Compare commits

..
Author SHA1 Message Date
Benjamin Doherty 791f51dcb4 Update glslang to e3bca2a 2022-05-04 12:29:21 -07:00
Benjamin Doherty 4621f3ec5d Filament specific changes 2022-05-04 12:06:26 -07:00
Benjamin Doherty ab9c09d0d9 Update spirv-tools to 46492aa 2022-05-04 12:00:04 -07:00
Benjamin Doherty dbf51c1c7d Update SPIRV-Cross to 0c8a79b 2022-05-04 11:07:15 -07:00
1894 changed files with 200428 additions and 164073 deletions
@@ -1,10 +0,0 @@
FROM python:3.10.4
RUN pip3 install pygithub==1.55
ENV PYTHONUNBUFFERED=1
COPY verify_release_notes.py /verify_release_notes.py
RUN chmod +x /verify_release_notes.py
ENTRYPOINT [ "/verify_release_notes.py" ]
@@ -1,35 +0,0 @@
name: 'Verify Release Notes'
description: 'Verifies that a RELEASE_NOTES file has been modified'
inputs:
repo-token:
description: 'The GitHub token'
required: true
pull-request-number:
description: 'The Pull Request number'
required: true
bypass-label-name:
description: 'The Label used to bypass this check'
required: false
default: 'internal'
release-notes-file:
description: 'The path to the RELEASE_NOTES file'
required: false
default: 'RELEASE_NOTES.md'
pull-request-repo-full-name:
description: 'The full name of the Pull Request repo'
required: false
default: ${{ github.event.pull_request.head.repo.full_name }}
pull-request-head-ref:
description: 'The HEAD ref of the Pull Request'
required: false
default: ${{ github.event.pull_request.head.ref }}
runs:
using: 'docker'
image: 'Dockerfile'
args:
- ${{ inputs.repo-token }}
- ${{ inputs.pull-request-number }}
- ${{ inputs.bypass-label-name }}
- ${{ inputs.release-notes-file }}
- ${{ inputs.pull-request-repo-full-name }}
- ${{ inputs.pull-request-head-ref }}
@@ -1,100 +0,0 @@
#!/usr/bin/env python3
# Copyright (C) 2022 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.
from github import Github
import sys, os
def print_usage():
print('Verify that a GitHub pull request modifies a RELEASE_NOTES file')
print()
print('Usage:')
print(' verify_release_notes.py [arguments]')
print()
print('Arguments:')
print('1. github token')
print('2. pull request number')
print('3. bypass label name')
print('4. release notes file path')
print('5. pull request repo full name')
print('6. pull request head ref')
print()
print('The GITHUB_REPOSITORY environment variable must be set (e.g., google/filament).')
def leave_single_comment(pull_request, comment_body):
""" Leaves a comment on a PR once, without leaving a duplicate comment. """
# To avoid spamming the PR author, we'll use this comment tag (which will render invisibly on
# GitHub) to check if we've already left a comment on this PR.
COMMENT_TAG = '<!-- verify_release_notes -->\n'
comments = pull_request.get_issue_comments()
for comment in comments:
if comment.body.find(COMMENT_TAG) != -1:
return
# The GitHub token may not have WRITE permissions to leave a comment (for example, for 3P
# contributors). In that case, we simply won't leave a comment.
try:
pull_request.create_issue_comment(f'{COMMENT_TAG}{comment_body}')
except:
print("Unable to leave comment. Continuing.")
# The first argument is the path to this script.
if len(sys.argv) != 7:
print_usage()
sys.exit(1)
authentication_token = sys.argv[1]
pull_number = sys.argv[2]
bypass_label_name = sys.argv[3]
release_notes_file = sys.argv[4]
pr_repo_full_name = sys.argv[5]
pr_head_ref = sys.argv[6]
g = Github(authentication_token)
repo_name = os.environ.get('GITHUB_REPOSITORY')
if repo_name is None:
print("The GITHUB_REPOSITORY environment variable must be set.")
sys.exit(1)
repo = g.get_repo(repo_name)
pull_request = repo.get_pull(int(pull_number))
# First check if the PR has the "bypass" label. This label is used for PRs that don't need to update
# RELEASE_NOTES. If so, we can exit immediately.
labels = [l.name for l in pull_request.labels]
if bypass_label_name in labels:
print(f"PR number {pull_number} in repo {repo_name} contains the '{bypass_label_name}' label.")
print("Exiting with success.")
sys.exit(0)
# Next, check if the release notes file (RELEASE_NOTES.md or similar) has been modified.
files = pull_request.get_files()
for file in files:
if file.filename == release_notes_file:
print(f"PR number {pull_number} in repo {repo_name} modifies '{release_notes_file}'.")
print("Exiting with success.")
sys.exit(0)
# At this point, we issue a warning to the PR author to remember to modify the release notes, and
# exit with failure.
edit_url = f"https://github.com/{pr_repo_full_name}/edit/{pr_head_ref}/{release_notes_file}"
comment = (f"Please add a release note line to [{release_notes_file}]({edit_url}). "
f"If this PR does not warrant a release note, add the '{bypass_label_name}' label "
f"to this PR.")
print(comment)
leave_single_comment(pull_request, comment)
sys.exit(1)
+4
View File
@@ -33,6 +33,10 @@ jobs:
with:
name: gltfio-android-release
path: out/gltfio-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: gltfio-android-lite-release
path: out/gltfio-android-lite-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: filament-utils-android-release
+1
View File
@@ -126,6 +126,7 @@ jobs:
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/filamat-android-lite-release.aar out/filamat-${TAG}-lite-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/gltfio-android-lite-release.aar out/gltfio-${TAG}-lite-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
python3 build/common/upload-assets.py ${TAG} out/*.aar out/*.apk
env:
@@ -1,26 +0,0 @@
name: Verify Release Notes
on:
pull_request:
branches:
- main
types: [opened, synchronize, reopened, labeled]
jobs:
verify-release-notes:
name: Verify Release Notes
runs-on: ubuntu-latest
steps:
# We *only* need to check out the .github/ directory.
# The verify RELEASE_NOTES script uses the GitHub API to verify that RELEASE_NOTES was
# modified.
- name: Check out action
uses: Bhacaz/checkout-files@73e17cfbe8d7e0c6b2672b20cb05a718e20d18d4
with:
files: .github
token: ${{ secrets.GITHUB_TOKEN }}
- name: Verify release notes
uses: ./.github/actions/verify-release-notes
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
pull-request-number: ${{ github.event.pull_request.number }}
+6 -7
View File
@@ -144,9 +144,6 @@ make sure the command line tools are setup by running:
$ xcode-select --install
```
If you wish to run the Vulkan backend instead of the default Metal backend, you must install
the LunarG SDK, enable "System Global Components", and reboot your machine.
Then run `cmake` and `ninja` to trigger a build:
```
@@ -352,7 +349,7 @@ same version that our continuous builds use.
```
cd <your chosen parent folder for the emscripten SDK>
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.9.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
python ./emsdk.py install latest
python ./emsdk.py activate latest
@@ -368,11 +365,13 @@ export EMSDK=<your chosen home for the emscripten SDK>
The EMSDK variable is required so that the build script can find the Emscripten SDK. The build
creates a `samples` folder that can be used as the root of a simple static web server. Note that you
cannot open the HTML directly from the filesystem due to CORS. We recommend using the emrun tool
to create a quick localhost server:
cannot open the HTML directly from the filesystem due to CORS. One way to deal with this is to
use Python to create a quick localhost server:
```
emrun out/cmake-webgl-release/web/samples --no_browser --port 8000
cd out/cmake-webgl-release/web/samples
python3 -m http.server # Python 3
python -m SimpleHTTPServer # Python 2.7
```
You can then open http://localhost:8000/suzanne.html in your web browser.
+23 -27
View File
@@ -23,8 +23,6 @@ option(FILAMENT_SUPPORTS_XCB "Include XCB support in Linux builds" ON)
option(FILAMENT_SUPPORTS_XLIB "Include XLIB support in Linux builds" ON)
option(FILAMENT_SUPPORTS_EGL_ON_LINUX "Use EGL for OpenGL in Linux builds" OFF)
option(FILAMENT_SUPPORTS_WAYLAND "Include Wayland support in Linux builds" OFF)
option(FILAMENT_SKIP_SDL2 "Skip dependencies of SDL2, and SDL2" OFF)
@@ -35,16 +33,16 @@ set(FILAMENT_NDK_VERSION "" CACHE STRING
"Android NDK version or version prefix to be used when building for Android."
)
set(FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB "3" CACHE STRING
"Per render pass arena size. Must be roughly 1 MB larger than FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB, default 3."
set(FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB "2" CACHE STRING
"Per render pass arena size. Must be roughly 1 MB larger than FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB, default 2."
)
set(FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB "2" CACHE STRING
"Size of the high-level draw commands buffer. Rule of thumb, 1 MB less than FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB, default 2."
set(FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB "1" CACHE STRING
"Size of the high-level draw commands buffer. Rule of thumb, 1 MB less than FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB, default 1."
)
set(FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB "2" CACHE STRING
"Size of the command-stream buffer. As a rule of thumb use the same value as FILAMENT_PER_FRRAME_COMMANDS_SIZE_IN_MB, default 2."
set(FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB "1" CACHE STRING
"Size of the command-stream buffer. As a rule of thumb use the same value as FILAMENT_PER_FRRAME_COMMANDS_SIZE_IN_MB, default 1."
)
set(FILAMENT_OPENGL_HANDLE_ARENA_SIZE_IN_MB "4" CACHE STRING
@@ -105,9 +103,6 @@ if (LINUX)
if (FILAMENT_SUPPORTS_WAYLAND)
add_definitions(-DFILAMENT_SUPPORTS_WAYLAND)
set(FILAMENT_SUPPORTS_X11 FALSE)
elseif (FILAMENT_SUPPORTS_EGL_ON_LINUX)
add_definitions(-DFILAMENT_SUPPORTS_EGL_ON_LINUX)
set(FILAMENT_SUPPORTS_X11 FALSE)
else ()
if (FILAMENT_SUPPORTS_XCB)
add_definitions(-DFILAMENT_SUPPORTS_XCB)
@@ -280,10 +275,6 @@ if (FILAMENT_USE_EXTERNAL_GLES3)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DUSE_EXTERNAL_GLES3")
endif()
if (FILAMENT_SUPPORTS_EGL_ON_LINUX)
set(EGL TRUE)
endif()
if (FILAMENT_USE_SWIFTSHADER)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DFILAMENT_USE_SWIFTSHADER")
endif()
@@ -359,10 +350,6 @@ if (WEBGL)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-rtti")
endif()
if (WEBGL_PTHREADS)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
endif()
# ==================================================================================================
# Debug compiler flags
# ==================================================================================================
@@ -405,8 +392,8 @@ endif()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${GC_SECTIONS}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${GC_SECTIONS} ${B_SYMBOLIC_FUNCTIONS}")
if (WEBGL_PTHREADS)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -pthread")
if (WEBGL)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_WEBGL2=1")
endif()
# ==================================================================================================
@@ -597,6 +584,15 @@ if (FILAMENT_USE_SWIFTSHADER)
find_library(SWIFTSHADER_VK NAMES vk_swiftshader HINTS "$ENV{SWIFTSHADER_LD_LIBRARY_PATH}")
message(STATUS "Found SwiftShader VK library in: ${SWIFTSHADER_VK}.")
add_definitions(-DFILAMENT_VKLIBRARY_PATH=\"${SWIFTSHADER_VK}\")
elseif (FILAMENT_SUPPORTS_VULKAN)
if (APPLE OR FILAMENT_LINUX_IS_MOBILE)
find_library(Vulkan_LIBRARY NAMES vulkan HINTS "$ENV{VULKAN_SDK}/lib" "$ENV{VULKAN_SDK}/macOS/lib")
if (Vulkan_LIBRARY)
set(Vulkan_FOUND ON)
message(STATUS "Found Vulkan library in SDK: ${Vulkan_LIBRARY}.")
add_definitions(-DFILAMENT_VKLIBRARY_PATH=\"${Vulkan_LIBRARY}\")
endif()
endif()
endif()
# ==================================================================================================
@@ -654,7 +650,6 @@ add_subdirectory(${LIBRARIES}/image)
add_subdirectory(${LIBRARIES}/ktxreader)
add_subdirectory(${LIBRARIES}/math)
add_subdirectory(${LIBRARIES}/mathio)
add_subdirectory(${LIBRARIES}/uberz)
add_subdirectory(${LIBRARIES}/utils)
add_subdirectory(${LIBRARIES}/viewer)
add_subdirectory(${FILAMENT}/filament)
@@ -692,6 +687,10 @@ if (FILAMENT_SUPPORTS_VULKAN)
add_subdirectory(${EXTERNAL}/vkmemalloc/tnt)
endif()
if (APPLE)
add_subdirectory(${EXTERNAL}/moltenvk/tnt)
endif()
set(FILAMENT_SAMPLES_BINARY_DIR ${PROJECT_BINARY_DIR}/samples)
if (WEBGL)
@@ -703,9 +702,7 @@ if (IS_HOST_PLATFORM)
if (FILAMENT_SUPPORTS_OPENGL)
add_subdirectory(${LIBRARIES}/bluegl)
endif()
if (NOT FILAMENT_SKIP_SDL2)
add_subdirectory(${LIBRARIES}/filamentapp)
endif()
add_subdirectory(${LIBRARIES}/filamentapp)
add_subdirectory(${LIBRARIES}/imageio)
add_subdirectory(${FILAMENT}/samples)
@@ -728,10 +725,9 @@ if (IS_HOST_PLATFORM)
add_subdirectory(${TOOLS}/rgb-to-lmsr)
add_subdirectory(${TOOLS}/roughness-prefilter)
add_subdirectory(${TOOLS}/specular-color)
add_subdirectory(${TOOLS}/uberz)
endif()
# Generate exported executables for cross-compiled builds (Android, WebGL, and iOS)
if (NOT CMAKE_CROSSCOMPILING)
export(TARGETS matc cmgen filamesh mipgen resgen uberz glslminifier FILE ${IMPORT_EXECUTABLES})
export(TARGETS matc cmgen filamesh mipgen resgen glslminifier FILE ${IMPORT_EXECUTABLES})
endif()
+2 -1
View File
@@ -164,7 +164,8 @@ private:
### Strings
- Never use `std::string` in the Filament core renderer. Prefer `utils::CString` or `std::string_view`.
- Never use `std::string` in the Filament core renderer. Prefer `utils::CString` or
`utils::StaticString`.
- When using `std::string` in tools, always include the `std::` qualifier to disambiguate it
from other string types.
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.27.0'
implementation 'com.google.android.filament:filament-android:1.21.3'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```
pod 'Filament', '~> 1.27.0'
pod 'Filament', '~> 1.21.3'
```
### Snapshots
+4 -35
View File
@@ -50,13 +50,13 @@ Do not push to origin yet.
git cherry-pick rc/$RELEASE
```
Update the headers. The "main branch" header becomes a header for $NEXT_RELEASE, and a new "main
branch" header is added.
Update the headers. The "Next release" header becomes a header for $NEXT_RELEASE, and a new "Next
release" header is added.
For example, this:
```
## main branch
## Next release (main branch)
- foo
- bar
@@ -68,7 +68,7 @@ For example, this:
becomes:
```
## main branch
## Next release (main branch)
## v1.9.4
- foo
@@ -138,34 +138,3 @@ git push origin main
```
git push origin -u rc/$NEXT_RELEASE
```
## 11. Rebuild the GitHub release (if failed).
Sometimes the GitHub release job will fail. In this case, you can manually re-run the release job.
### Remove any assets uploaded to the release (if needed).
For example, if rebuilding the Mac release, ensure that the `filament-<version>-mac.tgz` artifact
is removed from the release assets.
### Update the release branch (if needed).
If you need to add one or more new commits to the release, perform the following:
First, push the new commit(s) to the `release` branch.
Then, with the release branch checked out with the new commit(s), run
```
git tag -f -a <release tagname>
git push origin -f <release tagname>
```
This will update and force push the tag.
### Re-run the GitHub release workflow
Navigate to [Filament's release
workflow](https://github.com/google/filament/actions/workflows/release.yml). Hit the _Run workflow_
dropdown. Modify _Platform to build_ and _Release tag to build_, then hit _Run workflow_. This will
initiate a new release run.
+1 -127
View File
@@ -3,138 +3,12 @@
This file contains one line summaries of commits that are worthy of mentioning in release notes.
A new header is inserted each time a *tag* is created.
## main branch
## v1.27.0
- WebGL: reduce max instance count to work around Chrome issues [⚠️ **Recompile Materials**]
- engine: rework material/shader sampler binding code [⚠️ **Recompile Materials**]
- gltfio: move the API for `recomputeBoundingBoxes` [⚠️ **API Change**]
- engine: add support for specialization constants [⚠️ **Recompile Materials**]
- gltfio: fix spotlight regression
- gltfio: clear the MaterialInstance cache when creating new instances
## v1.26.0
- engine: new feature level APIs, see `Engine::getSupportedFeatureLevel()`
- engine: add new stencil API to `View` and stencil state APIs to `MaterialInstance` [**NEW API**].
- engine: Fix guard bands and TAA with `vertexDomain:Device` [⚠️ **Recompile Materials**]
- engine: `clipSpaceTransform` is now only available with `vertexDomain:Device` [⚠️ **API Change**]
- gltfio: add unified `AssetLoader::createAsset()` method [⚠️ **API Change**]
- gltfio: all assets are now "instanced" [⚠️ **API Change**]
## v1.25.6
- engine: Add `CONFIG_MINSPEC_UBO_SIZE` as a nicer way to allow exceeding the ES3.0 minspec.
- gltfio: minor efficiency improvement for Android and WebGL builds.
- gltfio: add support for concurrent texture downloading and decoding.
## v1.25.5
- WebGL: upgraded the JS bindings to work with emsdk 3.1.15
- WebGL: added missing IBL builder to TypeScript annotations
- engine: Fix incorrect precision restoration when computing accurate world translations
- engine: make `MaterialInstance` public API friendly to `std::string_view` parameters
- gltfio: add 'detach' methods to allow ownership transfer of entities and components
## v1.25.4
- backend: streamline texture upload APIs [⚠️ **API Change**]
## v1.25.3
- engine: Fix Adreno gpu crash introduced by gpu morph target change
- engine: Add optional memory configuration parameters to Engine initialization
## v1.25.2
- engine: `Camera::getNear()` and `Camera::getCullingFar()` now return `doubles`
- Metal: implement scissor support.
- engine: `Renderer::getUserTime()` now returns seconds as documented (#5722) [⚠️ **API Fix**]
## v1.25.1
- engine: add support for automatic instancing. Must be enabled with `Engine::setAutomaticInstancingEnabled(bool)`
## v1.25.0
- Vulkan: smol-v blobs are now 8-byte aligned within the filamat archive. [⚠️ **Recompile Materials**]
- backend: added support for EGL on linux (headless)
- uberz tool: add --append and --template arguments.
- matc tool: add --template argument.
## v1.24.0
- ImGuiHelper: add support for Y flip.
- Metal: ignore `MTLTexture` formatting when importing external textures.
- materials: add a new `instanced` material parameter that is now mandatory in order to call `getInstanceIndex()`
- gltfio: UbershaderProvider now takes the ubershader archive in its constructor [⚠️ **API Change**]
- gltfio: Fix morphing with sparse accessors.
- gltfio: Fix models that use signed integers for morphing.
- engine: Documentation improvements regarding SkinningBuffer and fix an off-by-one assert when setting a SkinningBuffer.
- picking is now exposed to JavaScript
- gltf_viewer: Exercise picking functionality.
- OpenGL: add WebGL support for ReadPixels
- Vulkan: add assert and error message for OOM (debug builds)
- Vulkan: fix crash with picking and 2-component ReadPixels.
- backend: workaround broken GLES timer query on some Mali-Gxx old drivers
- backend: revert c049a1 & reenable b2cdf9 ("don't issue a flush systematically after framegraph's execute")
- gltfio: namespace now lives under Filament [⚠️ **API Change**]
- gltfio: UbershaderLoader renamed to UbershaderProvider [⚠️ **API Change**]
- gltfio: MaterialGenerator renamed to JitShaderProvider [⚠️ **API Change**]
## v1.23.2
- gltfio: Fix morphing for un-packed accessors.
- gltfio: Ubershaders are now packaged into flexible archives.
- gltfio: Remove poorly maintained lite flavor.
- engine: Disable user scissor while rendering the Shadow Maps.
- engine: Merge identical backend `RenderPrimitives` together.
- engine: Improve `ResourceAllocator` performance a bit by reserving 128 cache entries.
- utils: Remove `std::hash<T>` definitions for `libutils` types. Use `T::Hasher` explicitly instead. [⚠️ **API Change**]
- backend: Fix WGL context attributes.
- Metal: Fix potential invalid shaders when using gltfio in Ubershader mode. [⚠️ **Recompile Materials to get the fix**]
## v1.23.1
- gltfio: support skinning with bones that do not belong to any scene.
- gltfio: add `attachSkin` / `detachSkin` method to FilamentAsset.
- gltfio: ubershader mode: set sheen to `OPAQUE`.
- Metal: fix issues seen with dynamic resolution on M1 Macs.
- engine: add a "global" mode for render primitive's `blendOrder`.
- engine: remove `RenderManager::setGeometryAt(index, count)`. [⚠️ **API Change**]
- engine: fix overallocation by about 17MB.
- WebGL: Add JS bindings for Texture class methods.
## v1.23.0
- engine: Changed UBOs layout [⚠️ **Material breakage**].
- engine: Normals on morphed models have been fixed (core Filament change).
- Java: View has several minor changes due to generated code, such as field ordering.
- gltfio: Fix crash when reloading glTF assets.
- gltfio: introduce cross-fade animation API [**NEW API**].
## v1.22.2
- Java: Minor API change: rename `ssctStartTraceDistance` to `ssctShadowDistance`. [⚠️ **API Change**]
- Java: Minor API change: rename `blendingMode` to `blendMode`. [⚠️ **API Change**]
- engine: Fix some memory leaks.
## v1.22.1
- Metal: Shaders now use `half` floating-point arithmetic when possible for improved performance. [⚠️ **Recompile Materials**]
- engine: add support for presentation time in `Renderer`
- engine: added guard bands support for screen-space effects
- gltfio: Add multi-scene support.
- gltfio: Various glTF-related cleanup and enhancements.
- gltfio: Add support for KHR_texture_basisu.
## v1.22.1 (currently main branch)
## v1.22.0
- engine: Changed UBOs layout [⚠️ **Material breakage**].
- engine: Improve effects relying on mipmapping
- engine: Fix assert seen with VSM shadows.
- WebGL: Fix `isTextureFormatSupported` for ETC2 formats.
## v1.21.3
+7 -11
View File
@@ -81,10 +81,10 @@ buildscript {
'minSdk': 19,
'targetSdk': 31,
'compileSdk': 31,
'kotlin': '1.7.10',
'kotlin_coroutines': '1.6.1',
'buildTools': '33.0.0',
'ndk': '25.0.8775105'
'kotlin': '1.6.10',
'kotlin_coroutines': '1.6.0',
'buildTools': '32.0.0',
'ndk': '23.1.7779620'
]
ext.deps = [
@@ -101,12 +101,11 @@ buildscript {
dependencies {
// NOTE: See TODO in gradle.properties once we move to Gradle 7.4
classpath 'com.android.tools.build:gradle:7.2.1'
classpath 'com.android.tools.build:gradle:7.1.1'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
}
ext.cmakeArgs = [
"--no-warn-unused-cli",
"-DANDROID_PIE=ON",
"-DANDROID_PLATFORM=21",
"-DANDROID_STL=c++_static",
@@ -118,6 +117,8 @@ buildscript {
ext.cppFlags = [
"-std=c++17",
"-Wno-unused-command-line-argument",
"-Wl,--hash-style=both", // Required to support API levels below 23
"-fno-stack-protector",
"-fno-exceptions",
"-fno-unwind-tables",
@@ -130,13 +131,8 @@ buildscript {
"-fomit-frame-pointer",
"-ffunction-sections",
"-fdata-sections",
"-no-canonical-prefixes",
"-Wformat",
"-Werror=format-security",
"-Wno-unused-command-line-argument",
"-Wl,--gc-sections",
"-Wl,-Bsymbolic-functions",
"-Wl,--hash-style=both", // Required to support API levels below 23
]
ext.abis = abis
+1
View File
@@ -1,3 +1,4 @@
plugins {
id 'groovy-gradle-plugin'
}
-2
View File
@@ -1,6 +1,4 @@
android {
namespace 'com.google.android.filament.filamat'
flavorDimensions "functionality"
productFlavors {
full {
-4
View File
@@ -1,7 +1,3 @@
android {
namespace 'com.google.android.filament'
}
dependencies {
implementation deps.androidx.annotations
}
@@ -84,13 +84,13 @@ Java_com_google_android_filament_Camera_nLookAt(JNIEnv*, jclass, jlong nativeCam
camera->lookAt({eye_x, eye_y, eye_z}, {center_x, center_y, center_z}, {up_x, up_y, up_z});
}
extern "C" JNIEXPORT jdouble JNICALL
extern "C" JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_Camera_nGetNear(JNIEnv*, jclass, jlong nativeCamera) {
Camera *camera = (Camera *) nativeCamera;
return camera->getNear();
}
extern "C" JNIEXPORT jdouble JNICALL
extern "C" JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_Camera_nGetCullingFar(JNIEnv*, jclass,
jlong nativeCamera) {
Camera *camera = (Camera *) nativeCamera;
@@ -316,36 +316,3 @@ Java_com_google_android_filament_Engine_nGetEntityManager(JNIEnv*, jclass, jlong
Engine* engine = (Engine*) nativeEngine;
return (jlong) &engine->getEntityManager();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nSetAutomaticInstancingEnabled(JNIEnv*, jclass, jlong nativeEngine, jboolean enable) {
Engine* engine = (Engine*) nativeEngine;
engine->setAutomaticInstancingEnabled(enable);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsAutomaticInstancingEnabled(JNIEnv*, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)engine->isAutomaticInstancingEnabled();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Engine_nGetSupportedFeatureLevel(JNIEnv *, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jint)engine->getSupportedFeatureLevel();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Engine_nSetActiveFeatureLevel(JNIEnv *, jclass,
jlong nativeEngine, jint ordinal) {
Engine* engine = (Engine*) nativeEngine;
return (jint)engine->setActiveFeatureLevel((Engine::FeatureLevel)ordinal);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Engine_nGetActiveFeatureLevel(JNIEnv *, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jint)engine->getActiveFeatureLevel();
}
@@ -341,14 +341,6 @@ Java_com_google_android_filament_MaterialInstance_nSetDepthWrite(JNIEnv*,
instance->setDepthWrite(enable);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilWrite(JNIEnv*, jclass,
jlong nativeMaterialInstance, jboolean enable) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilWrite(enable);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetDepthCulling(JNIEnv*,
@@ -357,70 +349,6 @@ Java_com_google_android_filament_MaterialInstance_nSetDepthCulling(JNIEnv*,
instance->setDepthCulling(enable);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilCompareFunction(JNIEnv*, jclass,
jlong nativeMaterialInstance, jlong function, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilCompareFunction(
static_cast<MaterialInstance::StencilCompareFunc>(function),
static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilOpStencilFail(JNIEnv*, jclass,
jlong nativeMaterialInstance, jlong op, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilOpStencilFail(
static_cast<MaterialInstance::StencilOperation>(op),
static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilOpDepthFail(JNIEnv*, jclass,
jlong nativeMaterialInstance, jlong op, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilOpDepthFail(
static_cast<MaterialInstance::StencilOperation>(op),
static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilOpDepthStencilPass(JNIEnv*, jclass,
jlong nativeMaterialInstance, jlong op, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilOpDepthStencilPass(
static_cast<MaterialInstance::StencilOperation>(op),
static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilReferenceValue(JNIEnv*, jclass,
jlong nativeMaterialInstance, jint value, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilReferenceValue(value, static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilReadMask(JNIEnv*, jclass,
jlong nativeMaterialInstance, jint readMask, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilReadMask(readMask, static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilWriteMask(JNIEnv*, jclass,
jlong nativeMaterialInstance, jint writeMask, jlong face) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setStencilWriteMask(writeMask, static_cast<MaterialInstance::StencilFace>(face));
}
extern "C"
JNIEXPORT jstring JNICALL
Java_com_google_android_filament_MaterialInstance_nGetName(JNIEnv* env, jclass,
@@ -120,14 +120,6 @@ Java_com_google_android_filament_RenderableManager_nBuilderBlendOrder(JNIEnv*, j
builder->blendOrder((size_t) index, (uint16_t) blendOrder);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderGlobalBlendOrderEnabled(JNIEnv*, jclass,
jlong nativeBuilder, jint index, jboolean enabled) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->globalBlendOrderEnabled((size_t) index, (bool) enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderBoundingBox(JNIEnv*, jclass,
jlong nativeBuilder, jfloat cx, jfloat cy, jfloat cz, jfloat ex, jfloat ey, jfloat ez) {
@@ -430,6 +422,15 @@ Java_com_google_android_filament_RenderableManager_nSetGeometryAt__JIIIJJII(JNIE
(size_t) offset, (size_t) count);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetGeometryAt__JIIIII(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex, jint primitiveType, jint offset,
jint count) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
rm->setGeometryAt((RenderableManager::Instance) i, (size_t) primitiveIndex,
(RenderableManager::PrimitiveType) primitiveType, (size_t) offset, (size_t) count);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetBlendOrderAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex, jint blendOrder) {
@@ -438,14 +439,6 @@ Java_com_google_android_filament_RenderableManager_nSetBlendOrderAt(JNIEnv*, jcl
(uint16_t) blendOrder);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetGlobalBlendOrderEnabledAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex, jboolean enabled) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
rm->setGlobalBlendOrderEnabledAt((RenderableManager::Instance) i, (size_t) primitiveIndex,
(bool) enabled);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetEnabledAttributesAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex) {
@@ -156,9 +156,12 @@ Java_com_google_android_filament_Renderer_nResetUserTime(JNIEnv*, jclass, jlong
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Renderer_nSetDisplayInfo(JNIEnv*, jclass, jlong nativeRenderer, jfloat refreshRate) {
Java_com_google_android_filament_Renderer_nSetDisplayInfo(JNIEnv*, jclass, jlong nativeRenderer,
jfloat refreshRate, jlong presentationDeadlineNanos, jlong vsyncOffsetNanos) {
Renderer *renderer = (Renderer *) nativeRenderer;
renderer->setDisplayInfo({ .refreshRate = refreshRate });
renderer->setDisplayInfo({ .refreshRate = refreshRate,
.presentationDeadlineNanos = (uint64_t)presentationDeadlineNanos,
.vsyncOffsetNanos = (uint64_t)vsyncOffsetNanos });
}
extern "C" JNIEXPORT void JNICALL
@@ -180,10 +183,3 @@ Java_com_google_android_filament_Renderer_nSetClearOptions(JNIEnv *, jclass ,
.clear = (bool) clear,
.discard = (bool) discard});
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Renderer_nSetPresentationTime(JNIEnv *, jclass ,
jlong nativeRenderer, jlong monotonicClockNanos) {
Renderer *renderer = (Renderer *) nativeRenderer;
renderer->setPresentationTime(monotonicClockNanos);
}
@@ -188,6 +188,69 @@ Java_com_google_android_filament_Texture_nGetInternalFormat(JNIEnv*, jclass,
return (jint) texture->getFormat();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Texture_nSetImage(JNIEnv* env, jclass, jlong nativeTexture,
jlong nativeEngine, jint level, jint xoffset, jint yoffset, jint width, jint height,
jobject storage, jint remaining,
jint left, jint top, jint type, jint alignment,
jint stride, jint format,
jobject handler, jobject runnable) {
Texture* texture = (Texture*) nativeTexture;
Engine* engine = (Engine*) nativeEngine;
size_t sizeInBytes = getTextureDataSize(texture, (size_t) level, (Texture::Format) format,
(Texture::Type) type, (size_t) stride, (size_t) height, (size_t) alignment);
AutoBuffer nioBuffer(env, storage, 0);
if (sizeInBytes > (size_t(remaining) << nioBuffer.getShift())) {
// BufferOverflowException
return -1;
}
void *buffer = nioBuffer.getData();
auto *callback = JniBufferCallback::make(engine, env, handler, runnable, std::move(nioBuffer));
Texture::PixelBufferDescriptor desc(buffer, sizeInBytes, (backend::PixelDataFormat) format,
(backend::PixelDataType) type, (uint8_t) alignment, (uint32_t) left, (uint32_t) top,
(uint32_t) stride,
callback->getHandler(), &JniBufferCallback::postToJavaAndDestroy, callback);
texture->setImage(*engine, (size_t) level, (uint32_t) xoffset, (uint32_t) yoffset,
(uint32_t) width, (uint32_t) height, std::move(desc));
return 0;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Texture_nSetImageCompressed(JNIEnv *env, jclass,
jlong nativeTexture, jlong nativeEngine, jint level, jint xoffset, jint yoffset,
jint width, jint height, jobject storage, jint remaining,
jint, jint, jint, jint, jint compressedSizeInBytes, jint compressedFormat,
jobject handler, jobject runnable) {
Texture *texture = (Texture *) nativeTexture;
Engine *engine = (Engine *) nativeEngine;
size_t sizeInBytes = (size_t) compressedSizeInBytes;
AutoBuffer nioBuffer(env, storage, 0);
if (sizeInBytes > (size_t(remaining) << nioBuffer.getShift())) {
// BufferOverflowException
return -1;
}
void *buffer = nioBuffer.getData();
auto *callback = JniBufferCallback::make(engine, env, handler, runnable, std::move(nioBuffer));
Texture::PixelBufferDescriptor desc(buffer, sizeInBytes,
(backend::CompressedPixelDataType) compressedFormat, (uint32_t) compressedSizeInBytes,
callback->getHandler(), &JniBufferCallback::postToJavaAndDestroy, callback);
texture->setImage(*engine, (size_t) level, (uint32_t) xoffset, (uint32_t) yoffset,
(uint32_t) width, (uint32_t) height, std::move(desc));
return 0;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Texture_nSetImage3D(JNIEnv* env, jclass, jlong nativeTexture,
jlong nativeEngine, jint level,
@@ -290,10 +353,7 @@ Java_com_google_android_filament_Texture_nSetImageCubemap(JNIEnv *env, jclass,
(uint32_t) stride,
callback->getHandler(), &JniBufferCallback::postToJavaAndDestroy, callback);
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
texture->setImage(*engine, (size_t) level, std::move(desc), faceOffsets);
#pragma clang diagnostic pop
return 0;
}
@@ -328,10 +388,7 @@ Java_com_google_android_filament_Texture_nSetImageCubemapCompressed(JNIEnv *env,
(backend::CompressedPixelDataType) compressedFormat, (uint32_t) compressedSizeInBytes,
callback->getHandler(), &JniBufferCallback::postToJavaAndDestroy, callback);
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
texture->setImage(*engine, (size_t) level, std::move(desc), faceOffsets);
#pragma clang diagnostic pop
return 0;
}
+2 -25
View File
@@ -259,14 +259,14 @@ Java_com_google_android_filament_View_nSetAmbientOcclusionOptions(JNIEnv*, jclas
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetSSCTOptions(JNIEnv *, jclass, jlong nativeView,
jfloat ssctLightConeRad, jfloat ssctShadowDistance, jfloat ssctContactDistanceMax,
jfloat ssctLightConeRad, jfloat ssctStartTraceDistance, jfloat ssctContactDistanceMax,
jfloat ssctIntensity, jfloat ssctLightDirX, jfloat ssctLightDirY, jfloat ssctLightDirZ,
jfloat ssctDepthBias, jfloat ssctDepthSlopeBias, jint ssctSampleCount,
jint ssctRayCount, jboolean ssctEnabled) {
View* view = (View*) nativeView;
View::AmbientOcclusionOptions options = view->getAmbientOcclusionOptions();
options.ssct.lightConeRad = ssctLightConeRad;
options.ssct.shadowDistance = ssctShadowDistance;
options.ssct.shadowDistance = ssctStartTraceDistance;
options.ssct.contactDistanceMax = ssctContactDistanceMax;
options.ssct.intensity = ssctIntensity;
options.ssct.lightDirection = math::float3{ ssctLightDirX, ssctLightDirY, ssctLightDirZ };
@@ -461,26 +461,3 @@ Java_com_google_android_filament_View_nPick(JNIEnv* env, jclass,
JniCallback::postToJavaAndDestroy(callback);
}, callback->getHandler());
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetStencilBufferEnabled(JNIEnv *, jclass, jlong nativeView,
jboolean enabled) {
View* view = (View*) nativeView;
view->setStencilBufferEnabled(enabled);
}
extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_View_nIsStencilBufferEnabled(JNIEnv *, jclass, jlong nativeView) {
View* view = (View*) nativeView;
return view->isStencilBufferEnabled();
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetGuardBandOptions(JNIEnv *, jclass,
jlong nativeView, jboolean enabled) {
View* view = (View*) nativeView;
view->setGuardBandOptions({ .enabled = (bool)enabled });
}
@@ -400,7 +400,7 @@ public class Camera {
}
/**
* Sets the camera's model matrix.
* Sets the camera's view matrix.
* <p>
* Helper method to set the camera's entity transform component.
* Remember that the Camera "looks" towards its -z axis.
@@ -412,29 +412,29 @@ public class Camera {
* engine.getTransformManager().getInstance(camera->getEntity()), viewMatrix);
* </pre>
*
* @param modelMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
* @param viewMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
*/
public void setModelMatrix(@NonNull @Size(min = 16) float[] modelMatrix) {
Asserts.assertMat4fIn(modelMatrix);
nSetModelMatrix(getNativeObject(), modelMatrix);
public void setModelMatrix(@NonNull @Size(min = 16) float[] viewMatrix) {
Asserts.assertMat4fIn(viewMatrix);
nSetModelMatrix(getNativeObject(), viewMatrix);
}
/**
* Sets the camera's model matrix.
* Sets the camera's view matrix.
* <p>
* Helper method to set the camera's entity transform component.
* Remember that the Camera "looks" towards its -z axis.
* <p>
*
* @param modelMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
* @param viewMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
*/
public void setModelMatrix(@NonNull @Size(min = 16) double[] modelMatrix) {
Asserts.assertMat4In(modelMatrix);
nSetModelMatrixFp64(getNativeObject(), modelMatrix);
public void setModelMatrix(@NonNull @Size(min = 16) double[] viewMatrix) {
Asserts.assertMat4In(viewMatrix);
nSetModelMatrixFp64(getNativeObject(), viewMatrix);
}
/**
* Sets the camera's model matrix.
* Sets the camera's view matrix.
*
* @param eyeX x-axis position of the camera in world space
* @param eyeY y-axis position of the camera in world space
@@ -456,7 +456,7 @@ public class Camera {
* @return Distance to the near plane
*/
public float getNear() {
return (float)nGetNear(getNativeObject());
return nGetNear(getNativeObject());
}
/**
@@ -464,7 +464,7 @@ public class Camera {
* @return Distance to the far plane
*/
public float getCullingFar() {
return (float)nGetCullingFar(getNativeObject());
return nGetCullingFar(getNativeObject());
}
/**
@@ -549,10 +549,10 @@ public class Camera {
/**
* Retrieves the camera's view matrix. The view matrix is the inverse of the model matrix.
*
* @param out A 16-float array where the view matrix will be stored, or null in which
* @param out A 16-float array where the model view will be stored, or null in which
* case a new array is allocated.
*
* @return A 16-float array containing the camera's column-major view matrix.
* @return A 16-float array containing the camera's view as a column-major matrix.
*/
@NonNull @Size(min = 16)
public float[] getViewMatrix(@Nullable @Size(min = 16) float[] out) {
@@ -567,7 +567,7 @@ public class Camera {
* @param out A 16-double array where the model view will be stored, or null in which
* case a new array is allocated.
*
* @return A 16-double array containing the camera's column-major view matrix.
* @return A 16-double array containing the camera's view as a column-major matrix.
*/
@NonNull @Size(min = 16)
public double[] getViewMatrix(@Nullable @Size(min = 16) double[] out) {
@@ -787,8 +787,8 @@ public class Camera {
private static native void nSetModelMatrix(long nativeCamera, float[] in);
private static native void nSetModelMatrixFp64(long nativeCamera, double[] in);
private static native void nLookAt(long nativeCamera, double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ);
private static native double nGetNear(long nativeCamera);
private static native double nGetCullingFar(long nativeCamera);
private static native float nGetNear(long nativeCamera);
private static native float nGetCullingFar(long nativeCamera);
private static native void nGetProjectionMatrix(long nativeCamera, double[] out);
private static native void nGetCullingProjectionMatrix(long nativeCamera, double[] out);
private static native void nGetScaling(long nativeCamera, double[] out);
@@ -47,7 +47,7 @@ import com.google.android.filament.proguard.UsedByReflection;
* <pre>
* import com.google.android.filament.*
*
* Engine engine = Engine.create();
* Engin engine = Engine.create();
* SwapChain swapChain = engine.createSwapChain(nativeWindow);
* Renderer renderer = engine.createRenderer();
* Scene scene = engine.createScene();
@@ -107,7 +107,6 @@ import com.google.android.filament.proguard.UsedByReflection;
*/
public class Engine {
private static final Backend[] sBackendValues = Backend.values();
private static final FeatureLevel[] sFeatureLevelValues = FeatureLevel.values();
private long mNativeObject;
@@ -142,18 +141,6 @@ public class Engine {
NOOP,
}
/**
* Defines the backend's feature levels.
*/
public enum FeatureLevel {
/** Reserved, don't use */
FEATURE_LEVEL_0,
/** OpenGL ES 3.0 features (default) */
FEATURE_LEVEL_1,
/** OpenGL ES 3.1 features + 31 textures units + cubemap arrays */
FEATURE_LEVEL_2
};
private Engine(long nativeEngine) {
mNativeObject = nativeEngine;
mTransformManager = new TransformManager(nGetTransformManager(nativeEngine));
@@ -271,88 +258,6 @@ public class Engine {
return sBackendValues[(int) nGetBackend(getNativeObject())];
}
/**
* Helper to enable accurate translations.
* If you need this Engine to handle a very large world space, one way to achieve this
* automatically is to enable accurate translations in the TransformManager. This helper
* provides a convenient way of doing that.
* This is typically called once just after creating the Engine.
*/
public void enableAccurateTranslations() {
getTransformManager().setAccurateTranslationsEnabled(true);
}
/**
* Query the feature level supported by the selected backend.
*
* A specific feature level needs to be set before the corresponding features can be used.
*
* @return FeatureLevel supported the selected backend.
* @see #setActiveFeatureLevel
*/
@NonNull
public FeatureLevel getSupportedFeatureLevel() {
return sFeatureLevelValues[(int) nGetSupportedFeatureLevel(getNativeObject())];
}
/**
* Activate all features of a given feature level. By default FeatureLevel::FEATURE_LEVEL_1 is
* active. The selected feature level must not be higher than the value returned by
* getActiveFeatureLevel() and it's not possible lower the active feature level.
*
* @param featureLevel the feature level to activate. If featureLevel is lower than
* getActiveFeatureLevel(), the current (higher) feature level is kept.
* If featureLevel is higher than getSupportedFeatureLevel(), an exception
* is thrown, or the program is terminated if exceptions are disabled.
*
* @return the active feature level.
*
* @see #getSupportedFeatureLevel
* @see #getActiveFeatureLevel
*/
@NonNull
public FeatureLevel setActiveFeatureLevel(@NonNull FeatureLevel featureLevel) {
return sFeatureLevelValues[(int) nSetActiveFeatureLevel(getNativeObject(), featureLevel.ordinal())];
}
/**
* Returns the currently active feature level.
* @return currently active feature level
* @see #getSupportedFeatureLevel
* @see #setActiveFeatureLevel
*/
@NonNull
public FeatureLevel getActiveFeatureLevel() {
return sFeatureLevelValues[(int) nGetActiveFeatureLevel(getNativeObject())];
}
/**
* Enables or disables automatic instancing of render primitives. Instancing of render primitive
* can greatly reduce CPU overhead but requires the instanced primitives to be identical
* (i.e. use the same geometry) and use the same MaterialInstance. If it is known that the
* scene doesn't contain any identical primitives, automatic instancing can have some
* overhead and it is then best to disable it.
*
* Disabled by default.
*
* @param enable true to enable, false to disable automatic instancing.
*
* @see RenderableManager
* @see MaterialInstance
*/
public void setAutomaticInstancingEnabled(boolean enable) {
nSetAutomaticInstancingEnabled(getNativeObject(), enable);
}
/**
* @return true if automatic instancing is enabled, false otherwise.
* @see #setAutomaticInstancingEnabled
*/
public boolean isAutomaticInstancingEnabled() {
return nIsAutomaticInstancingEnabled(getNativeObject());
}
// SwapChain
/**
@@ -688,11 +593,8 @@ public class Engine {
}
/**
* Destroys all Filament-known components from this <code>entity</code>.
* Destroys an <code>entity</code> and all its components.
* <p>
* This method destroys Filament components only, not the <code>entity</code> itself. To destroy
* the <code>entity</code> use <code>EntityManager#destroy</code>.
*
* It is recommended to destroy components individually before destroying their
* <code>entity</code>, this gives more control as to when the destruction really happens.
* Otherwise, orphaned components are garbage collected, which can happen at a later time.
@@ -815,9 +717,4 @@ public class Engine {
private static native long nGetRenderableManager(long nativeEngine);
private static native long nGetJobSystem(long nativeEngine);
private static native long nGetEntityManager(long nativeEngine);
private static native void nSetAutomaticInstancingEnabled(long nativeEngine, boolean enable);
private static native boolean nIsAutomaticInstancingEnabled(long nativeEngine);
private static native int nGetSupportedFeatureLevel(long nativeEngine);
private static native int nSetActiveFeatureLevel(long nativeEngine, int ordinal);
private static native int nGetActiveFeatureLevel(long nativeEngine);
}
@@ -36,7 +36,6 @@ import java.util.Set;
*
* @see <a href="https://google.github.io/filament/Materials.html">Filament Materials Guide</a>
*/
@UsedByNative("AssetLoader.cpp")
public class Material {
static final class EnumCache {
private EnumCache() { }
@@ -20,9 +20,6 @@ import androidx.annotation.IntRange;
import androidx.annotation.NonNull;
import androidx.annotation.Size;
import com.google.android.filament.proguard.UsedByNative;
@UsedByNative("AssetLoader.cpp")
public class MaterialInstance {
private Material mMaterial;
private String mName;
@@ -52,54 +49,6 @@ public class MaterialInstance {
MAT4
}
/**
* Operations that control how the stencil buffer is updated.
*/
public enum StencilOperation {
/**
* Keeps the current value.
*/
KEEP,
/**
* Sets the value to 0.
*/
ZERO,
/**
* Sets the value to the stencil reference value.
*/
REPLACE,
/**
* Increments the current value. Clamps to the maximum representable unsigned value.
*/
INCR_CLAMP,
/**
* Increments the current value. Wraps value to zero when incrementing the maximum
* representable unsigned value.
*/
INCR_WRAP,
/**
* Decrements the current value. Clamps to 0.
*/
DECR_CLAMP,
/**
* Decrements the current value. Wraps value to the maximum representable unsigned value
* when decrementing a value of zero.
*/
DECR_WRAP,
/**
* Bitwise inverts the current value.
*/
INVERT,
}
public enum StencilFace {
FRONT,
BACK,
FRONT_AND_BACK
}
// Converts the StencilFace enum ordinal to Filament's equivalent bit field.
static final int[] sStencilFaceMapping = {0x1, 0x2, 0x3};
public MaterialInstance(Engine engine, long nativeMaterialInstance) {
mNativeObject = nativeMaterialInstance;
mNativeMaterial = nGetMaterial(mNativeObject);
@@ -524,10 +473,6 @@ public class MaterialInstance {
nSetDepthWrite(getNativeObject(), enable);
}
public void setStencilWrite(boolean enable) {
nSetStencilWrite(getNativeObject(), enable);
}
/**
* Overrides the default depth testing state that was set on the material.
*
@@ -539,208 +484,6 @@ public class MaterialInstance {
nSetDepthCulling(getNativeObject(), enable);
}
/**
* Sets the stencil comparison function (default is {@link TextureSampler.CompareFunction#ALWAYS}).
*
* <p>
* It's possible to set separate stencil comparison functions; one for front-facing polygons,
* and one for back-facing polygons. The face parameter determines the comparison function(s)
* updated by this call.
* </p>
*
* @param func the stencil comparison function
* @param face the faces to update the comparison function for
*/
public void setStencilCompareFunction(TextureSampler.CompareFunction func, StencilFace face) {
nSetStencilCompareFunction(getNativeObject(), func.ordinal(),
sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the stencil comparison function for both front and back-facing polygons.
* @see #setStencilCompareFunction(TextureSampler.CompareFunction, StencilFace)
*/
public void setStencilCompareFunction(TextureSampler.CompareFunction func) {
setStencilCompareFunction(func, StencilFace.FRONT_AND_BACK);
}
/**
* Sets the stencil fail operation (default is {@link StencilOperation#KEEP}).
*
* <p>
* The stencil fail operation is performed to update values in the stencil buffer when the
* stencil test fails.
* </p>
*
* <p>
* It's possible to set separate stencil fail operations; one for front-facing polygons, and one
* for back-facing polygons. The face parameter determines the stencil fail operation(s) updated
* by this call.
* </p>
*
* @param op the stencil fail operation
* @param face the faces to update the stencil fail operation for
*/
public void setStencilOpStencilFail(StencilOperation op, StencilFace face) {
nSetStencilOpStencilFail(getNativeObject(), op.ordinal(),
sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the stencil fail operation for both front and back-facing polygons.
* @see #setStencilOpStencilFail(StencilOperation, StencilFace)
*/
public void setStencilOpStencilFail(StencilOperation op) {
setStencilOpStencilFail(op, StencilFace.FRONT_AND_BACK);
}
/**
* Sets the depth fail operation (default is {@link StencilOperation#KEEP}).
*
* <p>
* The depth fail operation is performed to update values in the stencil buffer when the depth
* test fails.
* </p>
*
* <p>
* It's possible to set separate depth fail operations; one for front-facing polygons, and one
* for back-facing polygons. The face parameter determines the depth fail operation(s) updated
* by this call.
* </p>
*
* @param op the depth fail operation
* @param face the faces to update the depth fail operation for
*/
public void setStencilOpDepthFail(StencilOperation op, StencilFace face) {
nSetStencilOpDepthFail(getNativeObject(), op.ordinal(),
sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the depth fail operation for both front and back-facing polygons.
* @see #setStencilOpDepthFail(StencilOperation, StencilFace)
*/
public void setStencilOpDepthFail(StencilOperation op) {
setStencilOpDepthFail(op, StencilFace.FRONT_AND_BACK);
}
/**
* Sets the depth-stencil pass operation (default is {@link StencilOperation#KEEP}).
*
* <p>
* The depth-stencil pass operation is performed to update values in the stencil buffer when
* both the stencil test and depth test pass.
* </p>
*
* <p>
* It's possible to set separate depth-stencil pass operations; one for front-facing polygons,
* and one for back-facing polygons. The face parameter determines the depth-stencil pass
* operation(s) updated by this call.
* </p>
*
* @param op the depth-stencil pass operation
* @param face the faces to update the depth-stencil operation for
*/
public void setStencilOpDepthStencilPass(StencilOperation op, StencilFace face) {
nSetStencilOpDepthStencilPass(getNativeObject(), op.ordinal(),
sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the depth-stencil pass operation for both front and back-facing polygons.
* @see #setStencilOpDepthStencilPass(StencilOperation, StencilFace)
*/
public void setStencilOpDepthStencilPass(StencilOperation op) {
setStencilOpDepthStencilPass(op, StencilFace.FRONT_AND_BACK);
}
/**
* Sets the stencil reference value (default is 0).
*
* <p>
* The stencil reference value is the left-hand side for stencil comparison tests. It's also
* used as the replacement stencil value when {@link StencilOperation} is
* {@link StencilOperation#REPLACE}.
* </p>
*
* <p>
* It's possible to set separate stencil reference values; one for front-facing polygons, and
* one for back-facing polygons. The face parameter determines the reference value(s) updated by
* this call.
* </p>
*
* @param value the stencil reference value (only the least significant 8 bits are used)
* @param face the faces to update the reference value for
*/
public void setStencilReferenceValue(@IntRange(from = 0, to = 255) int value, StencilFace face) {
nSetStencilReferenceValue(getNativeObject(), value, sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the stencil reference value for both front and back-facing polygons.
* @see #setStencilReferenceValue(int, StencilFace)
*/
public void setStencilReferenceValue(@IntRange(from = 0, to = 255) int value) {
setStencilReferenceValue(value, StencilFace.FRONT_AND_BACK);
}
/**
* Sets the stencil read mask (default is 0xFF).
*
* <p>
* The stencil read mask masks the bits of the values participating in the stencil comparison
* test- both the value read from the stencil buffer and the reference value.
* </p>
*
* <p>
* It's possible to set separate stencil read masks; one for front-facing polygons, and one for
* back-facing polygons. The face parameter determines the stencil read mask(s) updated by this
* call.
* </p>
*
* @param readMask the read mask (only the least significant 8 bits are used)
* @param face the faces to update the read mask for
*/
public void setStencilReadMask(@IntRange(from = 0, to = 255) int readMask, StencilFace face) {
nSetStencilReadMask(getNativeObject(), readMask, sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the stencil read mask for both front and back-facing polygons.
* @see #setStencilReadMask(int, StencilFace)
*/
public void setStencilReadMask(@IntRange(from = 0, to = 255) int readMask) {
setStencilReadMask(readMask, StencilFace.FRONT_AND_BACK);
}
/**
* Sets the stencil write mask (default is 0xFF).
*
* <p>
* The stencil write mask masks the bits in the stencil buffer updated by stencil operations.
* </p>
*
* <p>
* It's possible to set separate stencil write masks; one for front-facing polygons, and one for
* back-facing polygons. The face parameter determines the stencil write mask(s) updated by this
* call.
* </p>
*
* @param writeMask the write mask (only the least significant 8 bits are used)
* @param face the faces to update the read mask for
*/
public void setStencilWriteMask(@IntRange(from = 0, to = 255) int writeMask, StencilFace face) {
nSetStencilWriteMask(getNativeObject(), writeMask, sStencilFaceMapping[face.ordinal()]);
}
/**
* Sets the stencil write mask for both front and back-facing polygons.
* @see #setStencilWriteMask(int, StencilFace)
*/
public void setStencilWriteMask(int writeMask) {
setStencilWriteMask(writeMask, StencilFace.FRONT_AND_BACK);
}
public long getNativeObject() {
if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed MaterialInstance");
@@ -813,24 +556,8 @@ public class MaterialInstance {
private static native void nSetCullingMode(long nativeMaterialInstance, long mode);
private static native void nSetColorWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetDepthWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetStencilWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetDepthCulling(long nativeMaterialInstance, boolean enable);
private static native void nSetStencilCompareFunction(long nativeMaterialInstance,
long function, long face);
private static native void nSetStencilOpStencilFail(long nativeMaterialInstance, long op,
long face);
private static native void nSetStencilOpDepthFail(long nativeMaterialInstance, long op,
long face);
private static native void nSetStencilOpDepthStencilPass(long nativeMaterialInstance, long op,
long face);
private static native void nSetStencilReferenceValue(long nativeMaterialInstance, int value,
long face);
private static native void nSetStencilReadMask(long nativeMaterialInstance, int readMask,
long face);
private static native void nSetStencilWriteMask(long nativeMaterialInstance, int writeMask,
long face);
private static native String nGetName(long nativeMaterialInstance);
private static native long nGetMaterial(long nativeMaterialInstance);
@@ -104,12 +104,12 @@ public class MorphTargetBuffer {
}
/**
* Updates float4 positions for the given morph target.
* Updates positions of morph target at the index.
*
* @param engine {@link Engine} instance
* @param targetIndex The index of morph target to be updated
* @param positions An array with at least count*4 floats
* @param count Number of float4 vectors in positions to be consumed
* @param positions Pointer to at least count positions
* @param count Number of position elements in positions
*/
public void setPositionsAt(@NonNull Engine engine,
@IntRange(from = 0) int targetIndex,
@@ -122,15 +122,12 @@ public class MorphTargetBuffer {
}
/**
* Updates tangents for the given morph target.
*
* These quaternions must be represented as signed shorts, where real numbers in the [-1,+1]
* range multiplied by 32767.
* Updates tangents of morph target at the index.
*
* @param engine {@link Engine} instance
* @param targetIndex The index of morph target to be updated
* @param tangents An array with at least "count*4" shorts
* @param count number of short4 quaternions in tangents
* @param tangents Pointer to at least count tangents
* @param count Number of tangent elements in tangents
*/
public void setTangentsAt(@NonNull Engine engine,
@IntRange(from = 0) int targetIndex,
@@ -143,14 +140,14 @@ public class MorphTargetBuffer {
}
/**
* @return number of vertices in this {@link MorphTargetBuffer}
* @return number of vertex count in this {@link MorphTargetBuffer}
*/
public int getVertexCount() {
return nGetVertexCount(mNativeObject);
}
/**
* @return number of morph targets in this {@link MorphTargetBuffer}
* @return number of target count in this {@link MorphTargetBuffer}
*/
public int getCount() {
return nGetCount(mNativeObject);
@@ -191,9 +191,7 @@ public class RenderableManager {
}
/**
* Sets the drawing order for blended primitives. The drawing order is either global or
* local (default) to this Renderable. In either case, the Renderable priority takes
* precedence.
* Sets an ordering index for blended primitives that all live at the same Z value.
*
* @param index the primitive of interest
* @param blendOrder draw order number (0 by default). Only the lowest 15 bits are used.
@@ -205,18 +203,6 @@ public class RenderableManager {
return this;
}
/**
* Sets whether the blend order is global or local to this Renderable (by default).
*
* @param index the primitive of interest
* @param enabled true for global, false for local blend ordering.
*/
@NonNull
public Builder globalBlendOrderEnabled(@IntRange(from = 0) int index, boolean enabled) {
nBuilderGlobalBlendOrderEnabled(mNativeBuilder, index, enabled);
return this;
}
/**
* The axis-aligned bounding box of the renderable.
*
@@ -806,9 +792,18 @@ public class RenderableManager {
0, indices.getIndexCount());
}
/**
* Changes the drawing order for blended primitives. The drawing order is either global or
* local (default) to this Renderable. In either case, the Renderable priority takes precedence.
/**
* Changes the geometry for the given primitive.
*
* @see Builder#geometry Builder.geometry
*/
public void setGeometryAt(@EntityInstance int i, @IntRange(from = 0) int primitiveIndex,
@NonNull PrimitiveType type, @IntRange(from = 0) int offset, @IntRange(from = 0) int count) {
nSetGeometryAt(mNativeObject, i, primitiveIndex, type.getValue(), offset, count);
}
/**
* Changes the ordering index for blended primitives that all live at the same Z value.
*
* @see Builder#blendOrder
*
@@ -821,20 +816,6 @@ public class RenderableManager {
nSetBlendOrderAt(mNativeObject, instance, primitiveIndex, blendOrder);
}
/**
* Changes whether the blend order is global or local to this Renderable (by default).
*
* @see Builder#globalBlendOrderEnabled
*
* @param instance the renderable of interest
* @param primitiveIndex the primitive of interest
* @param enabled true for global, false for local blend ordering.
*/
public void setGlobalBlendOrderEnabledAt(@EntityInstance int instance, @IntRange(from = 0) int primitiveIndex,
boolean enabled) {
nSetGlobalBlendOrderEnabledAt(mNativeObject, instance, primitiveIndex, enabled);
}
/**
* Retrieves the set of enabled attribute slots in the given primitive's VertexBuffer.
*/
@@ -872,7 +853,6 @@ public class RenderableManager {
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int minIndex, int maxIndex, int count);
private static native void nBuilderMaterial(long nativeBuilder, int index, long nativeMaterialInstance);
private static native void nBuilderBlendOrder(long nativeBuilder, int index, int blendOrder);
private static native void nBuilderGlobalBlendOrderEnabled(long nativeBuilder, int index, boolean enabled);
private static native void nBuilderBoundingBox(long nativeBuilder, float cx, float cy, float cz, float ex, float ey, float ez);
private static native void nBuilderLayerMask(long nativeBuilder, int select, int value);
private static native void nBuilderPriority(long nativeBuilder, int priority);
@@ -911,7 +891,7 @@ public class RenderableManager {
private static native void nSetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex, long nativeMaterialInstance);
private static native long nGetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex);
private static native void nSetGeometryAt(long nativeRenderableManager, int i, int primitiveIndex, int primitiveType, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int count);
private static native void nSetGeometryAt(long nativeRenderableManager, int i, int primitiveIndex, int primitiveType, int offset, int count);
private static native void nSetBlendOrderAt(long nativeRenderableManager, int i, int primitiveIndex, int blendOrder);
private static native void nSetGlobalBlendOrderEnabledAt(long nativeRenderableManager, int i, int primitiveIndex, boolean enabled);
private static native int nGetEnabledAttributesAt(long nativeRenderableManager, int i, int primitiveIndex);
}
@@ -61,17 +61,13 @@ public class Renderer {
/**
* How far in advance a buffer must be queued for presentation at a given time in ns
* On Android you can use {@link android.view.Display#getPresentationDeadlineNanos()}.
* @deprecated this value is ignored
*/
@Deprecated
public long presentationDeadlineNanos = 0;
/**
* Offset by which vsyncSteadyClockTimeNano provided in beginFrame() is offset in ns
* On Android you can use {@link android.view.Display#getAppVsyncOffsetNanos()}.
* @deprecated this value is ignored
*/
@Deprecated
public long vsyncOffsetNanos = 0;
};
@@ -179,7 +175,8 @@ public class Renderer {
*/
public void setDisplayInfo(@NonNull DisplayInfo info) {
mDisplayInfo = info;
nSetDisplayInfo(getNativeObject(), info.refreshRate);
nSetDisplayInfo(getNativeObject(),
info.refreshRate, info.presentationDeadlineNanos, info.vsyncOffsetNanos);
}
/**
@@ -250,23 +247,6 @@ public class Renderer {
return mEngine;
}
/**
* Set the time at which the frame must be presented to the display.
* <p>
* This must be called between {@link #beginFrame} and {@link #endFrame}.
* </p>
*
* @param monotonicClockNanos The time in nanoseconds corresponding to the system monotonic
* up-time clock. The presentation time is typically set in the
* middle of the period of interest and cannot be too far in the
* future as it is limited by how many buffers are available in
* the display sub-system. Typically it is set to 1 or 2 vsync
* periods away.
*/
public void setPresentationTime(long monotonicClockNanos) {
nSetPresentationTime(getNativeObject(), monotonicClockNanos);
}
/**
* Sets up a frame for this <code>Renderer</code>.
* <p><code>beginFrame</code> manages frame pacing, and returns whether or not a frame should be
@@ -684,7 +664,6 @@ public class Renderer {
mNativeObject = 0;
}
private static native void nSetPresentationTime(long nativeObject, long monotonicClockNanos);
private static native boolean nBeginFrame(long nativeRenderer, long nativeSwapChain, long frameTimeNanos);
private static native void nEndFrame(long nativeRenderer);
private static native void nRender(long nativeRenderer, long nativeView);
@@ -706,7 +685,8 @@ public class Renderer {
Object handler, Runnable callback);
private static native double nGetUserTime(long nativeRenderer);
private static native void nResetUserTime(long nativeRenderer);
private static native void nSetDisplayInfo(long nativeRenderer, float refreshRate);
private static native void nSetDisplayInfo(long nativeRenderer,
float refreshRate, long presentationDeadlineNanos, long vsyncOffsetNanos);
private static native void nSetFrameRateOptions(long nativeRenderer,
float interval, float headRoomRatio, float scaleRate, int history);
private static native void nSetClearOptions(long nativeRenderer,
@@ -29,6 +29,7 @@ import java.nio.ReadOnlyBufferException;
* Stream supports three different configurations:
*
* <dl>
* <dt>TEXTURE_ID</dt> <dd>takes an OpenGL texture ID and incurs a copy</dd>
* <dt>ACQUIRED</dt> <dd>connects to an Android AHardwareBuffer</dd>
* <dt>NATIVE</dt> <dd>connects to an Android SurfaceTexture</dd>
* </dl>
@@ -65,6 +66,12 @@ import java.nio.ReadOnlyBufferException;
* </ul>
*
* <p>
* The <b>TEXTURE_ID</b> configuration achieves synchronization automatically. In this mode,
* Filament performs a copy on the main thread during beginFrame by blitting the external image into
* an internal round-robin queue of images. This copy has a run-time cost.
* </p>
*
* <p>
* For <b>ACQUIRED</b> streams, there is no need to perform the copy because Filament explictly
* acquires the stream, then releases it later via a callback function. This configuration is
* especially useful when the Vulkan backend is enabled.
@@ -111,7 +118,8 @@ public class Stream {
* By default, Stream objects are {@link StreamType#ACQUIRED ACQUIRED} and must have external images pushed to them via
* {@link #setAcquiredImage}.
*
* To create a {@link StreamType#NATIVE NATIVE} stream, call the <pre>stream</pre> method on the builder.
* To create a {@link StreamType#NATIVE NATIVE} stream, call one of the <pre>stream</pre> methods
* on the builder.
*/
public static class Builder {
@SuppressWarnings({"FieldCanBeLocal", "UnusedDeclaration"}) // Keep to finalize native resources
@@ -203,7 +211,7 @@ public class Stream {
}
/**
* Indicates whether this <code>Stream</code> is NATIVE or ACQUIRED.
* Indicates whether this <code>Stream</code> is NATIVE, TEXTURE_ID, or ACQUIRED.
*/
public StreamType getStreamType() {
return sStreamTypeValues[nGetStreamType(getNativeObject())];
@@ -222,7 +230,7 @@ public class Stream {
* also where the callback is invoked. This method can only be used for streams that were
* constructed without calling the {@link Builder.stream} method.
*
* See {@link Stream} for more information about NATIVE and ACQUIRED configurations.
* See {@link Stream} for more information about NATIVE, TEXTURE_ID, and ACQUIRED configurations.
*
* @param hwbuffer {@link android.hardware.HardwareBuffer HardwareBuffer} (requires API level 26)
* @param handler {@link java.util.concurrent.Executor Executor} or {@link android.os.Handler Handler}.
@@ -884,7 +884,7 @@ public class Texture {
// TODO: add a setImage() version that takes an android Bitmap
/**
* <code>setImage</code> is used to modify the whole content of the texture from a CPU-buffer.
* <code>setImage</code> is used to modify the whole content of the texure from a CPU-buffer.
*
* <p>This <code>Texture</code> instance must use {@link Sampler#SAMPLER_2D SAMPLER_2D} or
* {@link Sampler#SAMPLER_EXTERNAL SAMPLER_EXTERNAL}. If the later is specified
@@ -912,7 +912,7 @@ public class Texture {
public void setImage(@NonNull Engine engine,
@IntRange(from = 0) int level,
@NonNull PixelBufferDescriptor buffer) {
setImage(engine, level, 0, 0, 0, getWidth(level), getHeight(level), 1, buffer);
setImage(engine, level, 0, 0, getWidth(level), getHeight(level), buffer);
}
@@ -947,15 +947,33 @@ public class Texture {
@IntRange(from = 0) int xoffset, @IntRange(from = 0) int yoffset,
@IntRange(from = 0) int width, @IntRange(from = 0) int height,
@NonNull PixelBufferDescriptor buffer) {
setImage(engine, level, xoffset, yoffset, 0, width, height, 1, buffer);
int result;
if (buffer.type == COMPRESSED) {
result = nSetImageCompressed(getNativeObject(), engine.getNativeObject(), level,
xoffset, yoffset, width, height,
buffer.storage, buffer.storage.remaining(),
buffer.left, buffer.top, buffer.type.ordinal(), buffer.alignment,
buffer.compressedSizeInBytes, buffer.compressedFormat.ordinal(),
buffer.handler, buffer.callback);
} else {
result = nSetImage(getNativeObject(), engine.getNativeObject(), level,
xoffset, yoffset, width, height,
buffer.storage, buffer.storage.remaining(),
buffer.left, buffer.top, buffer.type.ordinal(), buffer.alignment,
buffer.stride, buffer.format.ordinal(),
buffer.handler, buffer.callback);
}
if (result < 0) {
throw new BufferOverflowException();
}
}
/**
* <code>setImage</code> is used to modify a sub-region of a 3D texture, 2D texture array or
* cubemap from a CPU-buffer. Cubemaps are treated like a 2D array of six layers.
* <code>setImage</code> is used to modify a sub-region of the 3D texture or 2D texture array
* from a CPU-buffer.
*
* <p>This <code>Texture</code> instance must use {@link Sampler#SAMPLER_2D_ARRAY SAMPLER_2D_ARRAY},
* {@link Sampler#SAMPLER_3D SAMPLER_3D} or {@link Sampler#SAMPLER_CUBEMAP SAMPLER_CUBEMAP}.</p>
* <p>This <code>Texture</code> instance must use {@link Sampler#SAMPLER_2D_ARRAY SAMPLER_2D_ARRAY} or
* {@link Sampler#SAMPLER_3D SAMPLER_3D}.</p>
*
* @param engine {@link Engine} this texture is associated to. Must be the
* instance passed to {@link Builder#build Builder.build()}.
@@ -1028,9 +1046,7 @@ public class Texture {
*
* @see Builder#sampler
* @see PixelBufferDescriptor
* @deprecated use {@link #setImage(Engine, int, int, int, int, int, int, int, PixelBufferDescriptor)}
*/
@Deprecated
public void setImage(@NonNull Engine engine, @IntRange(from = 0) int level,
@NonNull PixelBufferDescriptor buffer,
@NonNull @Size(min = 6) int[] faceOffsetsInBytes) {
@@ -1242,6 +1258,18 @@ public class Texture {
private static native int nGetTarget(long nativeTexture);
private static native int nGetInternalFormat(long nativeTexture);
private static native int nSetImage(long nativeTexture, long nativeEngine,
int level, int xoffset, int yoffset, int width, int height,
Buffer storage, int remaining, int left, int top, int type, int alignment,
int stride, int format,
Object handler, Runnable callback);
private static native int nSetImageCompressed(long nativeTexture, long nativeEngine,
int level, int xoffset, int yoffset, int width, int height,
Buffer storage, int remaining, int left, int top, int type, int alignment,
int compressedSizeInBytes, int compressedFormat,
Object handler, Runnable callback);
private static native int nSetImage3D(long nativeTexture, long nativeEngine,
int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth,
Buffer storage, int remaining, int left, int top, int type, int alignment,
File diff suppressed because it is too large Load Diff
@@ -157,6 +157,8 @@ public class DisplayHelper {
info = new Renderer.DisplayInfo();
}
info.refreshRate = DisplayHelper.getRefreshRate(display);
info.presentationDeadlineNanos = DisplayHelper.getPresentationDeadlineNanos(display);
info.vsyncOffsetNanos = DisplayHelper.getAppVsyncOffsetNanos(display);
return info;
}
+7 -9
View File
@@ -1,8 +1,6 @@
apply plugin: 'kotlin-android'
android {
namespace 'com.google.android.filament.utils'
sourceSets {
main {
kotlin.srcDirs += "src/main/java"
@@ -12,14 +10,14 @@ android {
defaultConfig {
missingDimensionStrategy 'functionality', 'full'
}
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
// dependencies, these shared libs already get pulled in, so we need to avoid the error:
// "More than one file was found with OS independent path ..."
packagingOptions {
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
// dependencies, these shared libs already get pulled in, so we need to avoid the error:
// "More than one file was found with OS independent path ..."
jniLibs {
excludes += ['lib/*/libfilament-jni.so', 'lib/*/libgltfio-jni.so']
}
exclude 'lib/*/libfilament-jni.so'
exclude 'lib/*/libgltfio-jni.so'
}
}
@@ -169,7 +169,6 @@ Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv
const jfieldID cameraFocalLength = env->GetFieldID(klass, "cameraFocalLength", "F");
const jfieldID cameraFocusDistance = env->GetFieldID(klass, "cameraFocusDistance", "F");
const jfieldID autoScaleEnabled = env->GetFieldID(klass, "autoScaleEnabled", "Z");
const jfieldID autoInstancingEnabled = env->GetFieldID(klass, "autoInstancingEnabled", "Z");
env->SetFloatField(result, cameraAperture, options.cameraAperture);
env->SetFloatField(result, cameraSpeed, options.cameraSpeed);
@@ -180,7 +179,6 @@ Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv
env->SetFloatField(result, cameraFocalLength, options.cameraFocalLength);
env->SetFloatField(result, cameraFocusDistance, options.cameraFocusDistance);
env->SetBooleanField(result, autoScaleEnabled, options.autoScaleEnabled);
env->SetBooleanField(result, autoInstancingEnabled, options.autoInstancingEnabled);
}
extern "C" JNIEXPORT jlong JNICALL
@@ -103,7 +103,6 @@ public class AutomationEngine {
public float cameraFocalLength = 28.0f;
public float cameraFocusDistance = 0.0f;
public boolean autoScaleEnabled = true;
public boolean autoInstancingEnabled = false;
}
/**
@@ -73,6 +73,8 @@ class ModelViewer(
get() = resourceLoader.asyncGetLoadProgress()
var normalizeSkinningWeights = true
var recomputeBoundingBoxes = false
var ignoreBindTransform = false
var cameraFocalLength = 28f
set(value) {
@@ -112,9 +114,9 @@ class ModelViewer(
view.scene = scene
view.camera = camera
materialProvider = UbershaderProvider(engine)
materialProvider = UbershaderLoader(engine)
assetLoader = AssetLoader(engine, materialProvider, EntityManager.get())
resourceLoader = ResourceLoader(engine, normalizeSkinningWeights)
resourceLoader = ResourceLoader(engine, normalizeSkinningWeights, recomputeBoundingBoxes, ignoreBindTransform)
// Always add a direct light source since it is required for shadowing.
// We highly recommend adding an indirect light as well.
@@ -176,7 +178,7 @@ class ModelViewer(
*/
fun loadModelGlb(buffer: Buffer) {
destroyModel()
asset = assetLoader.createAsset(buffer)
asset = assetLoader.createAssetFromBinary(buffer)
asset?.let { asset ->
resourceLoader.asyncBeginLoad(asset)
animator = asset.animator
@@ -191,7 +193,7 @@ class ModelViewer(
*/
fun loadModelGltf(buffer: Buffer, callback: (String) -> Buffer?) {
destroyModel()
asset = assetLoader.createAsset(buffer)
asset = assetLoader.createAssetFromJson(buffer)
asset?.let { asset ->
for (uri in asset.resourceUris) {
val resourceBuffer = callback(uri)
@@ -214,7 +216,7 @@ class ModelViewer(
*/
fun loadModelGltfAsync(buffer: Buffer, callback: (String) -> Buffer) {
destroyModel()
asset = assetLoader.createAsset(buffer)
asset = assetLoader.createAssetFromJson(buffer)
fetchResourcesJob = CoroutineScope(Dispatchers.IO).launch {
fetchResources(asset!!, callback)
}
+30 -30
View File
@@ -23,57 +23,48 @@ add_library(basis_transcoder STATIC IMPORTED)
set_target_properties(basis_transcoder PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbasis_transcoder.a)
add_library(zstd STATIC IMPORTED)
set_target_properties(zstd PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libzstd.a)
add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(uberzlib STATIC IMPORTED)
set_target_properties(uberzlib PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberzlib.a)
add_library(gltfio_resources STATIC IMPORTED)
set_target_properties(gltfio_resources PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libgltfio_resources.a)
add_library(uberarchive STATIC IMPORTED)
set_target_properties(uberarchive PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberarchive.a)
add_library(gltfio_resources_lite STATIC IMPORTED)
set_target_properties(gltfio_resources_lite PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libgltfio_resources_lite.a)
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map")
set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/Animator.h
${GLTFIO_DIR}/include/gltfio/AssetLoader.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/FilamentAsset.h
${GLTFIO_DIR}/include/gltfio/FilamentInstance.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/NodeManager.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/TextureProvider.h
${GLTFIO_DIR}/include/gltfio/math.h
${GLTFIO_DIR}/src/ArchiveCache.cpp
${GLTFIO_DIR}/src/ArchiveCache.h
${GLTFIO_DIR}/src/Animator.cpp
${GLTFIO_DIR}/src/AssetLoader.cpp
${GLTFIO_DIR}/src/DependencyGraph.cpp
${GLTFIO_DIR}/src/DependencyGraph.h
${GLTFIO_DIR}/src/DracoCache.cpp
${GLTFIO_DIR}/src/DracoCache.h
${GLTFIO_DIR}/src/DependencyGraph.cpp
${GLTFIO_DIR}/src/DependencyGraph.h
${GLTFIO_DIR}/src/FFilamentAsset.h
${GLTFIO_DIR}/src/FFilamentInstance.h
${GLTFIO_DIR}/src/FilamentAsset.cpp
${GLTFIO_DIR}/src/FFilamentInstance.h
${GLTFIO_DIR}/src/FilamentInstance.cpp
${GLTFIO_DIR}/src/FNodeManager.h
${GLTFIO_DIR}/src/GltfEnums.h
${GLTFIO_DIR}/src/Ktx2Provider.cpp
${GLTFIO_DIR}/src/MaterialProvider.cpp
${GLTFIO_DIR}/src/NodeManager.cpp
${GLTFIO_DIR}/src/ResourceLoader.cpp
${GLTFIO_DIR}/src/StbProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp
${GLTFIO_DIR}/src/TangentsJob.h
${GLTFIO_DIR}/src/UbershaderProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp
${GLTFIO_DIR}/src/UbershaderLoader.cpp
${GLTFIO_DIR}/src/Wireframe.cpp
${GLTFIO_DIR}/src/Wireframe.h
${GLTFIO_DIR}/src/upcast.h
@@ -84,10 +75,11 @@ set(GLTFIO_SRCS
src/main/cpp/FilamentInstance.cpp
src/main/cpp/MaterialKey.cpp
src/main/cpp/MaterialKey.h
src/main/cpp/UbershaderProvider.cpp
src/main/cpp/UbershaderLoader.cpp
src/main/cpp/ResourceLoader.cpp
${FILAMENT_DIR}/include/gltfio/materials/uberarchive.h
${FILAMENT_DIR}/include/gltfio/resources/gltfresources_lite.h
${FILAMENT_DIR}/include/gltfio/resources/gltfresources.h
../common/NioUtils.cpp
)
@@ -95,9 +87,9 @@ set(GLTFIO_SRCS
set(GLTFIO_INCLUDE_DIRS
..
${FILAMENT_DIR}/include
${FILAMENT_DIR}/include/gltfio/resources
../../filament/backend/include
../../libs/gltfio/include
../../third_party/basisu/zstd
../../third_party/cgltf
../../third_party/robin-map
../../third_party/hat-trie
@@ -110,8 +102,16 @@ add_library(gltfio-jni SHARED ${GLTFIO_SRCS})
target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS})
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols)
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map)
target_link_libraries(gltfio-jni filament-jni utils uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni dracodec)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/tnt)
if(GLTFIO_LITE)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_LITE=1)
target_link_libraries(gltfio-jni filament-jni utils log stb ktxreader basis_transcoder gltfio_resources_lite)
else()
target_link_libraries(gltfio-jni filament-jni utils log stb ktxreader basis_transcoder gltfio_resources)
# Enable Draco in the non-lite variant of gltfio.
target_link_libraries(gltfio-jni dracodec)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/tnt)
endif()
+22 -10
View File
@@ -1,21 +1,28 @@
android {
namespace 'com.google.android.filament.gltfio'
flavorDimensions "functionality"
productFlavors {
full {
dimension "functionality"
}
}
packagingOptions {
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
// dependencies, these shared libs already get pulled in, so we need to avoid the error:
// "More than one file was found with OS independent path ..."
jniLibs {
excludes += ['lib/*/libfilament-jni.so']
lite {
dimension "functionality"
externalNativeBuild {
cmake {
arguments.add("-DGLTFIO_LITE=ON")
}
}
}
}
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
// dependencies, these shared libs already get pulled in, so we need to avoid the error:
// "More than one file was found with OS independent path ..."
packagingOptions {
exclude 'lib/*/libfilament-jni.so'
}
}
dependencies {
@@ -33,6 +40,11 @@ afterEvaluate { project ->
artifactId = POM_ARTIFACT_ID_FULL
from components.fullRelease
}
liteRelease(MavenPublication) {
artifactId = POM_ARTIFACT_ID_LITE
from components.liteRelease
}
}
}
}
@@ -20,7 +20,7 @@
using namespace filament;
using namespace filament::math;
using namespace filament::gltfio;
using namespace gltfio;
using namespace utils;
extern "C" JNIEXPORT void JNICALL
@@ -36,13 +36,6 @@ Java_com_google_android_filament_gltfio_Animator_nUpdateBoneMatrices(JNIEnv*, jc
animator->updateBoneMatrices();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_Animator_nApplyCrossFade(JNIEnv*, jclass, jlong nativeAnimator,
jint previousAnimIndex, jfloat previousAnimTime, jfloat alpha) {
Animator* animator = (Animator*) nativeAnimator;
animator->applyCrossFade(previousAnimIndex, previousAnimTime, alpha);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_Animator_nResetBoneMatrices(JNIEnv*, jclass, jlong nativeAnimator) {
Animator* animator = (Animator*) nativeAnimator;
@@ -30,7 +30,7 @@
#include "MaterialKey.h"
using namespace filament;
using namespace filament::gltfio;
using namespace gltfio;
using namespace utils;
class JavaMaterialProvider : public MaterialProvider {
@@ -207,11 +207,20 @@ Java_com_google_android_filament_gltfio_AssetLoader_nDestroyAssetLoader(JNIEnv*,
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_gltfio_AssetLoader_nCreateAsset(JNIEnv* env, jclass,
Java_com_google_android_filament_gltfio_AssetLoader_nCreateAssetFromBinary(JNIEnv* env, jclass,
jlong nativeLoader, jobject javaBuffer, jint remaining) {
AssetLoader* loader = (AssetLoader*) nativeLoader;
AutoBuffer buffer(env, javaBuffer, remaining);
return (jlong) loader->createAsset((const uint8_t *) buffer.getData(),
return (jlong) loader->createAssetFromBinary((const uint8_t *) buffer.getData(),
buffer.getSize());
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_gltfio_AssetLoader_nCreateAssetFromJson(JNIEnv* env, jclass,
jlong nativeLoader, jobject javaBuffer, jint remaining) {
AssetLoader* loader = (AssetLoader*) nativeLoader;
AutoBuffer buffer(env, javaBuffer, remaining);
return (jlong) loader->createAssetFromJson((const uint8_t *) buffer.getData(),
buffer.getSize());
}
@@ -20,7 +20,7 @@
using namespace filament;
using namespace filament::math;
using namespace filament::gltfio;
using namespace gltfio;
using namespace utils;
extern "C" JNIEXPORT jint JNICALL
@@ -120,34 +120,10 @@ extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetLightEntities(JNIEnv* env, jclass,
jlong nativeAsset, jintArray result) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
const jsize available = env->GetArrayLength(result);
const size_t minCount = std::min(available, (jsize) asset->getLightEntityCount());
if (minCount == 0) {
return;
}
jsize available = env->GetArrayLength(result);
Entity* entities = (Entity*) env->GetIntArrayElements(result, nullptr);
std::copy_n(asset->getLightEntities(), minCount, entities);
env->ReleaseIntArrayElements(result, (jint*) entities, 0);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetRenderableEntityCount(JNIEnv*, jclass,
jlong nativeAsset) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
return asset->getRenderableEntityCount();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetRenderableEntities(JNIEnv* env, jclass,
jlong nativeAsset, jintArray result) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
const jsize available = env->GetArrayLength(result);
const size_t minCount = std::min(available, (jsize) asset->getRenderableEntityCount());
if (minCount == 0) {
return;
}
Entity* entities = (Entity*) env->GetIntArrayElements(result, nullptr);
std::copy_n(asset->getRenderableEntities(), minCount, entities);
std::copy_n(asset->getLightEntities(),
std::min(available, (jsize) asset->getLightEntityCount()), entities);
env->ReleaseIntArrayElements(result, (jint*) entities, 0);
}
@@ -155,13 +131,10 @@ extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetCameraEntities(JNIEnv* env, jclass,
jlong nativeAsset, jintArray result) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
const jsize available = env->GetArrayLength(result);
const size_t minCount = std::min(available, (jsize) asset->getCameraEntityCount());
if (minCount == 0) {
return;
}
jsize available = env->GetArrayLength(result);
Entity* entities = (Entity*) env->GetIntArrayElements(result, nullptr);
std::copy_n(asset->getCameraEntities(), minCount, entities);
std::copy_n(asset->getCameraEntities(),
std::min(available, (jsize) asset->getCameraEntityCount()), entities);
env->ReleaseIntArrayElements(result, (jint*) entities, 0);
}
@@ -228,6 +201,44 @@ Java_com_google_android_filament_gltfio_FilamentAsset_nGetExtras(JNIEnv* env, jc
return val ? env->NewStringUTF(val) : nullptr;
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetSkinCount(JNIEnv* , jclass,
jlong nativeAsset) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
return (jint) asset->getSkinCount();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetSkinNames(JNIEnv* env, jclass,
jlong nativeAsset, jobjectArray result) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
jsize available = env->GetArrayLength(result);
for (int i = 0; i < available; ++i) {
const char* name = asset->getSkinNameAt(i);
if (name) {
env->SetObjectArrayElement(result, (jsize) i, env->NewStringUTF(name));
}
}
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetJointCountAt(JNIEnv* , jclass,
jlong nativeAsset, jint skinIndex) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
return (jint) asset->getJointCountAt(skinIndex);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetJointsAt(JNIEnv* env, jclass,
jlong nativeAsset, jint skinIndex, jintArray result) {
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
jsize available = env->GetArrayLength(result);
Entity* entities = (Entity*) env->GetIntArrayElements(result, nullptr);
std::copy_n(asset->getJointsAt(skinIndex),
std::min(available, (jsize) asset->getJointCountAt(skinIndex)), entities);
env->ReleaseIntArrayElements(result, (jint*) entities, 0);
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_gltfio_FilamentAsset_nGetAnimator(JNIEnv* , jclass,
jlong nativeAsset) {
@@ -20,7 +20,7 @@
#include <algorithm>
using namespace filament::gltfio;
using namespace gltfio;
using namespace utils;
extern "C" JNIEXPORT jint JNICALL
@@ -61,57 +61,3 @@ Java_com_google_android_filament_gltfio_FilamentInstance_nApplyMaterialVariant(J
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
instance->applyMaterialVariant(variantIndex);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentInstance_nAttachSkin(JNIEnv* env, jclass,
jlong nativeInstance, jint skinIndex, jint targetEntity) {
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
Entity target = Entity::import(targetEntity);
instance->attachSkin(skinIndex, target);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentInstance_nDetachSkin(JNIEnv* env, jclass,
jlong nativeInstance, jint skinIndex, jint targetEntity) {
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
Entity target = Entity::import(targetEntity);
instance->detachSkin(skinIndex, target);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_gltfio_FilamentInstance_nGetSkinCount(JNIEnv* , jclass,
jlong nativeInstance) {
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
return (jint) instance->getSkinCount();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentInstance_nGetSkinNames(JNIEnv* env, jclass,
jlong nativeInstance, jobjectArray result) {
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
jsize available = env->GetArrayLength(result);
for (int i = 0; i < available; ++i) {
const char* name = instance->getSkinNameAt(i);
if (name) {
env->SetObjectArrayElement(result, (jsize) i, env->NewStringUTF(name));
}
}
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_gltfio_FilamentInstance_nGetJointCountAt(JNIEnv* , jclass,
jlong nativeInstance, jint skinIndex) {
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
return (jint) instance->getJointCountAt(skinIndex);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_FilamentInstance_nGetJointsAt(JNIEnv* env, jclass,
jlong nativeInstance, jint skinIndex, jintArray result) {
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
jsize available = env->GetArrayLength(result);
Entity* entities = (Entity*) env->GetIntArrayElements(result, nullptr);
std::copy_n(instance->getJointsAt(skinIndex),
std::min(available, (jsize) instance->getJointCountAt(skinIndex)), entities);
env->ReleaseIntArrayElements(result, (jint*) entities, 0);
}
@@ -20,7 +20,7 @@
#include "MaterialKey.h"
using namespace filament::gltfio;
using namespace gltfio;
MaterialKeyHelper& MaterialKeyHelper::get() {
static MaterialKeyHelper helper;
@@ -22,12 +22,10 @@
class MaterialKeyHelper {
public:
using MaterialKey = filament::gltfio::MaterialKey;
static MaterialKeyHelper& get();
void copy(JNIEnv* env, MaterialKey& dst, jobject src);
void copy(JNIEnv* env, jobject dst, const MaterialKey& src);
void copy(JNIEnv* env, gltfio::MaterialKey& dst, jobject src);
void copy(JNIEnv* env, jobject dst, const gltfio::MaterialKey& src);
void init(JNIEnv* env); // called only from the Java static class constructor
@@ -26,7 +26,7 @@
#include "common/NioUtils.h"
using namespace filament;
using namespace filament::gltfio;
using namespace gltfio;
using namespace utils;
static void destroy(void*, size_t, void *userData) {
@@ -36,9 +36,11 @@ static void destroy(void*, size_t, void *userData) {
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_gltfio_ResourceLoader_nCreateResourceLoader(JNIEnv*, jclass,
jlong nativeEngine, jboolean normalizeSkinningWeights) {
jlong nativeEngine, jboolean normalizeSkinningWeights, jboolean recomputeBoundingBoxes,
jboolean ignoreBindTransform) {
Engine* engine = (Engine*) nativeEngine;
return (jlong) new ResourceLoader({ engine, {}, (bool) normalizeSkinningWeights});
return (jlong) new ResourceLoader({ engine, {}, (bool) normalizeSkinningWeights,
(bool) recomputeBoundingBoxes, (bool) ignoreBindTransform});
}
extern "C" JNIEXPORT void JNICALL
@@ -17,38 +17,37 @@
#include <jni.h>
#include <gltfio/MaterialProvider.h>
#include <gltfio/materials/uberarchive.h>
#include <utils/debug.h>
#include "MaterialKey.h"
using namespace filament;
using namespace filament::gltfio;
using namespace gltfio;
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_gltfio_UbershaderProvider_nCreateUbershaderProvider(JNIEnv*, jclass,
Java_com_google_android_filament_gltfio_UbershaderLoader_nCreateUbershaderLoader(JNIEnv*, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jlong) createUbershaderProvider(engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
return (jlong) createUbershaderLoader(engine);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_UbershaderProvider_nDestroyUbershaderProvider(JNIEnv*, jclass,
Java_com_google_android_filament_gltfio_UbershaderLoader_nDestroyUbershaderLoader(JNIEnv*, jclass,
jlong nativeProvider) {
auto provider = (MaterialProvider*) nativeProvider;
delete provider;
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_UbershaderProvider_nDestroyMaterials(JNIEnv*, jclass,
Java_com_google_android_filament_gltfio_UbershaderLoader_nDestroyMaterials(JNIEnv*, jclass,
jlong nativeProvider) {
auto provider = (MaterialProvider*) nativeProvider;
provider->destroyMaterials();
}
extern "C" JNIEXPORT long JNICALL
Java_com_google_android_filament_gltfio_UbershaderProvider_nCreateMaterialInstance(JNIEnv* env, jclass,
Java_com_google_android_filament_gltfio_UbershaderLoader_nCreateMaterialInstance(JNIEnv* env, jclass,
jlong nativeProvider, jobject materialKey, jintArray uvmap, jstring label) {
MaterialKey nativeKey = {};
@@ -81,14 +80,14 @@ Java_com_google_android_filament_gltfio_UbershaderProvider_nCreateMaterialInstan
}
extern "C" JNIEXPORT int JNICALL
Java_com_google_android_filament_gltfio_UbershaderProvider_nGetMaterialCount(JNIEnv*, jclass,
Java_com_google_android_filament_gltfio_UbershaderLoader_nGetMaterialCount(JNIEnv*, jclass,
jlong nativeProvider) {
auto provider = (MaterialProvider*) nativeProvider;
return provider->getMaterialsCount();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_gltfio_UbershaderProvider_nGetMaterials(JNIEnv* env, jclass,
Java_com_google_android_filament_gltfio_UbershaderLoader_nGetMaterials(JNIEnv* env, jclass,
jlong nativeProvider, jlongArray result) {
auto provider = (MaterialProvider *) nativeProvider;
auto materials = provider->getMaterials();
@@ -66,27 +66,6 @@ public class Animator {
nUpdateBoneMatrices(getNativeObject());
}
/**
* Applies a blended transform to the union of nodes affected by two animations.
* Used for cross-fading from a previous skinning-based animation or rigid body animation.
*
* First, this stashes the current transform hierarchy into a transient memory buffer.
*
* Next, this applies previousAnimIndex / previousAnimTime to the actual asset by internally
* calling applyAnimation().
*
* Finally, the stashed local transforms are lerped (via the scale / translation / rotation
* components) with their live counterparts, and the results are pushed to the asset.
*
* To achieve a cross fade effect with skinned models, clients will typically call animator
* methods in this order: (1) applyAnimation (2) applyCrossFade (3) updateBoneMatrices. The
* animation that clients pass to applyAnimation is the "current" animation corresponding to
* alpha=1, while the "previous" animation passed to applyCrossFade corresponds to alpha=0.
*/
public void applyCrossFade(int previousAnimIndex, float previousAnimTime, float alpha) {
nApplyCrossFade(getNativeObject(), previousAnimIndex, previousAnimTime, alpha);
}
/**
* Pass the identity matrix into all bone nodes, useful for returning to the T pose.
*
@@ -139,7 +118,6 @@ public class Animator {
private static native void nApplyAnimation(long nativeAnimator, int index, float time);
private static native void nUpdateBoneMatrices(long nativeAnimator);
private static native void nApplyCrossFade(long nativeAnimator, int animIndex, float animTime, float alpha);
private static native void nResetBoneMatrices(long nativeAnimator);
private static native int nGetAnimationCount(long nativeAnimator);
private static native float nGetAnimationDuration(long nativeAnimator, int index);
@@ -26,8 +26,8 @@ import java.nio.Buffer;
/**
* Consumes a blob of glTF 2.0 content (either JSON or GLB) and produces a {@link FilamentAsset}
* object, which is a bundle of Filament textures, vertex buffers, index buffers, etc. An asset is
* composed of 1 or more FilamentInstance objects which contain entities and components.
* object, which is a bundle of Filament entities, material instances, textures, vertex buffers,
* and index buffers.
*
* <p>AssetLoader does not fetch external buffer data or create textures on its own. Clients can use
* the provided {@link ResourceLoader} class for this, which obtains the URI list from the asset.
@@ -45,13 +45,13 @@ import java.nio.Buffer;
*
* ...
*
* materialProvider = UbershaderProvider(engine)
* materialProvider = UbershaderLoader(engine)
* assetLoader = AssetLoader(engine, materialProvider, EntityManager.get())
*
* filamentAsset = assets.open("models/lucy.gltf").use { input -&gt;
* val bytes = ByteArray(input.available())
* input.read(bytes)
* assetLoader.createAsset(ByteBuffer.wrap(bytes))!!
* assetLoader.createAssetFromJson(ByteBuffer.wrap(bytes))!!
* }
*
* val resourceLoader = ResourceLoader(engine)
@@ -115,11 +115,20 @@ public class AssetLoader {
}
/**
* Creates a {@link FilamentAsset} from the contents of a GLB or GLTF file.
* Creates a {@link FilamentAsset} from the contents of a GLB file.
*/
@Nullable
public FilamentAsset createAsset(@NonNull Buffer buffer) {
long nativeAsset = nCreateAsset(mNativeObject, buffer, buffer.remaining());
public FilamentAsset createAssetFromBinary(@NonNull Buffer buffer) {
long nativeAsset = nCreateAssetFromBinary(mNativeObject, buffer, buffer.remaining());
return nativeAsset != 0 ? new FilamentAsset(mEngine, nativeAsset) : null;
}
/**
* Creates a {@link FilamentAsset} from the contents of a GLTF file.
*/
@Nullable
public FilamentAsset createAssetFromJson(@NonNull Buffer buffer) {
long nativeAsset = nCreateAssetFromJson(mNativeObject, buffer, buffer.remaining());
return nativeAsset != 0 ? new FilamentAsset(mEngine, nativeAsset) : null;
}
@@ -149,7 +158,7 @@ public class AssetLoader {
}
/**
* Adds a new instance to the asset.
* Adds a new instance to an instanced asset.
*
* Use this with caution. It is more efficient to pre-allocate a max number of instances, and
* gradually add them to the scene as needed. Instances can also be "recycled" by removing and
@@ -160,6 +169,8 @@ public class AssetLoader {
* create/destroy churn, as noted above.
*
* This cannot be called after FilamentAsset#releaseSourceData().
* This cannot be called on a non-instanced asset.
* Animation is not supported in new instances.
* See also AssetLoader#createInstancedAsset().
*/
@Nullable
@@ -191,7 +202,8 @@ public class AssetLoader {
private static native long nCreateAssetLoader(long nativeEngine, Object provider,
long nativeEntities);
private static native void nDestroyAssetLoader(long nativeLoader);
private static native long nCreateAsset(long nativeLoader, Buffer buffer, int remaining);
private static native long nCreateAssetFromBinary(long nativeLoader, Buffer buffer, int remaining);
private static native long nCreateAssetFromJson(long nativeLoader, Buffer buffer, int remaining);
private static native long nCreateInstancedAsset(long nativeLoader, Buffer buffer, int remaining,
long[] nativeInstances);
private static native long nCreateInstance(long nativeLoader, long nativeAsset);
@@ -30,9 +30,9 @@ import com.google.android.filament.MaterialInstance;
*
* <p>For usage instructions, see the documentation for {@link AssetLoader}.</p>
*
* <p>This class owns a hierarchy of entities that have been loaded from a glTF asset. Every entity
* has a <code>TransformManager</code> component, and some entities also have compnents managed by
* <code>NameComponentManager</code>, <code>RenderableManager</code>, and others.</p>
* <p>This class owns a hierarchy of entities that have been loaded from a glTF asset. Every entity has
* a <code>TransformManager</code> component, and some entities also have
* <code>NameComponentManager</code> and/or <code>RenderableManager</code> components.</p>
*
* <p>In addition to the aforementioned entities, an asset has strong ownership over a list of
* <code>VertexBuffer</code>, <code>IndexBuffer</code>, <code>MaterialInstance</code>, and
@@ -113,15 +113,6 @@ public class FilamentAsset {
return result;
}
/**
* Gets only the entities that have renderable components.
*/
public @NonNull @Entity int[] getRenderableEntities() {
int[] result = new int[nGetRenderableEntityCount(mNativeObject)];
nGetRenderableEntities(mNativeObject, result);
return result;
}
/**
* Gets only the entities that have camera components.
*
@@ -225,6 +216,38 @@ public class FilamentAsset {
return mAnimator;
}
/**
* Gets the skin count of this asset.
*/
public int getSkinCount() {
return nGetSkinCount(getNativeObject());
}
/**
* Gets the skin name at skin index in this asset.
*/
public @NonNull String[] getSkinNames() {
String[] result = new String[getSkinCount()];
nGetSkinNames(getNativeObject(), result);
return result;
}
/**
* Gets the joint count at skin index in this asset.
*/
public int getJointCountAt(int skinIndex) {
return nGetJointCountAt(getNativeObject(), skinIndex);
}
/**
* Gets joints at skin index in this asset.
*/
public @NonNull @Entity int[] getJointsAt(int skinIndex) {
int[] result = new int[getJointCountAt(skinIndex)];
nGetJointsAt(getNativeObject(), skinIndex, result);
return result;
}
/**
* Gets the names of all morph targets in the given entity.
*/
@@ -298,9 +321,6 @@ public class FilamentAsset {
private static native int nGetLightEntityCount(long nativeAsset);
private static native void nGetLightEntities(long nativeAsset, int[] result);
private static native int nGetRenderableEntityCount(long nativeAsset);
private static native void nGetRenderableEntities(long nativeAsset, int[] result);
private static native int nGetCameraEntityCount(long nativeAsset);
private static native void nGetCameraEntities(long nativeAsset, int[] result);
@@ -318,6 +338,10 @@ public class FilamentAsset {
private static native String nGetExtras(long nativeAsset, int entity);
private static native long nGetAnimator(long nativeAsset);
private static native void nApplyMaterialVariant(long nativeAsset, int variantIndex);
private static native int nGetSkinCount(long nativeAsset);
private static native void nGetSkinNames(long nativeAsset, String[] result);
private static native int nGetJointCountAt(long nativeAsset, int skinIndex);
private static native void nGetJointsAt(long nativeAsset, int skinIndex, int[] result);
private static native int nGetResourceUriCount(long nativeAsset);
private static native void nGetResourceUris(long nativeAsset, String[] result);
private static native void nReleaseSourceData(long nativeAsset);
@@ -85,58 +85,6 @@ public class FilamentInstance {
return mAnimator;
}
/**
* Gets the skin count of this instance.
*/
public int getSkinCount() {
return nGetSkinCount(getNativeObject());
}
/**
* Gets the skin name at skin index in this instance.
*/
public @NonNull String[] getSkinNames() {
String[] result = new String[getSkinCount()];
nGetSkinNames(getNativeObject(), result);
return result;
}
/**
* Attaches the given skin to the given node, which must have an associated mesh with
* BONE_INDICES and BONE_WEIGHTS attributes.
*
* This is a no-op if the given skin index or target is invalid.
*/
public void attachSkin(@IntRange(from = 0) int skinIndex, @Entity int target) {
nAttachSkin(getNativeObject(), skinIndex, target);
}
/**
* Attaches the given skin to the given node, which must have an associated mesh with
* BONE_INDICES and BONE_WEIGHTS attributes.
*
* This is a no-op if the given skin index or target is invalid.
*/
public void detachSkin(@IntRange(from = 0) int skinIndex, @Entity int target) {
nDetachSkin(getNativeObject(), skinIndex, target);
}
/**
* Gets the joint count at skin index in this instance.
*/
public int getJointCountAt(@IntRange(from = 0) int skinIndex) {
return nGetJointCountAt(getNativeObject(), skinIndex);
}
/**
* Gets joints at skin index in this instance.
*/
public @NonNull @Entity int[] getJointsAt(@IntRange(from = 0) int skinIndex) {
int[] result = new int[getJointCountAt(skinIndex)];
nGetJointsAt(getNativeObject(), skinIndex, result);
return result;
}
/**
* Applies the given material variant to all primitives in this instance.
*
@@ -146,15 +94,9 @@ public class FilamentInstance {
nApplyMaterialVariant(mNativeObject, variantIndex);
}
private static native int nGetRoot(long nativeInstance);
private static native int nGetEntityCount(long nativeInstance);
private static native void nGetEntities(long nativeInstance, int[] result);
private static native long nGetAnimator(long nativeInstance);
private static native void nApplyMaterialVariant(long nativeInstance, int variantIndex);
private static native void nGetJointsAt(long nativeInstance, int skinIndex, int[] result);
private static native int nGetSkinCount(long nativeInstance);
private static native void nGetSkinNames(long nativeInstance, String[] result);
private static native int nGetJointCountAt(long nativeInstance, int skinIndex);
private static native void nAttachSkin(long nativeInstance, int skinIndex, int entity);
private static native void nDetachSkin(long nativeInstance, int skinIndex, int entity);
private static native int nGetRoot(long nativeAsset);
private static native int nGetEntityCount(long nativeAsset);
private static native void nGetEntities(long nativeAsset, int[] result);
private static native long nGetAnimator(long nativeAsset);
private static native void nApplyMaterialVariant(long nativeAsset, int variantIndex);
}
@@ -24,16 +24,12 @@ import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
import androidx.annotation.Size;
import com.google.android.filament.proguard.UsedByNative;
@UsedByNative("AssetLoader.cpp")
public interface MaterialProvider {
/**
* MaterialKey specifies the requirements for a requested glTF material.
* The provider creates Filament materials that fulfill these requirements.
*/
@UsedByNative("MaterialKey.cpp")
public static class MaterialKey {
public boolean doubleSided;
public boolean unlit;
@@ -47,7 +47,7 @@ public class ResourceLoader {
*/
public ResourceLoader(@NonNull Engine engine) {
long nativeEngine = engine.getNativeObject();
mNativeObject = nCreateResourceLoader(nativeEngine, false);
mNativeObject = nCreateResourceLoader(nativeEngine, false, false, false);
mNativeStbProvider = nCreateStbProvider(nativeEngine);
mNativeKtx2Provider = nCreateKtx2Provider(nativeEngine);
nAddTextureProvider(mNativeObject, "image/jpeg", mNativeStbProvider);
@@ -60,12 +60,16 @@ public class ResourceLoader {
*
* @param engine the engine that gets passed to all builder methods
* @param normalizeSkinningWeights scale non-conformant skinning weights so they sum to 1
* @param recomputeBoundingBoxes use computed bounding boxes rather than the ones in the asset
* @param ignoreBindTransform ignore skinned primitives bind transform when compute bounding boxes
* @throws IllegalAccessException
* @throws InvocationTargetException
*/
public ResourceLoader(@NonNull Engine engine, boolean normalizeSkinningWeights) {
public ResourceLoader(@NonNull Engine engine, boolean normalizeSkinningWeights,
boolean recomputeBoundingBoxes, boolean ignoreBindTransform) {
long nativeEngine = engine.getNativeObject();
mNativeObject = nCreateResourceLoader(nativeEngine, normalizeSkinningWeights);
mNativeObject = nCreateResourceLoader(nativeEngine, normalizeSkinningWeights,
recomputeBoundingBoxes, ignoreBindTransform);
mNativeStbProvider = nCreateStbProvider(nativeEngine);
mNativeKtx2Provider = nCreateKtx2Provider(nativeEngine);
nAddTextureProvider(mNativeObject, "image/jpeg", mNativeStbProvider);
@@ -177,7 +181,7 @@ public class ResourceLoader {
}
private static native long nCreateResourceLoader(long nativeEngine,
boolean normalizeSkinningWeights);
boolean normalizeSkinningWeights, boolean recomputeBoundingBoxes, boolean ignoreBindTransform);
private static native void nDestroyResourceLoader(long nativeLoader);
private static native void nAddResourceData(long nativeLoader, String url, Buffer buffer,
int remaining);
@@ -31,7 +31,7 @@ import androidx.annotation.Size;
* <p>This class is used by {@link AssetLoader} to create Filament materials.
* Client applications do not need to call methods on it.</p>
*/
public class UbershaderProvider implements MaterialProvider {
public class UbershaderLoader implements MaterialProvider {
private static final VertexBuffer.VertexAttribute[] sVertexAttributesValues =
VertexBuffer.VertexAttribute.values();
@@ -42,16 +42,16 @@ public class UbershaderProvider implements MaterialProvider {
*
* @param engine the engine used to create materials
*/
public UbershaderProvider(Engine engine) {
public UbershaderLoader(Engine engine) {
long nativeEngine = engine.getNativeObject();
mNativeObject = nCreateUbershaderProvider(nativeEngine);
mNativeObject = nCreateUbershaderLoader(nativeEngine);
}
/**
* Frees memory associated with the native material provider.
* */
public void destroy() {
nDestroyUbershaderProvider(mNativeObject);
nDestroyUbershaderLoader(mNativeObject);
mNativeObject = 0;
}
@@ -92,8 +92,8 @@ public class UbershaderProvider implements MaterialProvider {
return mNativeObject;
}
private static native long nCreateUbershaderProvider(long nativeEngine);
private static native void nDestroyUbershaderProvider(long nativeProvider);
private static native long nCreateUbershaderLoader(long nativeEngine);
private static native void nDestroyUbershaderLoader(long nativeProvider);
private static native void nDestroyMaterials(long nativeProvider);
private static native long nCreateMaterialInstance(long nativeProvider,
MaterialKey config, int[] uvmap, String label);
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.27.0
VERSION_NAME=1.21.3
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+1 -1
View File
@@ -1,6 +1,6 @@
#Wed Nov 17 10:40:18 PST 2021
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-7.3.3-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-7.2-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
-14
View File
@@ -14,17 +14,3 @@
-keepclassmembers class * {
@com.google.android.filament.proguard.UsedBy* *;
}
# These classes is loaded via env->FindClass() from Utils.cpp
# They are in the utils namespace and therefore not covered by previous rules.
-keep class com.google.android.filament.utils.KTX1Loader
-keep class com.google.android.filament.utils.HDRLoader
# These native JNI methods are loaded via env->RegisterNatives() from Utils.cpp
-keepclassmembers class com.google.android.filament.utils.KTX1Loader {
native <methods>;
}
-keepclassmembers class com.google.android.filament.utils.HDRLoader {
native <methods>;
}
@@ -25,8 +25,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.gltf'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.gltf"
@@ -34,7 +32,6 @@ android {
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
// is not configuration-cache friendly yet; this is only useful for Play publication
dependenciesInfo {
@@ -16,8 +16,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.hellocam'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.hellocamera"
@@ -16,8 +16,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.hellotriangle'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.hellotriangle"
@@ -22,8 +22,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.ibl'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.ibl"
@@ -15,8 +15,6 @@ clean.doFirst {
delete "src/main/assets"
}
android {
namespace 'com.google.android.filament.litcube'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.litcube"
@@ -4,8 +4,6 @@ apply plugin: 'kotlin-android'
project.ext.isSample = true
android {
namespace 'com.google.android.filament.livewallpaper'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.livewallpaper"
@@ -19,8 +19,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.material_builder'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.material_builder"
@@ -15,8 +15,6 @@ clean.doFirst {
delete "src/main/assets"
}
android {
namespace 'com.google.android.filament.multiview'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.multiview"
@@ -18,8 +18,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.pagecurl'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.pagecurl"
@@ -59,7 +59,7 @@ vertex {
vec3 p1 = deformPoint(theta, apex, uv.s + e, uv.t);
vec3 p2 = deformPoint(theta, apex, uv.s, uv.t + e);
vec3 normal = normalize(cross(p1 - p, p2 - p));
material.worldNormal = getWorldFromModelNormalMatrix() * normal;
material.worldNormal = objectUniforms.worldFromModelNormalMatrix * normal;
mat4 transform = getWorldFromModelMatrix();
material.worldPosition = mulMat4x4Float3(transform, p);
}
@@ -16,8 +16,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.streamtest'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.streamtest"
@@ -16,8 +16,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.textureview'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.textureview"
@@ -22,8 +22,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.textured'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.textured"
@@ -16,8 +16,6 @@ clean.doFirst {
}
android {
namespace 'com.google.android.filament.transparentrendering'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.textureview"
+5 -11
View File
@@ -2,7 +2,7 @@
set -e
# Host tools required by Android, WebGL, and iOS builds
MOBILE_HOST_TOOLS="matc resgen cmgen filamesh uberz"
MOBILE_HOST_TOOLS="matc resgen cmgen filamesh"
WEB_HOST_TOOLS="${MOBILE_HOST_TOOLS} mipgen filamesh"
function print_help {
@@ -44,8 +44,6 @@ function print_help {
echo " Add iOS simulator support to the iOS build."
echo " -t"
echo " Enable SwiftShader support for Vulkan in desktop builds."
echo " -e"
echo " Enable EGL on Linux support for desktop builds."
echo " -l"
echo " Build arm64/x86_64 universal libraries."
echo " For iOS, this builds universal binaries for devices and the simulator (implies -s)."
@@ -157,8 +155,6 @@ VULKAN_ANDROID_GRADLE_OPTION=""
SWIFTSHADER_OPTION="-DFILAMENT_USE_SWIFTSHADER=OFF"
EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=OFF"
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=OFF"
MATDBG_GRADLE_OPTION=""
@@ -219,7 +215,6 @@ function build_desktop_target {
-DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../${lc_target}/filament" \
${SWIFTSHADER_OPTION} \
${EGL_ON_LINUX_OPTION} \
${MATDBG_OPTION} \
${deployment_target} \
${architectures} \
@@ -483,12 +478,14 @@ function build_android {
if [[ "${INSTALL_COMMAND}" ]]; then
echo "Installing out/filamat-android-debug.aar..."
cp filamat-android/build/outputs/aar/filamat-android-lite-debug.aar ../out/
cp filamat-android/build/outputs/aar/filamat-android-full-debug.aar ../out/filamat-android-debug.aar
echo "Installing out/filament-android-debug.aar..."
cp filament-android/build/outputs/aar/filament-android-debug.aar ../out/
echo "Installing out/gltfio-android-debug.aar..."
cp gltfio-android/build/outputs/aar/gltfio-android-lite-debug.aar ../out/
cp gltfio-android/build/outputs/aar/gltfio-android-full-debug.aar ../out/gltfio-android-debug.aar
echo "Installing out/filament-utils-android-debug.aar..."
@@ -537,6 +534,7 @@ function build_android {
cp filament-android/build/outputs/aar/filament-android-release.aar ../out/
echo "Installing out/gltfio-android-release.aar..."
cp gltfio-android/build/outputs/aar/gltfio-android-lite-release.aar ../out/
cp gltfio-android/build/outputs/aar/gltfio-android-full-release.aar ../out/gltfio-android-release.aar
echo "Installing out/filament-utils-android-release.aar..."
@@ -740,7 +738,7 @@ function run_tests {
pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfijmp:q:uvslwtedk:" opt; do
while getopts ":hacCfijmp:q:uvslwtdk:" opt; do
case ${opt} in
h)
print_help
@@ -847,10 +845,6 @@ while getopts ":hacCfijmp:q:uvslwtedk:" opt; do
SWIFTSHADER_OPTION="-DFILAMENT_USE_SWIFTSHADER=ON"
echo "SwiftShader support enabled."
;;
e)
EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=ON -DFILAMENT_SKIP_SDL2=ON -DFILAMENT_SKIP_SAMPLES=ON"
echo "EGL on Linux support enabled; skipping SDL2."
;;
l)
IOS_BUILD_SIMULATOR=true
BUILD_UNIVERSAL_LIBRARIES=true
+1 -2
View File
@@ -49,8 +49,7 @@ FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}
# Install the required NDK version specifically (if not present)
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
# NOTE: We MUST use Java 1.8 to run sdkmanager currently, it fails starting with Java 11
JAVA_HOME=${JAVA_HOME_8_X64} ${ANDROID_HOME}/tools/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION" > /dev/null
${ANDROID_HOME}/tools/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION" > /dev/null
fi
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
+1 -1
View File
@@ -1 +1 @@
25.0.8775105
23.1.7779620
+1 -1
View File
@@ -7,7 +7,7 @@ Deprecated==1.2.13
idna==3.3
pycparser==2.21
PyGithub==1.55
PyJWT==2.4.0
PyJWT==2.3.0
PyNaCl==1.5.0
requests==2.27.1
urllib3==1.26.9
+1 -1
View File
@@ -17,7 +17,7 @@ export PATH="$PWD:$PATH"
# npm install -g typescript
# Install emscripten.
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.9.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
./emsdk install latest
./emsdk activate latest
+3 -2
View File
@@ -119,8 +119,9 @@ cmake ..\.. ^
:: Some resource libraries require significant heap space to compile, so first compile them serially.
@echo on
cmake --build . --target filagui --config %config% || exit /b
cmake --build . --target uberarchive --config %config% || exit /b
cmake --build . --target gltf-demo-resources --config %config% || exit /b
cmake --build . --target gltfio_resources --config %config% || exit /b
cmake --build . --target gltfio_resources_lite --config %config% || exit /b
cmake --build . --target gltf-resources --config %config% || exit /b
cmake --build . --target filamentapp-resources --config %config% || exit /b
cmake --build . --target sample-resources --config %config% || exit /b
cmake --build . --target suzanne-resources --config %config% || exit /b
+6 -5
View File
@@ -3682,7 +3682,7 @@ However we only need the real bases:
$$\begin{align*}
y^{m > 0}_l &= \sqrt{2} K^m_l cos(m \phi) P^m_l(cos \theta) \\
y^{m < 0}_l &= \sqrt{2} K^m_l sin(|m| \phi) P^{|m|}_l(cos \theta) \\
y^{m < 0}_l &= \sqrt{2} K^m_l sin(m \phi) P^{|m|}_l(cos \theta) \\
y^0_l &= K^0_l P^0_l(cos \theta)
\end{align*}$$
@@ -3716,18 +3716,19 @@ $l = 2$ | $y^{-2}_2$ $y^{-1}_2$ $y^0_2$ $y^1_2$ $y^2_2$
It’s also fairly easy to compute the trigonometric terms recursively:
$$\begin{align*}
C_m &\equiv cos(m \phi)sin(\theta)^m \\
S_m &\equiv sin(m \phi)sin(\theta)^m \\
C_m &\equiv cos(m \phi) \\
S_m &\equiv sin(m \phi) \\
\{ x, y, z \} &= \{ cos \phi sin \theta, sin \phi sin \theta, cos \theta \}
\end{align*}$$
Using the angle sum trigonometric identities:
$$\begin{align*}
cos(m \phi + \phi) &= cos(m \phi) cos(\phi) - sin(m \phi) sin(\phi) \Leftrightarrow C_{m + 1} = x C_m - y S_m \\
sin(m \phi + \phi) &= sin(m \phi) cos(\phi) + cos(m \phi) sin(\phi) \Leftrightarrow S_{m + 1} = x S_m - y C_m
cos(m \phi + \phi) &= cos(m \phi) cos(\phi) - sin(m \phi) sin(\phi) \Leftrightarrow C_{m + 1} = \frac{(x C_m - y S_m)}{sin(\theta)^{|m + 1|}} \\
sin(m \phi + \phi) &= sin(m \phi) sin(\phi) + cos(m \phi) sin(\phi) \Leftrightarrow S_{m + 1} = \frac{(x S_m - y C_m)}{sin(\theta)^{|m + 1|}}
\end{align*}$$
The equations above have an extra term $sin(\theta)^{-|m + 1|}$ but we can compensate for that in the $P^{|m|}_l(z)$ recursion by multiplying $P^l_l(z)$ by $sin(\theta)^{|m + 1|}$ which greatly simplifies the third equation in $\ref{shRecursions}$ because $P^l_l(cos \theta) sin(\theta)^{-l} = (-1)^l(2l - 1)!!$.
Listing [nonNormalizedSHBasis] shows the C++ code to compute the non-normalized SH basis $\frac{y^m_l(s)}{\sqrt{2} K^m_l}$:
+66 -111
View File
@@ -91,35 +91,33 @@ counter-increment: h6;margin-right:10px}
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/general:variantfilter" class="level3"><span class="tocNumber">4.2.4&nbsp; </span>General: variantFilter</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/general:flipuv" class="level3"><span class="tocNumber">4.2.5&nbsp; </span>General: flipUV</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/general:quality" class="level3"><span class="tocNumber">4.2.6&nbsp; </span>General: quality</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/general:instanced" class="level3"><span class="tocNumber">4.2.7&nbsp; </span>General: instanced</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:requires" class="level3"><span class="tocNumber">4.2.8&nbsp; </span>Vertex and attributes: requires</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:variables" class="level3"><span class="tocNumber">4.2.9&nbsp; </span>Vertex and attributes: variables</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:vertexdomain" class="level3"><span class="tocNumber">4.2.10&nbsp; </span>Vertex and attributes: vertexDomain</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:interpolation" class="level3"><span class="tocNumber">4.2.11&nbsp; </span>Vertex and attributes: interpolation</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:blending" class="level3"><span class="tocNumber">4.2.12&nbsp; </span>Blending and transparency: blending</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:postlightingblending" class="level3"><span class="tocNumber">4.2.13&nbsp; </span>Blending and transparency: postLightingBlending</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:transparency" class="level3"><span class="tocNumber">4.2.14&nbsp; </span>Blending and transparency: transparency</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:maskthreshold" class="level3"><span class="tocNumber">4.2.15&nbsp; </span>Blending and transparency: maskThreshold</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:refractionmode" class="level3"><span class="tocNumber">4.2.16&nbsp; </span>Blending and transparency: refractionMode</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:refractiontype" class="level3"><span class="tocNumber">4.2.17&nbsp; </span>Blending and transparency: refractionType</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:culling" class="level3"><span class="tocNumber">4.2.18&nbsp; </span>Rasterization: culling</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:colorwrite" class="level3"><span class="tocNumber">4.2.19&nbsp; </span>Rasterization: colorWrite</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:depthwrite" class="level3"><span class="tocNumber">4.2.20&nbsp; </span>Rasterization: depthWrite</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:depthculling" class="level3"><span class="tocNumber">4.2.21&nbsp; </span>Rasterization: depthCulling</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:doublesided" class="level3"><span class="tocNumber">4.2.22&nbsp; </span>Rasterization: doubleSided</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:reflections" class="level3"><span class="tocNumber">4.2.23&nbsp; </span>Lighting: reflections</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:shadowmultiplier" class="level3"><span class="tocNumber">4.2.24&nbsp; </span>Lighting: shadowMultiplier</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:transparentshadow" class="level3"><span class="tocNumber">4.2.25&nbsp; </span>Lighting: transparentShadow</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:clearcoatiorchange" class="level3"><span class="tocNumber">4.2.26&nbsp; </span>Lighting: clearCoatIorChange</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:multibounceambientocclusion" class="level3"><span class="tocNumber">4.2.27&nbsp; </span>Lighting: multiBounceAmbientOcclusion</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:specularambientocclusion" class="level3"><span class="tocNumber">4.2.28&nbsp; </span>Lighting: specularAmbientOcclusion</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasing" class="level3"><span class="tocNumber">4.2.29&nbsp; </span>Anti-aliasing: specularAntiAliasing</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance" class="level3"><span class="tocNumber">4.2.30&nbsp; </span>Anti-aliasing: specularAntiAliasingVariance</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold" class="level3"><span class="tocNumber">4.2.31&nbsp; </span>Anti-aliasing: specularAntiAliasingThreshold</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/shading:customsurfaceshading" class="level3"><span class="tocNumber">4.2.32&nbsp; </span>Shading: customSurfaceShading</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:requires" class="level3"><span class="tocNumber">4.2.7&nbsp; </span>Vertex and attributes: requires</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:variables" class="level3"><span class="tocNumber">4.2.8&nbsp; </span>Vertex and attributes: variables</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:vertexdomain" class="level3"><span class="tocNumber">4.2.9&nbsp; </span>Vertex and attributes: vertexDomain</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/vertexandattributes:interpolation" class="level3"><span class="tocNumber">4.2.10&nbsp; </span>Vertex and attributes: interpolation</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:blending" class="level3"><span class="tocNumber">4.2.11&nbsp; </span>Blending and transparency: blending</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:postlightingblending" class="level3"><span class="tocNumber">4.2.12&nbsp; </span>Blending and transparency: postLightingBlending</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:transparency" class="level3"><span class="tocNumber">4.2.13&nbsp; </span>Blending and transparency: transparency</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:maskthreshold" class="level3"><span class="tocNumber">4.2.14&nbsp; </span>Blending and transparency: maskThreshold</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:refractionmode" class="level3"><span class="tocNumber">4.2.15&nbsp; </span>Blending and transparency: refractionMode</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/blendingandtransparency:refractiontype" class="level3"><span class="tocNumber">4.2.16&nbsp; </span>Blending and transparency: refractionType</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:culling" class="level3"><span class="tocNumber">4.2.17&nbsp; </span>Rasterization: culling</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:colorwrite" class="level3"><span class="tocNumber">4.2.18&nbsp; </span>Rasterization: colorWrite</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:depthwrite" class="level3"><span class="tocNumber">4.2.19&nbsp; </span>Rasterization: depthWrite</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:depthculling" class="level3"><span class="tocNumber">4.2.20&nbsp; </span>Rasterization: depthCulling</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/rasterization:doublesided" class="level3"><span class="tocNumber">4.2.21&nbsp; </span>Rasterization: doubleSided</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:reflections" class="level3"><span class="tocNumber">4.2.22&nbsp; </span>Lighting: reflections</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:shadowmultiplier" class="level3"><span class="tocNumber">4.2.23&nbsp; </span>Lighting: shadowMultiplier</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:transparentshadow" class="level3"><span class="tocNumber">4.2.24&nbsp; </span>Lighting: transparentShadow</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:clearcoatiorchange" class="level3"><span class="tocNumber">4.2.25&nbsp; </span>Lighting: clearCoatIorChange</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:multibounceambientocclusion" class="level3"><span class="tocNumber">4.2.26&nbsp; </span>Lighting: multiBounceAmbientOcclusion</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/lighting:specularambientocclusion" class="level3"><span class="tocNumber">4.2.27&nbsp; </span>Lighting: specularAmbientOcclusion</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasing" class="level3"><span class="tocNumber">4.2.28&nbsp; </span>Anti-aliasing: specularAntiAliasing</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance" class="level3"><span class="tocNumber">4.2.29&nbsp; </span>Anti-aliasing: specularAntiAliasingVariance</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold" class="level3"><span class="tocNumber">4.2.30&nbsp; </span>Anti-aliasing: specularAntiAliasingThreshold</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/materialblock/shading:customsurfaceshading" class="level3"><span class="tocNumber">4.2.31&nbsp; </span>Shading: customSurfaceShading</a><br>
&nbsp;&nbsp;<a href="#materialdefinitions/vertexblock" class="level2"><span class="tocNumber">4.3&nbsp; </span>Vertex block</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/vertexblock/materialvertexinputs" class="level3"><span class="tocNumber">4.3.1&nbsp; </span>Material vertex inputs</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/vertexblock/customvertexattributes" class="level3"><span class="tocNumber">4.3.2&nbsp; </span>Custom vertex attributes</a><br>
&nbsp;&nbsp;<a href="#materialdefinitions/fragmentblock" class="level2"><span class="tocNumber">4.4&nbsp; </span>Fragment block</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/fragmentblock/preparematerialfunction" class="level3"><span class="tocNumber">4.4.1&nbsp; </span>prepareMaterial function</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialdefinitions/fragmentblock/materialfragmentinputs" class="level3"><span class="tocNumber">4.4.2&nbsp; </span>Material fragment inputs</a><br>
@@ -776,7 +774,7 @@ and with (right)</span></center></div></center>
The <code>bentNormal</code> property defines the average unoccluded direction at a point on the surface. It is
used to improve the accuracy of indirect lighting. Bent normals can also improve the quality of
specular ambient occlusion (see section <a href="#toc4.2.28">4.2.28</a> about
specular ambient occlusion (see section <a href="#toc4.2.27">4.2.27</a> about
<code>specularAmbientOcclusion</code>).
</p><p>
@@ -891,7 +889,7 @@ light to bend further away from the initial path.
<p></p><p>
The appearance of a refractive material will greatly depend on the <code>refractionType</code> and
<code>refractionMode</code> settings of the material. Refer to section <a href="#toc4.2.17">4.2.17</a> and section <a href="#toc4.2.16">4.2.16</a>
<code>refractionMode</code> settings of the material. Refer to section <a href="#toc4.2.16">4.2.16</a> and section <a href="#toc4.2.15">4.2.15</a>
for more information.
</p><p>
@@ -1474,7 +1472,6 @@ non-shader data.
<tr><td style="text-align:left"> float3×3 </td><td style="text-align:left"> Matrix of 3×3 floats </td></tr>
<tr><td style="text-align:left"> float4×4 </td><td style="text-align:left"> Matrix of 4×4 floats </td></tr>
<tr><td style="text-align:left"> sampler2d </td><td style="text-align:left"> 2D texture </td></tr>
<tr><td style="text-align:left"> sampler2dArray </td><td style="text-align:left"> Array of 2D textures </td></tr>
<tr><td style="text-align:left"> samplerExternal </td><td style="text-align:left"> External texture (platform-specific) </td></tr>
<tr><td style="text-align:left"> samplerCubemap </td><td style="text-align:left"> Cubemap texture </td></tr>
</tbody></table><center><div class="tablecaption"><a class="target" name="table_materialparamstypes">&nbsp;</a><b style="font-style:normal;">Table&nbsp;13:</b> Material parameter types</div></center></div>
@@ -1486,7 +1483,7 @@ non-shader data.
</p></dd><dt>Arrays</dt><dd><p> A parameter can define an array of values by appending <code>[size]</code> after the type name, where
<code>size</code> is a positive integer. For instance: <code>float[9]</code> declares an array of nine <code>float</code>
values. This syntax does not apply to samplers as arrays are treated as separate types.
values. Arrays of samplers are <em class="underscore">not</em> supported at the moment.
</p></dd><dt>Description</dt><dd><p> Lists the parameters required by your material. These parameters can be set at runtime using
Filament's material API. Accessing parameters from the shaders varies depending on the type of
@@ -1539,7 +1536,7 @@ non-shader data.
</p><dl><dt>Type</dt><dd><p> array of <code>string</code>
</p></dd><dt>Value</dt><dd><p> Each entry must be any of <code>dynamicLighting</code>, <code>directionalLighting</code>, <code>shadowReceiver</code>,<code>skinning</code> or <code>ssr</code>.
</p></dd><dt>Value</dt><dd><p> Each entry must be any of <code>dynamicLighting</code>, <code>directionalLighting</code>, <code>shadowReceiver</code> or <code>skinning</code>.
</p></dd><dt>Description</dt><dd><p> Used to specify a list of shader variants that the application guarantees will never be
needed. These shader variants are skipped during the code generation phase, thus reducing
@@ -1564,9 +1561,7 @@ non-shader data.
</li>
<li class="minus"><code>fog</code>, used when global fog is applied to the scene
</li>
<li class="minus"><code>vsm</code>, used when VSM shadows are enabled and the object is a shadow receiver
</li>
<li class="minus"><code>ssr</code>, used when screen-space reflections are enabled in the View</li></ul>
<li class="minus"><code>vsm</code>, used when VSM shadows are enabled and the object is a shadow receiver</li></ul>
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> name : <span class="hljs-string">"Invisible shadow plane"</span>,</span>
@@ -1606,31 +1601,13 @@ non-shader data.
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> quality : default</span>
<span class="line">}</span></code></pre>
<a class="target" name="general:instanced">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/general:instanced">&nbsp;</a><a class="target" name="toc4.2.7">&nbsp;</a><h3>General: instanced</h3>
<p>
</p><dl><dt>Type</dt><dd><p> <code>boolean</code>
</p></dd><dt>Value</dt><dd><p> <code>true</code> or <code>false</code>. Defaults to <code>false</code>.
</p></dd><dt>Description</dt><dd><p> Allows a material to access the instance index (i.e.: <strong class="asterisk"><code>gl_InstanceIndex</code></strong>) of instanced
primitives using <code>getInstanceIndex()</code> in the material's shader code. Never use
<strong class="asterisk"><code>gl_InstanceIndex</code></strong> directly. This is typically used with
<code>RenderableManager::Builder::instances()</code>. <code>getInstanceIndex()</code> is available in both the
vertex and fragment shader.
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> instanced : <span class="hljs-literal">true</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="vertexandattributes:requires">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:requires">&nbsp;</a><a class="target" name="toc4.2.8">&nbsp;</a><h3>Vertex and attributes: requires</h3>
<a class="target" name="vertexandattributes:requires">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:requires">&nbsp;</a><a class="target" name="toc4.2.7">&nbsp;</a><h3>Vertex and attributes: requires</h3>
<p>
</p><dl><dt>Type</dt><dd><p> array of <code>string</code>
</p></dd><dt>Value</dt><dd><p> Each entry must be any of <code>uv0</code>, <code>uv1</code>, <code>color</code>, <code>position</code>, <code>tangents</code>, <code>custom0</code>
through <code>custom7</code>.
</p></dd><dt>Value</dt><dd><p> Each entry must be any of <code>uv0</code>, <code>uv1</code>, <code>color</code>, <code>position</code>, <code>tangents</code>.
</p></dd><dt>Description</dt><dd><p> Lists the vertex attributes required by the material. The <code>position</code> attribute is always
required and does not need to be specified. The <code>tangents</code> attribute is automatically required
@@ -1645,8 +1622,7 @@ non-shader data.
<span class="line"> },</span>
<span class="line"> ],</span>
<span class="line"> requires : [</span>
<span class="line"> uv0,</span>
<span class="line"> custom0</span>
<span class="line"> uv0</span>
<span class="line"> ],</span>
<span class="line"> shadingModel : lit,</span>
<span class="line">}</span>
@@ -1655,10 +1631,9 @@ non-shader data.
<span class="line"> void material(inout MaterialInputs material) {</span>
<span class="line"> prepareMaterial(material);</span>
<span class="line"> material.baseColor = texture(materialParams_texture, getUV0());</span>
<span class="line"> material.baseColor.rgb *= getCustom0().rgb;</span>
<span class="line"> }</span>
<span class="line">}</span></code></pre>
<a class="target" name="vertexandattributes:variables">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:variables">&nbsp;</a><a class="target" name="toc4.2.9">&nbsp;</a><h3>Vertex and attributes: variables</h3>
<a class="target" name="vertexandattributes:variables">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:variables">&nbsp;</a><a class="target" name="toc4.2.8">&nbsp;</a><h3>Vertex and attributes: variables</h3>
<p>
@@ -1705,7 +1680,7 @@ non-shader data.
<span class="line"> material.eyeDirection.xyz = mulMat3x3Float3(getWorldFromViewMatrix(), u);</span>
<span class="line"> }</span>
<span class="line">}</span></code></pre>
<a class="target" name="vertexandattributes:vertexdomain">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:vertexdomain">&nbsp;</a><a class="target" name="toc4.2.10">&nbsp;</a><h3>Vertex and attributes: vertexDomain</h3>
<a class="target" name="vertexandattributes:vertexdomain">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:vertexdomain">&nbsp;</a><a class="target" name="toc4.2.9">&nbsp;</a><h3>Vertex and attributes: vertexDomain</h3>
<p>
@@ -1734,7 +1709,7 @@ non-shader data.
<p></p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> vertexDomain : device</span>
<span class="line">}</span></code></pre>
<a class="target" name="vertexandattributes:interpolation">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:interpolation">&nbsp;</a><a class="target" name="toc4.2.11">&nbsp;</a><h3>Vertex and attributes: interpolation</h3>
<a class="target" name="vertexandattributes:interpolation">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/vertexandattributes:interpolation">&nbsp;</a><a class="target" name="toc4.2.10">&nbsp;</a><h3>Vertex and attributes: interpolation</h3>
<p>
@@ -1750,7 +1725,7 @@ non-shader data.
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> interpolation : flat</span>
<span class="line">}</span></code></pre>
<a class="target" name="blendingandtransparency:blending">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:blending">&nbsp;</a><a class="target" name="toc4.2.12">&nbsp;</a><h3>Blending and transparency: blending</h3>
<a class="target" name="blendingandtransparency:blending">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:blending">&nbsp;</a><a class="target" name="toc4.2.11">&nbsp;</a><h3>Blending and transparency: blending</h3>
<p>
@@ -1784,14 +1759,13 @@ non-shader data.
render target is brightened.
</li>
<li class="minus"><strong class="asterisk">Masked</strong>: blending is disabled. This blending mode enables alpha masking. The alpha channel
of the material's output defines whether a fragment is discarded or not. Additionally,
ALPHA_TO_COVERAGE is enabled for non-translucent views. See the maskThreshold section for more
information.</li></ul>
of the material's output defines whether a fragment is discarded or not. See the maskThreshold
section for more information.</li></ul>
<p></p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> blending : transparent</span>
<span class="line">}</span></code></pre>
<a class="target" name="blendingandtransparency:postlightingblending">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:postlightingblending">&nbsp;</a><a class="target" name="toc4.2.13">&nbsp;</a><h3>Blending and transparency: postLightingBlending</h3>
<a class="target" name="blendingandtransparency:postlightingblending">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:postlightingblending">&nbsp;</a><a class="target" name="toc4.2.12">&nbsp;</a><h3>Blending and transparency: postLightingBlending</h3>
<p>
@@ -1821,7 +1795,7 @@ non-shader data.
<p></p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> postLightingBlending : add</span>
<span class="line">}</span></code></pre>
<a class="target" name="blendingandtransparency:transparency">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:transparency">&nbsp;</a><a class="target" name="toc4.2.14">&nbsp;</a><h3>Blending and transparency: transparency</h3>
<a class="target" name="blendingandtransparency:transparency">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:transparency">&nbsp;</a><a class="target" name="toc4.2.13">&nbsp;</a><h3>Blending and transparency: transparency</h3>
<p>
@@ -1868,7 +1842,7 @@ and correctly sorted</span></center></div></center>
and sorting issues are minimized or eliminated</span></center></div></center>
<p></p>
<a class="target" name="blendingandtransparency:maskthreshold">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:maskthreshold">&nbsp;</a><a class="target" name="toc4.2.15">&nbsp;</a><h3>Blending and transparency: maskThreshold</h3>
<a class="target" name="blendingandtransparency:maskthreshold">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:maskthreshold">&nbsp;</a><a class="target" name="toc4.2.14">&nbsp;</a><h3>Blending and transparency: maskThreshold</h3>
<p>
@@ -1877,15 +1851,14 @@ and sorting issues are minimized or eliminated</span></center></div></center>
</p></dd><dt>Value</dt><dd><p> A value between <code>0.0</code> and <code>1.0</code>. Defaults to <code>0.4</code>.
</p></dd><dt>Description</dt><dd><p> Sets the minimum alpha value a fragment must have to not be discarded when the <code>blending</code> mode
is set to <code>masked</code>. If the fragment is not discarded, its source alpha is set to 1. When the
blending mode is not <code>masked</code>, this value is ignored. This value can be used to controlled the
appearance of alpha-masked objects.
is set to <code>masked</code>. When the blending mode is not <code>masked</code>, this value is ignored. This value
can be used to controlled the appearance of alpha-masked objects.
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> blending : masked,</span>
<span class="line"> maskThreshold : <span class="hljs-number">0.5</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="blendingandtransparency:refractionmode">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:refractionmode">&nbsp;</a><a class="target" name="toc4.2.16">&nbsp;</a><h3>Blending and transparency: refractionMode</h3>
<a class="target" name="blendingandtransparency:refractionmode">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:refractionmode">&nbsp;</a><a class="target" name="toc4.2.15">&nbsp;</a><h3>Blending and transparency: refractionMode</h3>
<p>
@@ -1906,7 +1879,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> refractionMode : cubemap,</span>
<span class="line">}</span></code></pre>
<a class="target" name="blendingandtransparency:refractiontype">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:refractiontype">&nbsp;</a><a class="target" name="toc4.2.17">&nbsp;</a><h3>Blending and transparency: refractionType</h3>
<a class="target" name="blendingandtransparency:refractiontype">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:refractiontype">&nbsp;</a><a class="target" name="toc4.2.16">&nbsp;</a><h3>Blending and transparency: refractionType</h3>
<p>
@@ -1925,7 +1898,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
<span class="line"> refractionMode : cubemap,</span>
<span class="line"> refractionType : thin,</span>
<span class="line">}</span></code></pre>
<a class="target" name="rasterization:culling">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:culling">&nbsp;</a><a class="target" name="toc4.2.18">&nbsp;</a><h3>Rasterization: culling</h3>
<a class="target" name="rasterization:culling">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:culling">&nbsp;</a><a class="target" name="toc4.2.17">&nbsp;</a><h3>Rasterization: culling</h3>
<p>
@@ -1939,7 +1912,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
</p></dd></td></tr></tbody></table></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> culling : none</span>
<span class="line">}</span></code></pre>
<a class="target" name="rasterization:colorwrite">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:colorwrite">&nbsp;</a><a class="target" name="toc4.2.19">&nbsp;</a><h3>Rasterization: colorWrite</h3>
<a class="target" name="rasterization:colorwrite">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:colorwrite">&nbsp;</a><a class="target" name="toc4.2.18">&nbsp;</a><h3>Rasterization: colorWrite</h3>
<p>
@@ -1952,7 +1925,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
</p></dd></td></tr></tbody></table></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> colorWrite : <span class="hljs-literal">false</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="rasterization:depthwrite">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:depthwrite">&nbsp;</a><a class="target" name="toc4.2.20">&nbsp;</a><h3>Rasterization: depthWrite</h3>
<a class="target" name="rasterization:depthwrite">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:depthwrite">&nbsp;</a><a class="target" name="toc4.2.19">&nbsp;</a><h3>Rasterization: depthWrite</h3>
<p>
@@ -1965,7 +1938,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
</p></dd></td></tr></tbody></table></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> depthWrite : <span class="hljs-literal">false</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="rasterization:depthculling">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:depthculling">&nbsp;</a><a class="target" name="toc4.2.21">&nbsp;</a><h3>Rasterization: depthCulling</h3>
<a class="target" name="rasterization:depthculling">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:depthculling">&nbsp;</a><a class="target" name="toc4.2.20">&nbsp;</a><h3>Rasterization: depthCulling</h3>
<p>
@@ -1979,7 +1952,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> depthCulling : <span class="hljs-literal">false</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="rasterization:doublesided">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:doublesided">&nbsp;</a><a class="target" name="toc4.2.22">&nbsp;</a><h3>Rasterization: doubleSided</h3>
<a class="target" name="rasterization:doublesided">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/rasterization:doublesided">&nbsp;</a><a class="target" name="toc4.2.21">&nbsp;</a><h3>Rasterization: doubleSided</h3>
<p>
@@ -2006,7 +1979,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
<span class="line"> material.baseColor = vec4(0.0, 0.0, 0.0, 0.7);</span>
<span class="line"> }</span>
<span class="line">}</span></code></pre>
<a class="target" name="lighting:reflections">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:reflections">&nbsp;</a><a class="target" name="toc4.2.23">&nbsp;</a><h3>Lighting: reflections</h3>
<a class="target" name="lighting:reflections">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:reflections">&nbsp;</a><a class="target" name="toc4.2.22">&nbsp;</a><h3>Lighting: reflections</h3>
<p>
@@ -2023,7 +1996,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
<span class="line"> name : <span class="hljs-string">"Glossy metal"</span>,</span>
<span class="line"> reflections : screenspace</span>
<span class="line">}</span></code></pre>
<a class="target" name="lighting:shadowmultiplier">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:shadowmultiplier">&nbsp;</a><a class="target" name="toc4.2.24">&nbsp;</a><h3>Lighting: shadowMultiplier</h3>
<a class="target" name="lighting:shadowmultiplier">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:shadowmultiplier">&nbsp;</a><a class="target" name="toc4.2.23">&nbsp;</a><h3>Lighting: shadowMultiplier</h3>
<p>
@@ -2050,7 +2023,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
<span class="line"> material.baseColor = vec4(0.0, 0.0, 0.0, 0.7);</span>
<span class="line"> }</span>
<span class="line">}</span></code></pre>
<a class="target" name="lighting:transparentshadow">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:transparentshadow">&nbsp;</a><a class="target" name="toc4.2.25">&nbsp;</a><h3>Lighting: transparentShadow</h3>
<a class="target" name="lighting:transparentshadow">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:transparentshadow">&nbsp;</a><a class="target" name="toc4.2.24">&nbsp;</a><h3>Lighting: transparentShadow</h3>
<p>
@@ -2084,7 +2057,7 @@ radius of 4. Model <a href="https://sketchfab.com/3d-models/bottle-of-water-48fd
by <a href="https://sketchfab.com/person-x">T-Art</a>.</span></center></div></center>
<p></p>
<a class="target" name="lighting:clearcoatiorchange">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:clearcoatiorchange">&nbsp;</a><a class="target" name="toc4.2.26">&nbsp;</a><h3>Lighting: clearCoatIorChange</h3>
<a class="target" name="lighting:clearcoatiorchange">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:clearcoatiorchange">&nbsp;</a><a class="target" name="toc4.2.25">&nbsp;</a><h3>Lighting: clearCoatIorChange</h3>
<p>
@@ -2106,7 +2079,7 @@ with <code>clearCoatIorChange</code> enabled (left) and disabled
(right).</span></center></div></center>
<p></p>
<a class="target" name="lighting:multibounceambientocclusion">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:multibounceambientocclusion">&nbsp;</a><a class="target" name="toc4.2.27">&nbsp;</a><h3>Lighting: multiBounceAmbientOcclusion</h3>
<a class="target" name="lighting:multibounceambientocclusion">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:multibounceambientocclusion">&nbsp;</a><a class="target" name="toc4.2.26">&nbsp;</a><h3>Lighting: multiBounceAmbientOcclusion</h3>
<p>
@@ -2135,7 +2108,7 @@ occclusion enabled (left) and disabled (right).</span></center></div></center>
occclusion enabled and disabled.</span></center></div></center>
<p></p>
<a class="target" name="lighting:specularambientocclusion">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:specularambientocclusion">&nbsp;</a><a class="target" name="toc4.2.28">&nbsp;</a><h3>Lighting: specularAmbientOcclusion</h3>
<a class="target" name="lighting:specularambientocclusion">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/lighting:specularambientocclusion">&nbsp;</a><a class="target" name="toc4.2.27">&nbsp;</a><h3>Lighting: specularAmbientOcclusion</h3>
<p>
@@ -2161,7 +2134,7 @@ occclusion enabled and disabled.</span></center></div></center>
particularly visible under the hose.</span></center></div></center>
<p></p>
<a class="target" name="anti-aliasing:specularantialiasing">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasing">&nbsp;</a><a class="target" name="toc4.2.29">&nbsp;</a><h3>Anti-aliasing: specularAntiAliasing</h3>
<a class="target" name="anti-aliasing:specularantialiasing">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasing">&nbsp;</a><a class="target" name="toc4.2.28">&nbsp;</a><h3>Anti-aliasing: specularAntiAliasing</h3>
<p>
@@ -2178,7 +2151,7 @@ particularly visible under the hose.</span></center></div></center>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> specularAntiAliasing : <span class="hljs-literal">true</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="anti-aliasing:specularantialiasingvariance">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance">&nbsp;</a><a class="target" name="toc4.2.30">&nbsp;</a><h3>Anti-aliasing: specularAntiAliasingVariance</h3>
<a class="target" name="anti-aliasing:specularantialiasingvariance">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance">&nbsp;</a><a class="target" name="toc4.2.29">&nbsp;</a><h3>Anti-aliasing: specularAntiAliasingVariance</h3>
<p>
@@ -2193,7 +2166,7 @@ particularly visible under the hose.</span></center></div></center>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> specularAntiAliasingVariance : <span class="hljs-number">0.2</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="anti-aliasing:specularantialiasingthreshold">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold">&nbsp;</a><a class="target" name="toc4.2.31">&nbsp;</a><h3>Anti-aliasing: specularAntiAliasingThreshold</h3>
<a class="target" name="anti-aliasing:specularantialiasingthreshold">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold">&nbsp;</a><a class="target" name="toc4.2.30">&nbsp;</a><h3>Anti-aliasing: specularAntiAliasingThreshold</h3>
<p>
@@ -2207,7 +2180,7 @@ particularly visible under the hose.</span></center></div></center>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> specularAntiAliasingThreshold : <span class="hljs-number">0.1</span></span>
<span class="line">}</span></code></pre>
<a class="target" name="shading:customsurfaceshading">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/shading:customsurfaceshading">&nbsp;</a><a class="target" name="toc4.2.32">&nbsp;</a><h3>Shading: customSurfaceShading</h3>
<a class="target" name="shading:customsurfaceshading">&nbsp;</a><a class="target" name="materialdefinitions/materialblock/shading:customsurfaceshading">&nbsp;</a><a class="target" name="toc4.2.31">&nbsp;</a><h3>Shading: customSurfaceShading</h3>
<p>
@@ -2301,31 +2274,15 @@ APIs listed in the <a href="#shaderpublicapis">Shader public APIs</a> section.
this behavior using the <code>flipUV</code> property and setting it to <code>false</code>.</p></div>
<p></p>
<a class="target" name="customvertexattributes">&nbsp;</a><a class="target" name="materialdefinitions/vertexblock/customvertexattributes">&nbsp;</a><a class="target" name="toc4.3.2">&nbsp;</a><h3>Custom vertex attributes</h3>
<p>
You can use up to 8 custom vertex attributes, all of type <code>float4</code>. These attributes can be accessed
using the vertex block shader functions <code>getCustom0()</code> to <code>getCustom7()</code>. However, before using
custom attributes, you <em class="asterisk">must</em> declare those attributes as required in the <code>requires</code> property of
the material:
</p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> requires : [</span>
<span class="line"> custom0,</span>
<span class="line"> custom1,</span>
<span class="line"> custom2</span>
<span class="line"> ]</span>
<span class="line">}</span></code></pre>
<a class="target" name="fragmentblock">&nbsp;</a><a class="target" name="materialdefinitions/fragmentblock">&nbsp;</a><a class="target" name="toc4.4">&nbsp;</a><h2>Fragment block</h2>
<p>
The fragment block must be used to control the fragment shading stage of the material. The fragment
The fragment block must be used to control the fragment shading stage of the material. The vertex
block must contain valid
<a href="https://www.khronos.org/registry/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf">ESSL 3.0</a>
code (the version of GLSL supported in OpenGL ES 3.0). You are free to create multiple functions
inside the fragment block but you <strong class="asterisk">must</strong> declare the <code>material</code> function:
inside the vertex block but you <strong class="asterisk">must</strong> declare the <code>material</code> function:
</p><pre class="listing tilde"><code><span class="line">fragment {</span>
<span class="line"> <span class="hljs-type">void</span> material(<span class="hljs-keyword">inout</span> MaterialInputs material) {</span>
@@ -2359,7 +2316,7 @@ standard lit shading model:
Note that you <strong class="asterisk">must</strong> call <code>prepareMaterial(material)</code> before exiting the <code>material()</code> function.
This <code>prepareMaterial</code> function sets up the internal state of the material model. Some of the APIs
This <code>prepareMaterial</code> function sets up the internal state of the material mdoel. Some of the APIs
described in the Fragment APIs section - like <code>shading_normal</code> for instance - can only be accessed
<em class="underscore">after</em> invoking <code>prepareMaterial()</code>.
@@ -2659,7 +2616,7 @@ type aliases:
<p>
</p><div class="table"><table class="table"><tbody><tr><th style="text-align:left"> Name </th><th style="text-align:center"> Type </th><th style="text-align:left"> Description </th></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getResolution()</strong> </td><td style="text-align:center"> float4 </td><td style="text-align:left"> Dimensions of the view's effective viewport in pixels: <code>width</code>, <code>height</code>, <code>1 / width</code>, <code>1 / height</code>. This might be different from <code>View::getViewport()</code> for instance because of added rendering guard-bands. This can be used in conjunction with <code>getNormalizedViewportCoord()</code> to generate pixel coordinates. </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getResolution()</strong> </td><td style="text-align:center"> float4 </td><td style="text-align:left"> Resolution of the view in pixels: <code>width</code>, <code>height</code>, <code>1 / width</code>, <code>1 / height</code> </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getWorldCameraPosition()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Position of the camera/eye in world space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getWorldOffset()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> The shift required to obtain API-level world space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getTime()</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> Current time as a remainder of 1 second. Yields a value between 0 and 1 </td></tr>
@@ -2864,9 +2821,7 @@ variants:
</li>
<li class="minus"><code>fog</code>, used when global fog is applied to the scene
</li>
<li class="minus"><code>vsm</code>, used when VSM shadows are enabled and the object is a shadow receiver
</li>
<li class="minus"><code>ssr</code>, used when screen-space reflections are enabled in the View</li></ul>
<li class="minus"><code>vsm</code>, used when VSM shadows are enabled and the object is a shadow receiver</li></ul>
<p></p><p>
+7 -102
View File
@@ -932,36 +932,6 @@ material {
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: featureLevel
Type
: `number`
Value
: An integer value, either 1 or 2. Defaults to 1.
Feature Level | Guaranteed features
:----------------------|:---------------------------------
1 | 9 textures per material
2 | 12 textures per material, cubemap arrays, ESSL 3.10
[Table [featureLevels]: Feature levels]
Description
: Sets the feature level of the material. Each feature level defines a set of features the
material can use. If the material uses a feature not supported by the selected level, `matc`
will generate an error during compilation. A given feature level is guaranteed to support
all features of lower feature levels.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
featureLevel : 2
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bugs
: `matc` doesn't verify that a material is not using features above its selected feature level.
### General: shadingModel
Type
@@ -1016,7 +986,6 @@ uint4 | Vector of 4 unsigned integers
float3x3 | Matrix of 3x3 floats
float4x4 | Matrix of 4x4 floats
sampler2d | 2D texture
sampler2dArray | Array of 2D textures
samplerExternal | External texture (platform-specific)
samplerCubemap | Cubemap texture
[Table [materialParamsTypes]: Material parameter types]
@@ -1028,7 +997,7 @@ Samplers
Arrays
: A parameter can define an array of values by appending `[size]` after the type name, where
`size` is a positive integer. For instance: `float[9]` declares an array of nine `float`
values. This syntax does not apply to samplers as arrays are treated as separate types.
values. Arrays of samplers are _not_ supported at the moment.
Description
: Lists the parameters required by your material. These parameters can be set at runtime using
@@ -1150,58 +1119,13 @@ material {
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: instanced
Type
: `boolean`
Value
: `true` or `false`. Defaults to `false`.
Description
: Allows a material to access the instance index (i.e.: **`gl_InstanceIndex`**) of instanced
primitives using `getInstanceIndex()` in the material's shader code. Never use
**`gl_InstanceIndex`** directly. This is typically used with
`RenderableManager::Builder::instances()`. `getInstanceIndex()` is available in both the
vertex and fragment shader.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
instanced : true
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: vertexDomainDeviceJittered
Type
: `boolean`
Value
: `true` or `false`. Defaults to `false`.
Description
: Only meaningful for `vertexDomain:Device` materials, this parameter specifies whether the
filament clip-space transforms need to be applied or not, which affects TAA and guard bands.
Generally it needs to be applied because by definition `vertexDomain:Device` materials
vertices are not transformed and used *as is*.
However, if the vertex shader uses for instance `getViewFromClipMatrix()` (or other
matrices based on the projection), the clip-space transform is already applied.
Setting this parameter incorrectly can prevent TAA or the guard bands to work correctly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
vertexDomainDeviceJittered : true
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Vertex and attributes: requires
Type
: array of `string`
Value
: Each entry must be any of `uv0`, `uv1`, `color`, `position`, `tangents`, `custom0`
through `custom7`.
: Each entry must be any of `uv0`, `uv1`, `color`, `position`, `tangents`.
Description
: Lists the vertex attributes required by the material. The `position` attribute is always
@@ -1218,8 +1142,7 @@ material {
},
],
requires : [
uv0,
custom0
uv0
],
shadingModel : lit,
}
@@ -1228,7 +1151,6 @@ fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = texture(materialParams_texture, getUV0());
material.baseColor.rgb *= getCustom0().rgb;
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -1899,7 +1821,7 @@ struct MaterialVertexInputs {
float3 worldNormal; // only if the shading model is not unlit
float4 worldPosition; // always available (see note below about world-space)
mat4 clipSpaceTransform; // default: identity, transforms the clip-space position, only available for `vertexDomain:device`
mat4 clipSpaceTransform; // default: identity, transforms the clip-space position
// variable* names are replaced with actual names
float4 variable0; // if 1 or more variables is defined
@@ -1919,30 +1841,13 @@ struct MaterialVertexInputs {
of the current mesh: `material.uv0 = vec2(mesh_uv0.x, 1.0 - mesh_uv0.y)`. You can control
this behavior using the `flipUV` property and setting it to `false`.
### Custom vertex attributes
You can use up to 8 custom vertex attributes, all of type `float4`. These attributes can be accessed
using the vertex block shader functions `getCustom0()` to `getCustom7()`. However, before using
custom attributes, you *must* declare those attributes as required in the `requires` property of
the material:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
requires : [
custom0,
custom1,
custom2
]
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Fragment block
The fragment block must be used to control the fragment shading stage of the material. The fragment
The fragment block must be used to control the fragment shading stage of the material. The vertex
block must contain valid
[ESSL 3.0](https://www.khronos.org/registry/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf)
code (the version of GLSL supported in OpenGL ES 3.0). You are free to create multiple functions
inside the fragment block but you **must** declare the `material` function:
inside the vertex block but you **must** declare the `material` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GLSL
fragment {
@@ -1977,7 +1882,7 @@ fragment {
### prepareMaterial function
Note that you **must** call `prepareMaterial(material)` before exiting the `material()` function.
This `prepareMaterial` function sets up the internal state of the material model. Some of the APIs
This `prepareMaterial` function sets up the internal state of the material mdoel. Some of the APIs
described in the Fragment APIs section - like `shading_normal` for instance - can only be accessed
_after_ invoking `prepareMaterial()`.
+19 -43
View File
@@ -15,17 +15,22 @@
*/
// If you are bundling this with rollup, webpack, or esbuild, the following URL should be trimmed.
import { LitElement, html, css } from "https://unpkg.com/lit?module";
import { LitElement, html, css } from "https://unpkg.com/lit-element?module";
// This little utility checks if the Filament module is ready for action.
// If so, it immediately calls the given function. If not, it asks the Filament
// loader to call it as soon as the module becomes ready.
// To allow the DOM to render before the Filament WASM module is ready, we maintain a little
// queue of tasks that get invoked as soon as the module is done loading.
class FilamentTasks {
constructor() {
this.tasks = []
if (!Filament.Engine) {
Filament.init([], () => { for (const task of this.tasks) task(); });
}
}
add(callback) {
if (Filament.isReady) {
callback();
if (!Filament.Engine) {
this.tasks.push(callback);
} else {
Filament.init([], callback);
callback();
}
}
}
@@ -63,7 +68,6 @@ class FilamentViewer extends LitElement {
this.sky = null; // Path to skybox ktx.
this.enableDrop = null; // Enables drag and drop.
this.intensity = 30000; // Intensity of the image based light.
this.materialVariant = 0; // Index of material variant.
// Private properties:
this.filamentTasks = new FilamentTasks();
@@ -80,7 +84,6 @@ class FilamentViewer extends LitElement {
sky: { type: String },
enableDrop: { type: Boolean },
intensity: { type: Number },
materialVariant: { type: Number },
}
}
@@ -113,7 +116,6 @@ class FilamentViewer extends LitElement {
if (props.has("intensity") && this.indirectLight) {
this.indirectLight.setIntensity(this.intensity);
}
if (props.has("materialVariant") && this.asset) this._applyMaterialVariant();
}
static get styles() {
@@ -246,7 +248,7 @@ class FilamentViewer extends LitElement {
return response.arrayBuffer();
}).then(arrayBuffer => {
const ktxData = new Uint8Array(arrayBuffer);
this.indirectLight = this.engine.createIblFromKtx1(ktxData);
this.indirectLight = this.engine.createIblFromKtx(ktxData);
this.indirectLight.setIntensity(this.intensity);
this.scene.setIndirectLight(this.indirectLight);
});
@@ -264,7 +266,7 @@ class FilamentViewer extends LitElement {
return response.arrayBuffer();
}).then(arrayBuffer => {
const ktxData = new Uint8Array(arrayBuffer);
this.skybox = this.engine.createSkyFromKtx1(ktxData);
this.skybox = this.engine.createSkyFromKtx(ktxData);
this.scene.setSkybox(this.skybox);
});
}
@@ -309,7 +311,7 @@ class FilamentViewer extends LitElement {
asyncInterval: 30
};
const doneAddingResources = (resourceLoader, stbProvider, ktx2Provider) => {
const doneAddingResources = resourceLoader => {
this.srcBlobResources = {};
resourceLoader.asyncBeginLoad(this.asset);
const timer = setInterval(() => {
@@ -318,8 +320,6 @@ class FilamentViewer extends LitElement {
if (progress >= 1) {
clearInterval(timer);
resourceLoader.delete();
stbProvider.delete();
ktx2Provider.delete();
this.animator = this.asset.getAnimator();
this.animationStartTime = Date.now();
}
@@ -337,20 +337,13 @@ class FilamentViewer extends LitElement {
config.recomputeBoundingBoxes,
config.ignoreBindTransform);
const stbProvider = new Filament.gltfio$StbProvider(this.engine);
const ktx2Provider = new Filament.gltfio$Ktx2Provider(this.engine);
resourceLoader.addStbProvider("image/jpeg", stbProvider);
resourceLoader.addStbProvider("image/png", stbProvider);
resourceLoader.addKtx2Provider("image/ktx2", ktx2Provider);
let remaining = Object.keys(this.srcBlobResources).length;
for (const name in this.srcBlobResources) {
this.srcBlobResources[name].arrayBuffer().then(buffer => {
const desc = getBufferDescriptor(new Uint8Array(buffer));
resourceLoader.addResourceData(name, getBufferDescriptor(desc));
if (--remaining === 0) {
doneAddingResources(resourceLoader, stbProvider, ktx2Provider);
doneAddingResources(resourceLoader);
}
});
}
@@ -382,7 +375,6 @@ class FilamentViewer extends LitElement {
this.asset.loadResources(() => {
this.animator = this.asset.getAnimator();
this.animationStartTime = Date.now();
this._applyMaterialVariant();
}, null, basePath);
this._updateOverlay();
@@ -391,11 +383,9 @@ class FilamentViewer extends LitElement {
_updateAsset() {
// Invoke the first glTF animation if it exists.
if (this.animator) {
if (this.animator.getAnimationCount() > 0) {
const ms = Date.now() - this.animationStartTime;
this.animator.applyAnimation(0, ms / 1000);
}
if (this.animator && this.animator.getAnimationCount() > 0) {
const ms = Date.now() - this.animationStartTime;
this.animator.applyAnimation(0, ms / 1000);
this.animator.updateBoneMatrices();
}
@@ -436,20 +426,6 @@ class FilamentViewer extends LitElement {
window.requestAnimationFrame(this._renderFrame.bind(this));
}
_applyMaterialVariant() {
if (!this.hasAttribute("materialVariant")) {
return;
}
const names = this.asset.getMaterialVariantNames();
const index = this.materialVariant;
if (index < 0 || index >= names.length) {
console.error(`Material variant ${index} does not exist in this asset.`);
return;
}
console.info(this.src, `Applying material variant: ${names[index]}`);
this.asset.applyMaterialVariant(index);
}
}
customElements.define("filament-viewer", FilamentViewer);
+1 -1
View File
@@ -43,7 +43,7 @@ filament-viewer::part(canvas) {
</p>
</main>
<script src="https://unpkg.com/filament@1.25.3/filament.js"></script>
<script src="https://unpkg.com/filament/filament.js"></script>
<script src="https://unpkg.com/gltumble"></script>
<script src="filament-viewer.js" type="module"></script>
</body>
-34
View File
@@ -63,7 +63,6 @@ set(SRCS
src/FrameSkipper.cpp
src/Froxelizer.cpp
src/Frustum.cpp
src/HwRenderPrimitiveFactory.cpp
src/IndexBuffer.cpp
src/IndirectLight.cpp
src/LightManager.cpp
@@ -132,7 +131,6 @@ set(SRCS
set(PRIVATE_HDRS
src/Allocators.h
src/BufferPoolAllocator.h
src/ColorSpace.h
src/Culler.h
src/DFG.h
@@ -141,7 +139,6 @@ set(PRIVATE_HDRS
src/FrameInfo.h
src/FrameSkipper.h
src/Froxelizer.h
src/HwRenderPrimitiveFactory.h
src/Intersections.h
src/MaterialParser.h
src/PerViewUniforms.h
@@ -459,34 +456,6 @@ add_custom_command(
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur1L.filamat"
DEPENDS src/materials/separableGaussianBlur.vs
DEPENDS src/materials/separableGaussianBlur.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur2L.filamat"
DEPENDS src/materials/separableGaussianBlur.vs
DEPENDS src/materials/separableGaussianBlur.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur3L.filamat"
DEPENDS src/materials/separableGaussianBlur.vs
DEPENDS src/materials/separableGaussianBlur.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur4L.filamat"
DEPENDS src/materials/separableGaussianBlur.vs
DEPENDS src/materials/separableGaussianBlur.fs
APPEND
)
add_custom_command(
OUTPUT ${RESGEN_OUTPUTS}
COMMAND resgen ${RESGEN_FLAGS} ${MATERIAL_BINS}
@@ -523,9 +492,6 @@ add_library(${TARGET} STATIC ${PRIVATE_HDRS} ${PUBLIC_HDRS} ${SRCS} ${DATA_BINS}
# specify where the public headers of this library are
target_include_directories(${TARGET} PUBLIC ${PUBLIC_HDR_DIR})
# add this subproject to the Filament folder
set_target_properties(${TARGET} PROPERTIES FOLDER Filament)
# ==================================================================================================
# Dependencies
# ==================================================================================================
+4 -5
View File
@@ -44,11 +44,10 @@ To link against debug builds of Filament, you must also link against:
- `matdbg`, Support library that adds an interactive web-based debugger to Filament
To use the Vulkan backend on macOS you must install the LunarG SDK, enable "System Global
Components", and reboot your machine.
The easiest way to install those files is to use the macOS
[LunarG Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) installer.
To use the Vulkan backend on macOS you must also make the following libraries available at runtime:
- `MoltenVK_icd.json`
- `libMoltenVK.dylib`
- `libvulkan.1.dylib`
## Linking against Filament
+17 -17
View File
@@ -11,14 +11,11 @@ set(GENERATION_ROOT ${CMAKE_CURRENT_BINARY_DIR})
set(PUBLIC_HDRS
include/backend/BufferDescriptor.h
include/backend/CallbackHandler.h
include/backend/DriverApiForward.h
include/backend/DriverEnums.h
include/backend/Handle.h
include/backend/PipelineState.h
include/backend/PixelBufferDescriptor.h
include/backend/Platform.h
include/backend/Program.h
include/backend/SamplerDescriptor.h
include/backend/TargetBufferInfo.h
)
@@ -49,7 +46,9 @@ set(PRIVATE_HDRS
include/private/backend/Driver.h
include/private/backend/DriverApi.h
include/private/backend/DriverAPI.inc
include/private/backend/DriverApiForward.h
include/private/backend/HandleAllocator.h
include/private/backend/Program.h
include/private/backend/SamplerGroup.h
src/CommandStreamDispatcher.h
src/DataReshaper.h
@@ -99,11 +98,11 @@ if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3 AND NOT FILAMEN
elseif (LINUX)
if (FILAMENT_SUPPORTS_X11)
list(APPEND SRCS src/opengl/platforms/PlatformGLX.cpp)
elseif (FILAMENT_SUPPORTS_EGL_ON_LINUX)
list(APPEND SRCS src/opengl/platforms/PlatformEGLHeadless.cpp)
endif()
elseif (WIN32)
list(APPEND SRCS src/opengl/platforms/PlatformWGL.cpp)
else()
list(APPEND SRCS src/opengl/platforms/PlatformDummyGL.cpp)
endif()
endif()
@@ -222,9 +221,6 @@ add_library(${TARGET} STATIC ${PRIVATE_HDRS} ${PUBLIC_HDRS} ${SRCS})
# specify where the public headers of this library are
target_include_directories(${TARGET} PUBLIC ${PUBLIC_HDR_DIR})
# add this subproject to the Filament folder
set_target_properties(${TARGET} PROPERTIES FOLDER Filament)
# ==================================================================================================
# Expose a header-only target to minimize dependencies.
# ==================================================================================================
@@ -270,7 +266,6 @@ set(DUMMY_SRC "${VKSHADERS_DIR}/dummy.c")
add_custom_command(OUTPUT ${DUMMY_SRC} COMMAND echo "//" > ${DUMMY_SRC})
add_library(vkshaders STATIC ${DUMMY_SRC} ${RESGEN_SOURCE})
set_target_properties(vkshaders PROPERTIES FOLDER Filament/Generated)
# ==================================================================================================
# Dependencies
@@ -309,9 +304,6 @@ endif()
if (LINUX)
target_link_libraries(${TARGET} PRIVATE dl)
if(FILAMENT_SUPPORTS_EGL_ON_LINUX)
target_link_libraries(${TARGET} PUBLIC EGL)
endif()
endif()
# ==================================================================================================
@@ -397,8 +389,6 @@ if (APPLE)
test/test_MRT.cpp
test/test_LoadImage.cpp
test/test_RenderExternalImage.cpp
test/test_StencilBuffer.cpp
test/test_Scissor.cpp
)
target_link_libraries(backend_test PRIVATE
@@ -437,8 +427,6 @@ if (APPLE)
install(FILES "${BACKEND_TEST_COMBINED_OUTPUT}" DESTINATION lib/${DIST_DIR} RENAME ${BACKEND_TEST_LIB_NAME})
install(FILES test/PlatformRunner.h DESTINATION include/backend_test)
endif()
set_target_properties(backend_test PROPERTIES FOLDER Tests)
endif()
if (APPLE AND NOT IOS)
@@ -447,6 +435,18 @@ if (APPLE AND NOT IOS)
# Because each test case is a separate file, the -force_load flag is necessary to prevent the
# linker from removing "unused" symbols.
target_link_libraries(backend_test_mac PRIVATE -force_load backend_test)
set_target_properties(backend_test_mac PROPERTIES FOLDER Tests)
endif()
if (APPLE AND NOT Vulkan_LIBRARY AND NOT FILAMENT_USE_SWIFTSHADER)
message(STATUS "No Vulkan SDK was found, using prebuilt MoltenVK.")
set(MOLTENVK_DIR "../../third_party/moltenvk")
configure_file(
${MOLTENVK_DIR}/libvulkan.1.dylib
${PROJECT_BINARY_DIR}/libvulkan.1.dylib COPYONLY)
configure_file(
${MOLTENVK_DIR}/MoltenVK_icd.json
${PROJECT_BINARY_DIR}/MoltenVK_icd.json COPYONLY)
configure_file(
${MOLTENVK_DIR}/libMoltenVK.dylib
${PROJECT_BINARY_DIR}/libMoltenVK.dylib COPYONLY)
endif()
+90 -137
View File
@@ -57,16 +57,7 @@ static_assert(MAX_VERTEX_BUFFER_COUNT <= MAX_VERTEX_ATTRIBUTE_COUNT,
"The number of buffer objects that can be attached to a VertexBuffer must be "
"less than or equal to the maximum number of vertex attributes.");
static constexpr size_t CONFIG_UNIFORM_BINDING_COUNT = 10; // This is guaranteed by OpenGL ES.
static constexpr size_t CONFIG_SAMPLER_BINDING_COUNT = 4; // This is guaranteed by OpenGL ES.
/**
* Defines the backend's feature levels.
*/
enum class FeatureLevel : uint8_t {
FEATURE_LEVEL_1 = 1, //!< OpenGL ES 3.0 features (default)
FEATURE_LEVEL_2 //!< OpenGL ES 3.1 features + 31 textures units + cubemap arrays
};
static constexpr size_t CONFIG_BINDING_COUNT = 12; // This is guaranteed by OpenGL ES.
/**
* Selects which driver a particular Engine should use.
@@ -137,6 +128,7 @@ inline constexpr TargetBufferFlags getTargetBufferFlagsAt(size_t index) noexcept
enum class BufferUsage : uint8_t {
STATIC, //!< content modified once, used many times
DYNAMIC, //!< content modified frequently, used many times
STREAM, //!< content invalidated and modified frequently, used many times
};
/**
@@ -186,18 +178,16 @@ static constexpr uint64_t FENCE_WAIT_FOR_EVER = uint64_t(-1);
/**
* Shader model.
*
* These enumerants are used across all backends and refer to a level of functionality and quality.
*
* For example, the OpenGL backend returns `MOBILE` if it supports OpenGL ES, or `DESKTOP` if it
* supports Desktop OpenGL, this is later used to select the proper shader.
*
* Shader quality vs. performance is also affected by ShaderModel.
* These enumerants are used across all backends and refer to a level of functionality, rather
* than to an OpenGL specific shader model.
*/
enum class ShaderModel : uint8_t {
MOBILE = 1, //!< Mobile level functionality
DESKTOP = 2, //!< Desktop level functionality
//! For testing
UNKNOWN = 0,
GL_ES_30 = 1, //!< Mobile level functionality
GL_CORE_41 = 2, //!< Desktop level functionality
};
static constexpr size_t SHADER_MODEL_COUNT = 2;
static constexpr size_t SHADER_MODEL_COUNT = 3;
/**
* Primitive types
@@ -246,12 +236,11 @@ enum class Precision : uint8_t {
//! Texture sampler type
enum class SamplerType : uint8_t {
SAMPLER_2D, //!< 2D texture
SAMPLER_2D_ARRAY, //!< 2D array texture
SAMPLER_CUBEMAP, //!< Cube map texture
SAMPLER_EXTERNAL, //!< External texture
SAMPLER_3D, //!< 3D texture
SAMPLER_CUBEMAP_ARRAY, //!< Cube map array texture (feature level 2)
SAMPLER_2D, //!< 2D texture
SAMPLER_2D_ARRAY, //!< 2D array texture
SAMPLER_CUBEMAP, //!< Cube map texture
SAMPLER_EXTERNAL, //!< External texture
SAMPLER_3D, //!< 3D texture
};
//! Subpass type
@@ -639,10 +628,6 @@ static constexpr bool isS3TCSRGBCompression(TextureFormat format) noexcept {
return format >= TextureFormat::DXT1_SRGB && format <= TextureFormat::DXT5_SRGBA;
}
static constexpr bool isASTCCompression(TextureFormat format) noexcept {
return format >= TextureFormat::RGBA_ASTC_4x4 && format <= TextureFormat::SRGB8_ALPHA8_ASTC_12x12;
}
//! Texture Cubemap Face
enum class TextureCubemapFace : uint8_t {
// don't change the enums values
@@ -654,6 +639,54 @@ enum class TextureCubemapFace : uint8_t {
NEGATIVE_Z = 5, //!< -z face
};
inline constexpr int operator +(TextureCubemapFace rhs) noexcept {
return int(rhs);
}
//! Face offsets for all faces of a cubemap
struct FaceOffsets {
using size_type = size_t;
union {
struct {
size_type px; //!< +x face offset in bytes
size_type nx; //!< -x face offset in bytes
size_type py; //!< +y face offset in bytes
size_type ny; //!< -y face offset in bytes
size_type pz; //!< +z face offset in bytes
size_type nz; //!< -z face offset in bytes
};
size_type offsets[6];
};
size_type operator[](size_t n) const noexcept { return offsets[n]; }
size_type& operator[](size_t n) { return offsets[n]; }
FaceOffsets() noexcept = default;
explicit FaceOffsets(size_type faceSize) noexcept {
px = faceSize * 0;
nx = faceSize * 1;
py = faceSize * 2;
ny = faceSize * 3;
pz = faceSize * 4;
nz = faceSize * 5;
}
FaceOffsets(const FaceOffsets& rhs) noexcept {
px = rhs.px;
nx = rhs.nx;
py = rhs.py;
ny = rhs.ny;
pz = rhs.pz;
nz = rhs.nz;
}
FaceOffsets& operator=(const FaceOffsets& rhs) noexcept {
px = rhs.px;
nx = rhs.nx;
py = rhs.py;
ny = rhs.ny;
pz = rhs.pz;
nz = rhs.nz;
return *this;
}
};
//! Sampler Wrap mode
enum class SamplerWrapMode : uint8_t {
CLAMP_TO_EDGE, //!< clamp-to-edge. The edge of the texture extends to infinity.
@@ -686,7 +719,7 @@ enum class SamplerCompareMode : uint8_t {
COMPARE_TO_TEXTURE = 1
};
//! comparison function for the depth / stencil sampler
//! comparison function for the depth sampler
enum class SamplerCompareFunc : uint8_t {
// don't change the enums values
LE = 0, //!< Less or equal
@@ -695,11 +728,11 @@ enum class SamplerCompareFunc : uint8_t {
G, //!< Strictly greater than
E, //!< Equal
NE, //!< Not equal
A, //!< Always. Depth / stencil testing is deactivated.
N //!< Never. The depth / stencil test always fails.
A, //!< Always. Depth testing is deactivated.
N //!< Never. The depth test always fails.
};
//! Sampler parameters
//! Sampler paramters
struct SamplerParams { // NOLINT
union {
struct {
@@ -752,25 +785,6 @@ enum class BlendFunction : uint8_t {
SRC_ALPHA_SATURATE //!< f(src, dst) = (1,1,1) * min(src.a, 1 - dst.a), 1
};
//! stencil operation
enum class StencilOperation : uint8_t {
KEEP, //!< Keeps the current value.
ZERO, //!< Sets the value to 0.
REPLACE, //!< Sets the value to the stencil reference value.
INCR, //!< Increments the current value. Clamps to the maximum representable unsigned value.
INCR_WRAP, //!< Increments the current value. Wraps value to zero when incrementing the maximum representable unsigned value.
DECR, //!< Decrements the current value. Clamps to 0.
DECR_WRAP, //!< Decrements the current value. Wraps value to the maximum representable unsigned value when decrementing a value of zero.
INVERT, //!< Bitwise inverts the current value.
};
//! stencil faces
enum class StencilFace : uint8_t {
FRONT = 0x1, //!< Update stencil state for front-facing polygons.
BACK = 0x2, //!< Update stencil state for back-facing polygons.
FRONT_AND_BACK = FRONT | BACK, //!< Update stencil state for all polygons.
};
//! Stream for external textures
enum class StreamType {
NATIVE, //!< Not synchronized but copy-free. Good for video.
@@ -842,38 +856,38 @@ struct RasterState {
union {
struct {
//! culling mode
CullingMode culling : 2; // 2
CullingMode culling : 2; // 2
//! blend equation for the red, green and blue components
BlendEquation blendEquationRGB : 3; // 5
BlendEquation blendEquationRGB : 3; // 5
//! blend equation for the alpha component
BlendEquation blendEquationAlpha : 3; // 8
BlendEquation blendEquationAlpha : 3; // 8
//! blending function for the source color
BlendFunction blendFunctionSrcRGB : 4; // 12
BlendFunction blendFunctionSrcRGB : 4; // 12
//! blending function for the source alpha
BlendFunction blendFunctionSrcAlpha : 4; // 16
BlendFunction blendFunctionSrcAlpha : 4; // 16
//! blending function for the destination color
BlendFunction blendFunctionDstRGB : 4; // 20
BlendFunction blendFunctionDstRGB : 4; // 20
//! blending function for the destination alpha
BlendFunction blendFunctionDstAlpha : 4; // 24
BlendFunction blendFunctionDstAlpha : 4; // 24
//! Whether depth-buffer writes are enabled
bool depthWrite : 1; // 25
bool depthWrite : 1; // 25
//! Depth test function
DepthFunc depthFunc : 3; // 28
DepthFunc depthFunc : 3; // 28
//! Whether color-buffer writes are enabled
bool colorWrite : 1; // 29
bool colorWrite : 1; // 29
//! use alpha-channel as coverage mask for anti-aliasing
bool alphaToCoverage : 1; // 30
bool alphaToCoverage : 1; // 30
//! whether front face winding direction must be inverted
bool inverseFrontFaces : 1; // 31
bool inverseFrontFaces : 1; // 31
//! padding, must be 0
uint8_t padding : 1; // 32
uint8_t padding : 1; // 32
};
uint32_t u = 0;
};
@@ -888,23 +902,17 @@ enum ShaderType : uint8_t {
VERTEX = 0,
FRAGMENT = 1
};
static constexpr size_t PIPELINE_STAGE_COUNT = 2;
enum class ShaderStageFlags : uint8_t {
NONE = 0,
VERTEX = 0x1,
FRAGMENT = 0x2,
ALL_SHADER_STAGE_FLAGS = VERTEX | FRAGMENT
};
static inline constexpr bool hasShaderType(ShaderStageFlags flags, ShaderType type) noexcept {
switch (type) {
case VERTEX:
return bool(uint8_t(flags) & uint8_t(ShaderStageFlags::VERTEX));
case FRAGMENT:
return bool(uint8_t(flags) & uint8_t(ShaderStageFlags::FRAGMENT));
struct ShaderStageFlags {
bool vertex : 1;
bool fragment : 1;
bool hasShaderType(ShaderType type) const {
return (vertex && type == ShaderType::VERTEX) ||
(fragment && type == ShaderType::FRAGMENT);
}
}
};
static constexpr ShaderStageFlags ALL_SHADER_STAGE_FLAGS = { true, true };
/**
* Selects which buffers to clear at the beginning of the render pass, as well as which buffers
@@ -975,55 +983,6 @@ struct PolygonOffset {
float constant = 0; // units in GL-speak
};
struct StencilState {
using StencilFunction = SamplerCompareFunc;
struct StencilOperations {
//! Stencil test function
StencilFunction stencilFunc : 3; // 3
//! Stencil operation when stencil test fails
StencilOperation stencilOpStencilFail : 3; // 6
uint8_t padding0 : 2; // 8
//! Stencil operation when stencil test passes but depth test fails
StencilOperation stencilOpDepthFail : 3; // 11
//! Stencil operation when both stencil and depth test pass
StencilOperation stencilOpDepthStencilPass : 3; // 14
uint8_t padding1 : 2; // 16
//! Reference value for stencil comparison tests and updates
uint8_t ref; // 24
//! Masks the bits of the stencil values participating in the stencil comparison test.
uint8_t readMask; // 32
//! Masks the bits of the stencil values updated by the stencil test.
uint8_t writeMask; // 40
};
//! Stencil operations for front-facing polygons
StencilOperations front = {
.stencilFunc = StencilFunction::A, .ref = 0, .readMask = 0xff, .writeMask = 0xff };
//! Stencil operations for back-facing polygons
StencilOperations back = {
.stencilFunc = StencilFunction::A, .ref = 0, .readMask = 0xff, .writeMask = 0xff };
//! Whether stencil-buffer writes are enabled
bool stencilWrite = false;
uint8_t padding = 0;
};
static_assert(sizeof(StencilState::StencilOperations) == 5u,
"StencilOperations size not what was intended");
static_assert(sizeof(StencilState) == 12u,
"StencilState size not what was intended");
using FrameScheduledCallback = void(*)(PresentCallable callable, void* user);
@@ -1034,23 +993,16 @@ enum class Workaround : uint16_t {
SPLIT_EASU,
// Backend allows feedback loop with ancillary buffers (depth/stencil) as long as they're read-only for
// the whole render pass.
ALLOW_READ_ONLY_ANCILLARY_FEEDBACK_LOOP,
// for some uniform arrays, it's needed to do an initialization to avoid crash on adreno gpu
ADRENO_UNIFORM_ARRAY_CRASH
ALLOW_READ_ONLY_ANCILLARY_FEEDBACK_LOOP
};
} // namespace filament::backend
template<> struct utils::EnableBitMaskOperators<filament::backend::ShaderStageFlags>
: public std::true_type {};
template<> struct utils::EnableBitMaskOperators<filament::backend::TargetBufferFlags>
: public std::true_type {};
template<> struct utils::EnableBitMaskOperators<filament::backend::TextureUsage>
: public std::true_type {};
template<> struct utils::EnableBitMaskOperators<filament::backend::StencilFace>
: public std::true_type {};
template<> struct utils::EnableIntegerOperators<filament::backend::TextureCubemapFace>
: public std::true_type {};
#if !defined(NDEBUG)
utils::io::ostream& operator<<(utils::io::ostream& out, filament::backend::BufferUsage usage);
@@ -1076,6 +1028,7 @@ utils::io::ostream& operator<<(utils::io::ostream& out, filament::backend::Textu
utils::io::ostream& operator<<(utils::io::ostream& out, filament::backend::BufferObjectBinding binding);
utils::io::ostream& operator<<(utils::io::ostream& out, filament::backend::TextureSwizzle swizzle);
utils::io::ostream& operator<<(utils::io::ostream& out, const filament::backend::AttributeArray& type);
utils::io::ostream& operator<<(utils::io::ostream& out, const filament::backend::FaceOffsets& type);
utils::io::ostream& operator<<(utils::io::ostream& out, const filament::backend::PolygonOffset& po);
utils::io::ostream& operator<<(utils::io::ostream& out, const filament::backend::RasterState& rs);
utils::io::ostream& operator<<(utils::io::ostream& out, const filament::backend::RenderPassParams& b);
@@ -26,7 +26,6 @@
#include <stdint.h>
#include <limits>
#include <type_traits>
namespace filament::backend {
@@ -31,7 +31,6 @@ namespace filament::backend {
struct PipelineState {
Handle<HwProgram> program;
RasterState rasterState;
StencilState stencilState;
PolygonOffset polygonOffset;
Viewport scissor{ 0, 0,
(uint32_t)std::numeric_limits<int32_t>::max(),
@@ -280,7 +280,7 @@ public:
}
size_t bpr = bpp * stride;
size_t bprAligned = (bpr + (alignment - 1)) & (~alignment + 1);
size_t bprAligned = (bpr + (alignment - 1)) & -alignment;
return bprAligned * height;
}
+1 -7
View File
@@ -37,10 +37,6 @@ public:
uintptr_t image = 0;
};
struct DriverConfig {
size_t handleArenaSize = 0; // size of handle arena in bytes. Setting to 0 indicates default value is to be used. Driver clamps to valid values.
};
virtual ~Platform() noexcept;
/**
@@ -57,12 +53,10 @@ public:
* @param sharedContext an optional shared context. This is not meaningful with all graphic
* APIs and platforms.
* For EGL platforms, this is an EGLContext.
*
* @param driverConfig specifies driver initialization parameters
*
* @return nullptr on failure, or a pointer to the newly created driver.
*/
virtual backend::Driver* createDriver(void* sharedContext, const DriverConfig& driverConfig) noexcept = 0;
virtual backend::Driver* createDriver(void* sharedContext) noexcept = 0;
/**
* Processes the platform's event queue when called from its primary event-handling thread.
@@ -1,39 +0,0 @@
/*
* Copyright (C) 2022 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.
*/
//! \file
#ifndef TNT_FILAMENT_BACKEND_SAMPLERDESCRIPTOR_H
#define TNT_FILAMENT_BACKEND_SAMPLERDESCRIPTOR_H
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <utils/compiler.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
struct UTILS_PUBLIC SamplerDescriptor {
Handle<HwTexture> t;
SamplerParams s{};
};
} // namespace filament::backend
#endif // TNT_FILAMENT_BACKEND_SAMPLERDESCRIPTOR_H
@@ -21,16 +21,19 @@
#include <backend/PixelBufferDescriptor.h>
#include <string_view>
#include <stddef.h>
namespace filament::backend {
#ifndef FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB
# define FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB 1
#endif
namespace filament {
namespace backend {
/**
* Returns true if the shader string requests the Google-style line directive extension.
*/
bool requestsGoogleLineDirectivesExtension(std::string_view source) noexcept;
bool requestsGoogleLineDirectivesExtension(const char* shader, size_t length) noexcept;
/**
* Edit a GLSL shader string in-place so any Google-style line directives are turned into regular
@@ -66,6 +69,7 @@ size_t getBlockHeight(TextureFormat format) noexcept;
*/
bool reshape(const PixelBufferDescriptor& data, PixelBufferDescriptor& reshaped);
} // namespace backend
} // namespace filament
#endif // TNT_FILAMENT_BACKEND_PRIVATE_BACKENDUTILS_H
@@ -17,12 +17,13 @@
#ifndef TNT_FILAMENT_BACKEND_PRIVATE_CIRCULARBUFFER_H
#define TNT_FILAMENT_BACKEND_PRIVATE_CIRCULARBUFFER_H
#include <utils/compiler.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
#include <utils/compiler.h>
namespace filament {
namespace backend {
class CircularBuffer {
public:
@@ -84,6 +85,7 @@ private:
void* mHead = nullptr;
};
} // namespace filament::backend
} // namespace backend
} // namespace filament
#endif // TNT_FILAMENT_BACKEND_PRIVATE_CIRCULARBUFFER_H
@@ -19,13 +19,14 @@
#include "private/backend/CircularBuffer.h"
#include "private/backend/Dispatcher.h"
#include "private/backend/Program.h"
#include "private/backend/SamplerGroup.h"
#include "private/backend/Driver.h"
#include <backend/BufferDescriptor.h>
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <backend/PipelineState.h>
#include <backend/Program.h>
#include <backend/PixelBufferDescriptor.h>
#include <backend/PresentCallable.h>
#include <backend/TargetBufferInfo.h>
@@ -33,14 +34,10 @@
#include <utils/compiler.h>
#include <utils/ThreadUtils.h>
#include <cstddef>
#include <functional>
#include <tuple>
#include <utility>
#ifndef NDEBUG
#include <thread>
#endif
#include <utility>
#include <assert.h>
#include <stddef.h>
@@ -17,15 +17,14 @@
#ifndef TNT_FILAMENT_BACKEND_PRIVATE_DRIVER_H
#define TNT_FILAMENT_BACKEND_PRIVATE_DRIVER_H
#include <backend/DriverApiForward.h>
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <backend/PipelineState.h>
#include <backend/TargetBufferInfo.h>
#include <utils/compiler.h>
#include "private/backend/DriverApiForward.h"
#include <functional>
#include <utils/compiler.h>
#include <stdint.h>
@@ -47,6 +46,7 @@ class BufferDescriptor;
class CallbackHandler;
class PixelBufferDescriptor;
class Program;
class SamplerGroup;
template<typename T>
class ConcreteDispatcher;
@@ -217,14 +217,7 @@ DECL_DRIVER_API_R_N(backend::TextureHandle, importTexture,
DECL_DRIVER_API_R_N(backend::SamplerGroupHandle, createSamplerGroup,
uint32_t, size)
DECL_DRIVER_API_R_N(backend::RenderPrimitiveHandle, createRenderPrimitive,
backend::VertexBufferHandle, vbh,
backend::IndexBufferHandle, ibh,
backend::PrimitiveType, pt,
uint32_t, offset,
uint32_t, minIndex,
uint32_t, maxIndex,
uint32_t, count)
DECL_DRIVER_API_R_0(backend::RenderPrimitiveHandle, createRenderPrimitive)
DECL_DRIVER_API_R_N(backend::ProgramHandle, createProgram,
backend::Program&&, program)
@@ -304,7 +297,6 @@ DECL_DRIVER_API_SYNCHRONOUS_N(void, cancelExternalImage, void*, image)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, getTimerQueryValue, backend::TimerQueryHandle, query, uint64_t*, elapsedTime)
DECL_DRIVER_API_SYNCHRONOUS_N(backend::SyncStatus, getSyncStatus, backend::SyncHandle, sh)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isWorkaroundNeeded, backend::Workaround, workaround)
DECL_DRIVER_API_SYNCHRONOUS_0(backend::FeatureLevel, getFeatureLevel)
/*
* Updating driver objects
@@ -326,17 +318,18 @@ DECL_DRIVER_API_N(updateBufferObject,
backend::BufferDescriptor&&, data,
uint32_t, byteOffset)
DECL_DRIVER_API_N(updateBufferObjectUnsynchronized,
backend::BufferObjectHandle, ibh,
backend::BufferDescriptor&&, data,
uint32_t, byteOffset)
DECL_DRIVER_API_N(resetBufferObject,
backend::BufferObjectHandle, ibh)
DECL_DRIVER_API_N(updateSamplerGroup,
backend::SamplerGroupHandle, ubh,
backend::BufferDescriptor&&, data)
backend::SamplerGroup&&, samplerGroup)
DECL_DRIVER_API_N(update2DImage,
backend::TextureHandle, th,
uint32_t, level,
uint32_t, xoffset,
uint32_t, yoffset,
uint32_t, width,
uint32_t, height,
backend::PixelBufferDescriptor&&, data)
DECL_DRIVER_API_N(setMinMaxLevels,
backend::TextureHandle, th,
@@ -354,6 +347,12 @@ DECL_DRIVER_API_N(update3DImage,
uint32_t, depth,
backend::PixelBufferDescriptor&&, data)
DECL_DRIVER_API_N(updateCubeImage,
backend::TextureHandle, th,
uint32_t, level,
backend::PixelBufferDescriptor&&, data,
backend::FaceOffsets, faceOffsets)
DECL_DRIVER_API_N(generateMipmaps,
backend::TextureHandle, th)
@@ -378,6 +377,19 @@ DECL_DRIVER_API_0(endRenderPass)
DECL_DRIVER_API_0(nextSubpass)
DECL_DRIVER_API_N(setRenderPrimitiveBuffer,
backend::RenderPrimitiveHandle, rph,
backend::VertexBufferHandle, vbh,
backend::IndexBufferHandle, ibh)
DECL_DRIVER_API_N(setRenderPrimitiveRange,
backend::RenderPrimitiveHandle, rph,
backend::PrimitiveType, pt,
uint32_t, offset,
uint32_t, minIndex,
uint32_t, maxIndex,
uint32_t, count)
DECL_DRIVER_API_N(beginTimerQuery,
backend::TimerQueryHandle, query)
@@ -17,7 +17,7 @@
#ifndef TNT_FILAMENT_BACKEND_PRIVATE_DRIVERAPI_H
#define TNT_FILAMENT_BACKEND_PRIVATE_DRIVERAPI_H
#include "backend/DriverApiForward.h"
#include "private/backend/DriverApiForward.h"
#include "private/backend/CommandStream.h"
#endif // TNT_FILAMENT_BACKEND_PRIVATE_DRIVERAPI_H
@@ -29,7 +29,7 @@ class MetalPlatform : public DefaultPlatform {
public:
~MetalPlatform() override;
Driver* createDriver(void* sharedContext, const Platform::DriverConfig& driverConfig) noexcept override;
Driver* createDriver(void* sharedContext) noexcept override;
int getOSVersion() const noexcept override { return 0; }
/**

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