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16 Commits

Author SHA1 Message Date
Benjamin Doherty
31521c70c2 Fix Android CI release build 2023-05-01 18:45:34 -04:00
Benjamin Doherty
f9b5a7f301 Merge branch 'rc/1.34.0' into release 2023-05-01 13:35:16 -04:00
Benjamin Doherty
00c78cc225 Bump MATERIAL_VERSION to 34 2023-05-01 12:20:50 -04:00
Powei Feng
2bdb8b560c vulkan: fix RenderPass size (#6775) (#6776) 2023-04-27 14:09:46 -07:00
Benjamin Doherty
a974fddd4c Bump version to 1.34.0 2023-04-25 13:10:24 -04:00
Benjamin Doherty
b62cf698a5 Release Filament 1.33.0 2023-04-25 13:08:56 -04:00
Powei Feng
b928e5c4dc vulkan: Fix Adreno issue with optimized material (#6757)
* vulkan: Fix Adreno issue with optimized material

Turning off the simplification pass seems to remove all of the
artifacts associated with Adreno GPUs.
2023-04-24 15:11:29 -07:00
Powei Feng
b748ea7239 Fix no-opt build option for materials (#6756)
- `-g` option was missing from `build.sh`
- `-Pcom.google.android.filament.matnopt` should be passed to
   the sample apps as well.
- Add logic to respect `-Pcom.google.android.filament.matnopt`
   in `FilamentPlugin.groovy`
2023-04-24 13:05:23 -07:00
Romain Guy
bd9ba1139e Update Kotlin math APIs (#6761)
Fixes bugs and adds new useful APIs.
2023-04-24 05:17:09 -07:00
Romain Guy
5ed25aa327 Apply post-lighting blending before the fog (#6755)
* Apply post-lighting blending before the fog

* Update release notes
2023-04-21 16:51:38 -07:00
Romain Guy
7f51f21512 Fix Android samples 2023-04-21 15:53:59 -07:00
Mathias Agopian
c24cc726e8 Fix Android samples so they handle surface resizes properly 2023-04-21 15:36:02 -07:00
Romain Guy
7b90a8f921 Set the Kotlin JDK version to match AGP's 2023-04-20 23:17:25 -07:00
Romain Guy
9fb96cd200 Upgrade to AGP/Gradle 8.0.0, and other dependency upgrades (#6753)
This upgrade lets us remove several hacks we needed to properly publish
our artifacts on Maven.
2023-04-20 18:02:23 -07:00
Mathias Agopian
f881b59d60 fog: disable fog color from IBL when unlit
When unlit, the IBL specular map is not defined.
2023-04-20 12:45:29 -07:00
Mathias Agopian
ebb07520c0 change picking to use floats (#6747)
floats can have up to 16.7M unique integers which is enough for encoding
an Entity. 
This change will help a later one that adds support for ES2
2023-04-19 13:53:45 -07:00
63 changed files with 2884 additions and 209 deletions

View File

@@ -14,6 +14,10 @@ jobs:
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh continuous

View File

@@ -44,6 +44,10 @@ jobs:
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh presubmit

View File

@@ -112,6 +112,10 @@ jobs:
- uses: actions/checkout@v3.3.0
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}

View File

@@ -13,9 +13,10 @@ section below.
To build Filament for Android you must also install the following:
- Android Studio Arctic Fox or more recent
- Android Studio Flamingo or more recent
- Android SDK
- Android NDK 25.1 or higher
- Java 17
### Environment variables

View File

@@ -7,3 +7,4 @@ for next branch cut* header.
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut

View File

@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.33.0'
implementation 'com.google.android.filament:filament-android:1.34.0'
}
```
@@ -50,7 +50,7 @@ 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', '~> 1.33.0'
pod 'Filament', '~> 1.34.0'
```
### Snapshots

View File

@@ -7,6 +7,12 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.34.0
- materials: picking is done in float (prepare for ES2) [⚠️ **New Material Version**]
- materials: postLightingBlending is now applied before the fog [⚠️ **Recompile materials**]
- vulkan: fix adreno optimized material artifacts [⚠️ **Recompile Materials**]
## v1.33.0
- materials: prepare ES2 support [⚠️ **New Material Version**]

View File

@@ -79,14 +79,15 @@ buildscript {
}
ext.versions = [
'jdk': 17,
'minSdk': 19,
'targetSdk': 33,
'compileSdk': 33,
'kotlin': '1.8.0',
'kotlin': '1.8.20',
'kotlin_coroutines': '1.6.4',
'buildTools': '33.0.1',
'buildTools': '33.0.2',
'ndk': '25.1.8937393',
'androidx_core': '1.9.0',
'androidx_core': '1.10.0',
'androidx_annotations': '1.3.0'
]
@@ -103,7 +104,7 @@ buildscript {
]
dependencies {
classpath 'com.android.tools.build:gradle:7.4.0'
classpath 'com.android.tools.build:gradle:8.0.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
}
@@ -194,6 +195,7 @@ subprojects {
}
ndk {
//noinspection ChromeOsAbiSupport
abiFilters(*rootProject.ext.abis)
}
@@ -214,8 +216,8 @@ subprojects {
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
}

View File

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

View File

@@ -17,6 +17,17 @@ android {
}
}
}
publishing {
singleVariant("fullRelease") {
withSourcesJar()
withJavadocJar()
}
singleVariant("liteRelease") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {

View File

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

View File

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

View File

@@ -0,0 +1,42 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.android;
import com.google.android.filament.Engine;
import com.google.android.filament.Fence;
public class FilamentHelper {
/**
* Wait for all pending frames to be processed before returning. This is to
* avoid a race between the surface being resized before pending frames are
* rendered into it. This is typically called from {@link UiHelper.RendererCallback#onResized},
* {@link android.view.SurfaceHolder.Callback#surfaceChanged} or
* {@link android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged}.
*
* @param engine Filament engine to synchronize
*
* @see UiHelper.RendererCallback#onResized
* @see android.view.SurfaceHolder.Callback#surfaceChanged
* @see android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged
*/
static public void synchronizePendingFrames(Engine engine) {
Fence fence = engine.createFence();
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
engine.destroyFence(fence);
}
}

View File

@@ -84,6 +84,14 @@ import com.google.android.filament.SwapChain;
* // The native surface has changed size. This is always called at least once
* // after the surface is created (after onNativeWindowChanged() is invoked).
* public void onResized(int width, int height) {
*
* // Wait for all pending frames to be processed before returning. This is to
* // avoid a race between the surface being resized before pending frames are
* // rendered into it.
* Fence fence = mEngine.createFence();
* fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
* mEngine.destroyFence(fence);
*
* // Compute camera projection and set the viewport on the view
* }
* });
@@ -175,7 +183,7 @@ public class UiHelper {
}
private static class SurfaceViewHandler implements RenderSurface {
private SurfaceView mSurfaceView;
private final SurfaceView mSurfaceView;
SurfaceViewHandler(SurfaceView surface) {
mSurfaceView = surface;
@@ -192,7 +200,7 @@ public class UiHelper {
}
private static class SurfaceHolderHandler implements RenderSurface {
private SurfaceHolder mSurfaceHolder;
private final SurfaceHolder mSurfaceHolder;
SurfaceHolderHandler(SurfaceHolder surface) {
mSurfaceHolder = surface;
@@ -209,7 +217,7 @@ public class UiHelper {
}
private class TextureViewHandler implements RenderSurface {
private TextureView mTextureView;
private final TextureView mTextureView;
private Surface mSurface;
TextureViewHandler(TextureView surface) { mTextureView = surface; }

View File

@@ -1,4 +1,7 @@
apply plugin: 'kotlin-android'
kotlin {
jvmToolchain(versions.jdk)
}
android {
namespace 'com.google.android.filament.utils'
@@ -21,16 +24,11 @@ android {
excludes += ['lib/*/libfilament-jni.so', 'lib/*/libgltfio-jni.so']
}
}
}
configurations.all { config ->
// Hack to preserve the version of the dependencies
if (!config.name.endsWith('Publication')) {
resolutionStrategy {
dependencySubstitution {
substitute(module("com.google.android.filament:gltfio-android:${VERSION_NAME}")).with(project(":gltfio-android"))
substitute(module("com.google.android.filament:gltfio-android-lite:${VERSION_NAME}")).with(project(":gltfio-android"))
}
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
}
}
}
@@ -43,7 +41,7 @@ dependencies {
implementation deps.coroutines.android
api project(':filament-android')
api module("com.google.android.filament:gltfio-android:${VERSION_NAME}")
api project(':gltfio-android')
}
apply from: rootProject.file('gradle/gradle-mvn-push.gradle')

View File

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

View File

@@ -405,9 +405,19 @@ class ModelViewer(
view.viewport = Viewport(0, 0, width, height)
cameraManipulator.setViewport(width, height)
updateCameraProjection()
synchronizePendingFrames(engine)
}
}
private fun synchronizePendingFrames(engine: Engine) {
// Wait for all pending frames to be processed before returning. This is to
// avoid a race between the surface being resized before pending frames are
// rendered into it.
val fence = engine.createFence()
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER)
engine.destroyFence(fence)
}
companion object {
private val kDefaultObjectPosition = Float3(0.0f, 0.0f, -4.0f)
}

View File

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

View File

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

View File

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

View File

@@ -16,6 +16,13 @@ android {
excludes += ['lib/*/libfilament-jni.so']
}
}
publishing {
singleVariant("fullRelease") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.33.0
VERSION_NAME=1.34.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
@@ -18,6 +18,9 @@ POM_DEVELOPER_NAME=Filament Team
org.gradle.jvmargs=-Xmx1536m
android.useAndroidX=true
android.defaults.buildfeatures.buildconfig=true
android.nonTransitiveRClass=false
android.nonFinalResIds=false
com.google.android.filament.tools-dir=../../../out/release/filament
com.google.android.filament.dist-dir=../out/android-release/filament

View File

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

View File

@@ -1,6 +1,6 @@
#Wed Nov 17 10:40:18 PST 2021
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-7.5-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-8.0-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

View File

@@ -40,6 +40,11 @@ android {
dependenciesInfo {
includeInApk = false
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -26,6 +26,7 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -303,6 +304,8 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

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

View File

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

View File

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

View File

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

View File

@@ -6,6 +6,10 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
meshInputFile = project.layout.projectDirectory.file("../../../third_party/models/shader_ball/shader_ball.obj")
meshOutputDir = project.layout.projectDirectory.dir("src/main/assets/models")
@@ -46,6 +50,11 @@ android {
aaptOptions {
noCompress 'filamat'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -6,6 +6,10 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -43,6 +47,11 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {

View File

@@ -26,6 +26,7 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.utils.*
import com.google.android.filament.android.UiHelper
@@ -323,6 +324,8 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

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

View File

@@ -33,6 +33,7 @@ import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -350,6 +351,8 @@ class MainActivity : Activity() {
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}

View File

@@ -491,6 +491,7 @@ function build_android {
./gradlew \
-Pcom.google.android.filament.dist-dir=../out/android-debug/filament \
-Pcom.google.android.filament.abis=${ABI_GRADLE_OPTION} \
${MATOPT_GRADLE_OPTION} \
:samples:${sample}:assembleDebug
done
fi
@@ -539,6 +540,7 @@ function build_android {
./gradlew \
-Pcom.google.android.filament.dist-dir=../out/android-release/filament \
-Pcom.google.android.filament.abis=${ABI_GRADLE_OPTION} \
${MATOPT_GRADLE_OPTION} \
:samples:${sample}:assembleRelease
done
fi
@@ -756,7 +758,7 @@ function run_tests {
pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfijmp:q:uvslwtedk:b" opt; do
while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
case ${opt} in
h)
print_help

View File

@@ -44,6 +44,14 @@ elif [[ "$LC_UNAME" == "darwin" ]]; then
fi
source `dirname $0`/../common/build-common.sh
if [[ "$GITHUB_WORKFLOW" ]]; then
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
if [[ "$java_version" < 17 ]]; then
echo "Android builds require Java 17, found version ${java_version} instead"
exit 0
fi
fi
# Unless explicitly specified, NDK version will be set to match exactly the required one
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}

View File

@@ -3,12 +3,4 @@
if [[ "$GITHUB_WORKFLOW" ]]; then
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
CONTINUOUS_INTEGRATION=true
# Force Java to be Java 11 minimum, it defaults to 8 in GitHub runners for some platforms
export JAVA_HOME=${JAVA_HOME_11_X64}
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
if [[ "$java_version" < 11 ]]; then
echo "Android builds require Java 11, found version ${java_version} instead"
exit 0
fi
fi

View File

@@ -52,7 +52,8 @@ public:
VulkanLayout initialDepthLayout : 4;
VulkanLayout renderPassDepthLayout : 4;
VulkanLayout finalDepthLayout : 4;
uint8_t padding : 4;
uint8_t padding0 : 4;
uint8_t padding1;
VkFormat colorFormat[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT]; // 32 bytes
VkFormat depthFormat; // 4 bytes

View File

@@ -381,7 +381,7 @@ PostProcessManager::StructurePassOutput PostProcessManager::structure(FrameGraph
if (config.picking) {
data.picking = builder.createTexture("Picking Buffer", {
.width = width, .height = height,
.format = TextureFormat::RG32UI });
.format = TextureFormat::RG32F });
data.picking = builder.write(data.picking,
FrameGraphTexture::Usage::COLOR_ATTACHMENT);

View File

@@ -968,13 +968,14 @@ void FView::executePickingQueries(backend::DriverApi& driver,
const uint32_t x = uint32_t(float(pQuery->x) * (scale * mScale.x));
const uint32_t y = uint32_t(float(pQuery->y) * (scale * mScale.y));
driver.readPixels(handle, x, y, 1, 1, {
&pQuery->result.renderable, 4 * 4, // 4*uint
// FIXME: RGBA_INTEGER is guaranteed to work. R_INTEGER must be queried.
backend::PixelDataFormat::RG_INTEGER, backend::PixelDataType::UINT,
&pQuery->result.renderable, 4u * 4u, // 4*float
backend::PixelDataFormat::RG, backend::PixelDataType::FLOAT,
pQuery->handler, [](void*, size_t, void* user) {
FPickingQuery* pQuery = static_cast<FPickingQuery*>(user);
float const identity = *((float*)((char*)&pQuery->result.renderable));
pQuery->result.renderable = Entity::import(identity);
pQuery->result.fragCoords = {
pQuery->x, pQuery->y,float(1.0 - pQuery->result.depth) };
pQuery->x, pQuery->y, float(1.0 - pQuery->result.depth) };
pQuery->callback(pQuery->result, pQuery);
FPickingQuery::put(pQuery);
}, pQuery

View File

@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.33.0"
spec.version = "1.34.0"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.33.0/filament-v1.33.0-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.34.0/filament-v1.34.0-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {

View File

@@ -27,7 +27,7 @@
namespace filament {
// update this when a new version of filament wouldn't work with older materials
static constexpr size_t MATERIAL_VERSION = 33;
static constexpr size_t MATERIAL_VERSION = 34;
/**
* Supported shading models

View File

@@ -594,8 +594,16 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
optimizer.RegisterPass(CreateMergeReturnPass());
}
optimizer
.RegisterPass(CreateInlineExhaustivePass())
auto const localCreateSimplificationPass = [&config] {
// Adreno GPU show artifacts after running simplication passes. We workaround this just by
// disabling the simplification pass for mobile + vulkan.
return config.shaderModel == ShaderModel::MOBILE
&& config.targetApi == MaterialBuilder::TargetApi::VULKAN
? std::move(CreateNullPass())
: std::move(CreateSimplificationPass());
};
optimizer.RegisterPass(CreateInlineExhaustivePass())
.RegisterPass(CreateAggressiveDCEPass())
.RegisterPass(CreatePrivateToLocalPass())
.RegisterPass(CreateLocalSingleBlockLoadStoreElimPass())
@@ -612,11 +620,11 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
.RegisterPass(CreateAggressiveDCEPass())
.RegisterPass(CreateRedundancyEliminationPass())
.RegisterPass(CreateCombineAccessChainsPass())
.RegisterPass(CreateSimplificationPass())
.RegisterPass(localCreateSimplificationPass())
.RegisterPass(CreateVectorDCEPass())
.RegisterPass(CreateDeadInsertElimPass())
.RegisterPass(CreateDeadBranchElimPass())
.RegisterPass(CreateSimplificationPass())
.RegisterPass(localCreateSimplificationPass())
.RegisterPass(CreateIfConversionPass())
.RegisterPass(CreateCopyPropagateArraysPass())
.RegisterPass(CreateReduceLoadSizePass())
@@ -625,7 +633,7 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
.RegisterPass(CreateRedundancyEliminationPass())
.RegisterPass(CreateDeadBranchElimPass())
.RegisterPass(CreateBlockMergePass())
.RegisterPass(CreateSimplificationPass());
.RegisterPass(localCreateSimplificationPass());
}
void GLSLPostProcessor::registerSizePasses(Optimizer& optimizer, Config const& config) {

View File

@@ -1,7 +1,7 @@
#if defined(VARIANT_HAS_VSM)
layout(location = 0) out vec4 fragColor;
#elif defined(VARIANT_HAS_PICKING)
layout(location = 0) out highp uint2 outPicking;
layout(location = 0) out highp vec2 outPicking;
#else
// not color output
#endif
@@ -49,8 +49,8 @@ void main() {
fragColor.xy = computeDepthMomentsVSM(depth);
fragColor.zw = computeDepthMomentsVSM(-1.0 / depth); // requires at least RGBA16F
#elif defined(VARIANT_HAS_PICKING)
outPicking.x = uint(object_uniforms.objectId);
outPicking.y = floatBitsToUint(vertex_position.z / vertex_position.w);
outPicking.x = float(object_uniforms.objectId);
outPicking.y = vertex_position.z / vertex_position.w;
#else
// that's it
#endif

View File

@@ -40,12 +40,14 @@ vec4 fog(vec4 color, highp vec3 view) {
// compute fog color
vec3 fogColor = frameUniforms.fogColor;
#if !defined(SHADING_MODEL_UNLIT)
if (frameUniforms.fogColorFromIbl > 0.0) {
// get fog color from envmap
// TODO: use a lower resolution mip as we get further (problem we don't have mips!)
float lod = frameUniforms.iblRoughnessOneLevel;
fogColor *= textureLod(light_iblSpecular, view, lod).rgb;
}
#endif
fogColor *= frameUniforms.iblLuminance * fogOpacity;

View File

@@ -34,12 +34,12 @@ void main() {
fragColor = evaluateMaterial(inputs);
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR) && !defined(MATERIAL_HAS_REFLECTIONS)
blendPostLightingColor(inputs, fragColor);
#endif
#if defined(VARIANT_HAS_FOG)
highp vec3 view = getWorldPosition() - getWorldCameraPosition();
fragColor = fog(fragColor, view);
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR) && !defined(MATERIAL_HAS_REFLECTIONS)
blendPostLightingColor(inputs, fragColor);
#endif
}

View File

@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.33.0",
"version": "1.34.0",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",