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11 Commits
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@@ -31,7 +31,7 @@ repositories {
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}
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dependencies {
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implementation 'com.google.android.filament:filament-android:1.12.6'
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implementation 'com.google.android.filament:filament-android:1.12.7'
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}
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```
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@@ -52,7 +52,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
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iOS projects can use CocoaPods to install the latest release:
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```
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pod 'Filament', '~> 1.12.6'
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pod 'Filament', '~> 1.12.7'
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```
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### Snapshots
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@@ -3,7 +3,13 @@
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This file contains one line summaries of commits that are worthy of mentioning in release notes.
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A new header is inserted each time a *tag* is created.
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## v1.12.6 (currently main branch)
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## v1.12.8 (currently main branch)
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## v1.12.7
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- engine: Fix, apply emissive after shadowing.
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## v1.12.6
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- engine: Added concept of lod bias to materials.
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[⚠️ **Materials need to be rebuilt to access this new feature**].
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@@ -1,5 +1,5 @@
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GROUP=com.google.android.filament
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VERSION_NAME=1.12.6
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VERSION_NAME=1.12.7
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POM_DESCRIPTION=Real-time physically based rendering engine for Android.
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@@ -357,8 +357,7 @@ Handle<HwProgram> FMaterial::getProgramSlow(uint8_t variantKey) const noexcept {
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}
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}
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Handle<HwProgram> FMaterial::getSurfaceProgramSlow(uint8_t variantKey)
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const noexcept {
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Handle<HwProgram> FMaterial::getSurfaceProgramSlow(uint8_t variantKey) const noexcept {
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// filterVariant() has already been applied in generateCommands(), shouldn't be needed here
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// if we're unlit, we don't have any bits that correspond to lit materials
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assert_invariant( variantKey == Variant::filterVariant(variantKey, isVariantLit()) );
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@@ -456,24 +456,24 @@ void RenderPass::generateCommandsImpl(uint32_t extraFlags,
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if (isDepthPass) {
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FMaterial const* const ma = mi->getMaterial();
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RasterState rs = ma->getRasterState();
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const RasterState rs = ma->getRasterState();
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const TransparencyMode mode = mi->getTransparencyMode();
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const BlendingMode blendingMode = ma->getBlendingMode();
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const bool translucent = (blendingMode != BlendingMode::OPAQUE
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&& blendingMode != BlendingMode::MASKED);
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// unconditionally write the command
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cmdDepth.primitive.primitiveHandle = primitive.getHwHandle();
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cmdDepth.primitive.mi = mi;
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cmdDepth.primitive.rasterState.culling = mi->getCullingMode();
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*curr = cmdDepth;
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BlendingMode blendingMode = ma->getBlendingMode();
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bool translucent = (blendingMode != BlendingMode::OPAQUE && blendingMode != BlendingMode::MASKED);
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// FIXME: should writeDepthForShadowCasters take precedence over rs.depthWrite?
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bool issueDepth = (rs.depthWrite
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// FIXME: should writeDepthForShadowCasters take precedence over mi->getDepthWrite()?
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cmdDepth.primitive.rasterState.depthWrite = (1 // only keep bit 0
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& (mi->getDepthWrite() | (mode == TransparencyMode::TWO_PASSES_ONE_SIDE))
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& !(depthFilterTranslucentObjects & translucent)
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& !(depthFilterAlphaMaskedObjects & rs.alphaToCoverage))
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| writeDepthForShadowCasters;
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curr->key |= select(!issueDepth);
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| writeDepthForShadowCasters;
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*curr = cmdDepth;
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// handle the case where this primitive is empty / no-op
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curr->key |= select(primitive.getPrimitiveType() == PrimitiveType::NONE);
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@@ -1,12 +1,12 @@
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Pod::Spec.new do |spec|
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spec.name = "Filament"
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spec.version = "1.12.6"
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spec.version = "1.12.7"
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spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
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spec.homepage = "https://google.github.io/filament"
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spec.authors = "Google LLC."
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spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
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spec.platform = :ios, "11.0"
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.12.6/filament-v1.12.6-ios.tgz" }
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.12.7/filament-v1.12.7-ios.tgz" }
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# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
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spec.pod_target_xcconfig = {
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@@ -37,8 +37,6 @@ vec4 evaluateMaterial(const MaterialInputs material) {
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}
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#endif
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addEmissive(material, color);
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#if defined(HAS_DIRECTIONAL_LIGHTING)
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#if defined(HAS_SHADOWING)
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float visibility = 1.0;
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@@ -62,5 +60,7 @@ vec4 evaluateMaterial(const MaterialInputs material) {
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color = vec4(0.0);
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#endif
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addEmissive(material, color);
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return color;
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}
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@@ -1,6 +1,6 @@
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{
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"name": "filament",
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"version": "1.12.6",
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"version": "1.12.7",
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"description": "Real-time physically based rendering engine",
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"main": "filament.js",
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"module": "filament.js",
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