.vertexBuffer, app.monkeyMesh.indexBuffer)
.receiveShadows(true)
.castShadows(false)
.build(*engine, app.reflectedMonkey);
setReflectionMode(app, app.mode);
// full-screen quad
{
static Vertex kQuadVertices[4] = {{{1, 1, 0}, {1, 1}}, {{1, -1, 0}, {1, 0}},
{{-1, -1, 0}, {0, 0}}, {{-1, 1, 0}, {0, 1}}};
// Create quad vertex buffer.
static_assert(sizeof(Vertex) == 20, "Strange vertex size.");
app.quadVb = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT3, 0, 20)
.attribute(VertexAttribute::UV0, 0,
VertexBuffer::AttributeType::FLOAT2, 12, 20)
.build(*engine);
app.quadVb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(kQuadVertices, 80, nullptr));
// Add light source to both scenes.
// NOTE: this is slightly wrong when the reflection mode is RENDERABLES.
app.lightEntity = em.create();
LightManager::Builder(LightManager::Type::SUN)
.color(Color::toLinear<ACCURATE>(sRGBColor(0.98f, 0.92f, 0.89f)))
.intensity(110000)
.direction({ 0.7, -1, -0.8 })
.sunAngularRadius(1.9f)
.castShadows(false)
.build(*engine, app.lightEntity);
scene->addEntity(app.lightEntity);
app.offscreenScene->addEntity(app.lightEntity);
// Create quad index buffer.
static constexpr uint16_t kQuadIndices[6] = {0, 2, 1, 2, 0, 3};
app.quadIb = IndexBuffer::Builder()
.indexCount(6)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.quadIb->setBuffer(*engine,
IndexBuffer::BufferDescriptor(kQuadIndices, 12, nullptr));
// Create quad material and renderable.
// NOTE: this material is VertexDomain=device
app.quadMaterial = Material::Builder()
.package(RESOURCES_MIRROR_DATA, RESOURCES_MIRROR_SIZE)
.build(*engine);
app.quadMatInstance = app.quadMaterial->createInstance();
TextureSampler sampler(TextureSampler::MinFilter::LINEAR,
TextureSampler::MagFilter::LINEAR);
app.quadMatInstance->setParameter("albedo", app.offscreenColorTexture, sampler);
app.quadEntity = em.create();
RenderableManager::Builder(1)
.boundingBox({{-1, -1, -1}, {1, 1, 1}})
.material(0, app.quadMatInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.quadVb,
app.quadIb, 0, 6)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.quadEntity);
scene->addEntity(app.quadEntity);
}
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
@@ -318,14 +346,10 @@ int main(int argc, char** argv) {
engine->destroyCameraComponent(camera);
em.destroy(camera);
engine->destroy(app.reflectedMonkey);
engine->destroy(app.lightEntity);
engine->destroy(app.quadEntity);
engine->destroy(app.meshMatInstance);
engine->destroy(app.meshMaterial);
engine->destroy(app.monkeyMesh.renderable);
engine->destroy(app.monkeyMesh.vertexBuffer);
engine->destroy(app.monkeyMesh.indexBuffer);
engine->destroy(app.offscreenColorTexture);
engine->destroy(app.offscreenDepthTexture);
engine->destroy(app.offscreenRenderTarget);
@@ -337,43 +361,22 @@ int main(int argc, char** argv) {
engine->destroy(app.quadMaterial);
};
auto preRender = [&app](Engine*, View*, Scene*, Renderer* renderer) {
auto preRender = [&app](Engine* engine, View* view, Scene*, Renderer* renderer) {
renderer->setClearOptions({.clearColor = {0.1,0.2,0.4,1.0}, .clear = true});
};
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
auto& tcm = engine->getTransformManager();
utils::slog.e <<"offscreen view=" << app.offscreenView << " primary view=" <<
view << utils::io::endl;
// Animate the monkey by spinning and sliding back and forth along Z.
auto ti = tcm.getInstance(app.monkeyMesh.renderable);
mat4f xlate = mat4f::translation(float3(0, 0, 0.5 + sin(now)));
mat4f xform = app.transform * xlate * mat4f::rotation(now, float3{ 0, 1, 0 });
tcm.setTransform(ti, xform);
// Generate a reflection matrix from the plane equation Ax + By + Cz + D = 0.
const float3 planeNormal = app.quadNormal;
const float4 planeEquation(planeNormal, -dot(planeNormal, app.quadCenter));
const mat4f reflection = reflectionMatrix(planeEquation);
// Apply the reflection matrix to either the renderable or the camera, depending on mode.
Camera const& camera = view->getCamera();
const auto model = camera.getModelMatrix();
const auto renderingProjection = camera.getProjectionMatrix();
const auto cullingProjection = camera.getCullingProjectionMatrix();
app.offscreenCamera->setCustomProjection(renderingProjection, cullingProjection,
camera.getNear(), camera.getCullingFar());
switch (app.mode) {
case App::ReflectionMode::RENDERABLES:
tcm.setTransform(tcm.getInstance(app.reflectedMonkey), reflection * xform);
app.offscreenCamera->setModelMatrix(model);
break;
case App::ReflectionMode::CAMERA:
app.offscreenCamera->setModelMatrix(reflection * model);
break;
}
});
const auto model = camera.getModelMatrix();
app.offscreenCamera->setModelMatrix(model);
};
FilamentApp::get().run(app.config, setup, cleanup, FilamentApp::ImGuiCallback(), preRender);
FilamentApp::get().run(app.config, setup, cleanup, gui, preRender);
return 0;
}
+3 -40
View File
@@ -615,51 +615,14 @@ static bool processVariables(MaterialBuilder& builder, const JsonishValue& value
}
for (size_t i = 0; i < elements.size(); i++) {
ParameterPrecision precision = ParameterPrecision::DEFAULT;
MaterialBuilder::Variable v = intToVariable(i);
std::string nameString;
auto elementValue = elements[i];
if (elementValue->getType() == JsonishValue::Type::OBJECT) {
JsonishObject const& jsonObject = *elementValue->toJsonObject();
const JsonishValue* nameValue = jsonObject.getValue("name");
if (!nameValue) {
std::cerr << "variables: entry without 'name' key." << std::endl;
return false;
}
if (nameValue->getType() != JsonishValue::STRING) {
std::cerr << "variables: name value must be STRING." << std::endl;
return false;
}
const JsonishValue* precisionValue = jsonObject.getValue("precision");
if (precisionValue) {
if (precisionValue->getType() != JsonishValue::STRING) {
std::cerr << "variables: precision must be a STRING." << std::endl;
return false;
}
auto precisionString = precisionValue->toJsonString();
if (!Enums::isValid<ParameterPrecision>(precisionString->getString())){
return logEnumIssue("variables", *precisionString, Enums::map<ParameterPrecision>());
}
}
nameString = nameValue->toJsonString()->getString();
if (precisionValue) {
precision = Enums::toEnum<ParameterPrecision>(
precisionValue->toJsonString()->getString());
}
builder.variable(v, nameString.c_str(), precision);
} else if (elementValue->getType() == JsonishValue::Type::STRING) {
nameString = elementValue->toJsonString()->getString();
builder.variable(v, nameString.c_str());
} else {
MaterialBuilder::Variable v = intToVariable(i);
if (elementValue->getType() != JsonishValue::Type::STRING) {
std::cerr << "variables: array index " << i << " is not a STRING. found:" <<
JsonishValue::typeToString(elementValue->getType()) << std::endl;
return false;
}
builder.variable(v, elementValue->toJsonString()->getString().c_str());
}
return true;