Compare commits

..
Author SHA1 Message Date
Benjamin Doherty f172cac8f2 Fix web morphing sample 2023-03-15 13:02:50 -07:00
4298 changed files with 371852 additions and 202883 deletions
-4
View File
@@ -14,10 +14,6 @@ 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
-4
View File
@@ -44,10 +44,6 @@ 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
-4
View File
@@ -112,10 +112,6 @@ 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 }}
+1 -2
View File
@@ -13,10 +13,9 @@ section below.
To build Filament for Android you must also install the following:
- Android Studio Flamingo or more recent
- Android Studio Arctic Fox or more recent
- Android SDK
- Android NDK 25.1 or higher
- Java 17
### Environment variables
+1 -6
View File
@@ -124,16 +124,11 @@ if (LINUX)
add_definitions(-DFILAMENT_SUPPORTS_XCB)
endif()
# Default Swiftshader build does not enable the xlib extension
if (FILAMENT_SUPPORTS_XLIB AND FILAMENT_USE_SWIFTSHADER)
set(FILAMENT_SUPPORTS_XLIB OFF)
endif()
if (FILAMENT_SUPPORTS_XLIB)
add_definitions(-DFILAMENT_SUPPORTS_XLIB)
endif()
if (FILAMENT_SUPPORTS_XCB OR FILAMENT_SUPPORTS_XLIB)
if (FILAMENT_SUPPORTS_XCB OR FILAMENT_SUPORTS_XLIB)
add_definitions(-DFILAMENT_SUPPORTS_X11)
set(FILAMENT_SUPPORTS_X11 TRUE)
endif()
+1 -1
View File
@@ -187,7 +187,7 @@
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 2023 The Android Open Source Project
Copyright [yyyy] [name of copyright owner]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
-1
View File
@@ -7,4 +7,3 @@ for next branch cut* header.
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
+3 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.34.0'
implementation 'com.google.android.filament:filament-android:1.32.0'
}
```
@@ -41,6 +41,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
| ------------- | ------------- |
| [![filament-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android) | The Filament rendering engine itself. |
| [![gltfio-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android) | A glTF 2.0 loader for Filament, depends on `filament-android`. |
| [![gltfio-android-lite](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android-lite/badge.svg?subject=gltfio-android-lite)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android-lite) | Trimmed version of `gltfio` that does not support some glTF extensions. |
| [![filament-utils-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android) | KTX loading, Kotlin math, and camera utilities, depends on `gltfio-android`. |
| [![filamat-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android) | A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. |
| [![filamat-android-lite](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite/badge.svg?subject=filamat-android-lite)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite) | A much smaller alternative to `filamat-android` that can only generate OpenGL shaders. It does not provide validation or optimizations. |
@@ -50,7 +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', '~> 1.34.0'
pod 'Filament', '~> 1.32.0'
```
### Snapshots
+58 -13
View File
@@ -13,7 +13,22 @@ Before starting, ensure that each of these branches is up-to-date with origin:
It should have the version corresponding to its name, $RELEASE.
## 1. Bump versions on main to $RELEASE.
## 1. Update RELEASE_NOTES.md on the rc branch.
Checkout the rc/$RELEASE branch. In RELEASE_NOTES.md, locate the header corresponding to $RELEASE
and write release notes. To see which commits make up the release, run:
```
build/common/release.sh -c rc/$RELEASE
```
Commit the changes to rc/$RELEASE with the title:
```
Update RELEASE_NOTES for $RELEASE
```
## 2. Bump versions on main to $RELEASE.
Checkout main and run the following command to bump Filament's version to $RELEASE:
@@ -29,19 +44,49 @@ Release Filament $RELEASE
Do not push to origin yet.
## 2. Update RELEASE_NOTES.md on main.
## 3. Cherry-pick RELEASE_NOTES change from rc branch to main.
Create a new header in RELEASE_NOTES.md for $NEXT_RELEASE. Copy the release notes in
NEW_RELEASE_NOTES.md to RELEASE_NOTES.md under the new header. Clear NEW_RELEASE_NOTES.md.
```
git cherry-pick rc/$RELEASE
```
Amend these changes to the "Release Filament $RELEASE" commit.
Update the headers. The "main branch" header becomes a header for $NEXT_RELEASE, and a new "main
branch" header is added.
For example, this:
```
## main branch
- foo
- bar
## v1.9.3
- baz
- bat
```
becomes:
```
## main branch
## v1.9.4
- foo
- bar
## v1.9.3
- baz
- bat
```
Ammend these changes to the cherry-picked change.
```
git add -u
git commit --amend --no-edit
```
## 3. Run release script.
## 4. Run release script.
```
build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
@@ -50,18 +95,18 @@ build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
This script will merge rc/$RELEASE into release, delete the rc branch, and create a new rc
branch called rc/$NEXT_RELEASE. Verify that everything looks okay locally.
## 4. Push the release branch.
## 5. Push the release branch.
```
git push origin release
```
## 5. Create the GitHub release.
## 6. Create the GitHub release.
Use the GitHub UI to create a GitHub release corresponding to $RELEASE version.
Make sure the target is set to the release branch.
## 6. Delete the old rc branch (optional).
## 7. Delete the old rc branch (optional).
This step is optional. The old rc branch may be left alive for a few weeks for posterity.
@@ -69,7 +114,7 @@ This step is optional. The old rc branch may be left alive for a few weeks for p
git push origin --delete rc/$RELEASE
```
## 7. Bump the version on the new rc branch to $NEXT_RELEASE.
## 8. Bump the version on the new rc branch to $NEXT_RELEASE.
```
git checkout rc/$NEXT_RELEASE
@@ -82,19 +127,19 @@ Commit the changes to rc/$NEXT_RELEASE with the title:
Bump version to $NEXT_RELEASE
```
## 8. Push main.
## 9. Push main.
```
git push origin main
```
## 9. Push the new rc branch.
## 10. Push the new rc branch.
```
git push origin -u rc/$NEXT_RELEASE
```
## 10. Rebuild the GitHub release (if failed).
## 11. Rebuild the GitHub release (if failed).
Sometimes the GitHub release job will fail. In this case, you can manually re-run the release job.
-34
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@@ -7,40 +7,6 @@ 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**]
## v1.32.4
- engine: Add support for _constant parameters_, which are constants that can be specialized after material compilation.
- materials: improved size reduction of OpenGL/Metal shaders by ~65% when compiling materials with
size optimizations (`matc -S`) [⚠️ **Recompile Materials**]
- engine: fix potential crash on Metal devices with A8X GPU (iPad Air 2) [⚠️ **Recompile Materials**]
- opengl: support the external image on macOS
## v1.32.3
- fog: added an option to disable the fog after a certain distance [⚠️ **Recompile Materials**].
- fog: fog color now takes exposure and IBL intensity into account [⚠️ **Recompile Materials**].
- materials: implement cascades debugging as a post-process [⚠️ **Recompile Materials**].
- materials: use 9 digits or less for floats [⚠️ **Recompile Materials**].
- gltfio: fix skinning when objects are far from the origin
- materials: remove 4 unneeded variants from `unlit` materials [⚠️ **Recompile Materials**].
## v1.32.2
- lighting: the sun disc was computed in low/medium quality instead of high quality. This will
provide performance improvements to mobile devices [⚠️ **Recompile Materials**]
## v1.32.1
## v1.32.0
- fog: fixed fog height falloff and computation precision on mobile [⚠️ **Recompile Materials**]
+6 -9
View File
@@ -79,15 +79,14 @@ buildscript {
}
ext.versions = [
'jdk': 17,
'minSdk': 19,
'targetSdk': 33,
'compileSdk': 33,
'kotlin': '1.8.20',
'kotlin': '1.8.0',
'kotlin_coroutines': '1.6.4',
'buildTools': '33.0.2',
'buildTools': '33.0.1',
'ndk': '25.1.8937393',
'androidx_core': '1.10.0',
'androidx_core': '1.9.0',
'androidx_annotations': '1.3.0'
]
@@ -104,7 +103,7 @@ buildscript {
]
dependencies {
classpath 'com.android.tools.build:gradle:8.0.0'
classpath 'com.android.tools.build:gradle:7.4.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
}
@@ -127,7 +126,6 @@ buildscript {
"-fno-asynchronous-unwind-tables",
"-fno-rtti",
"-ffast-math",
"-fno-finite-math-only",
"-ffp-contract=fast",
"-fvisibility-inlines-hidden",
"-fvisibility=hidden",
@@ -195,7 +193,6 @@ subprojects {
}
ndk {
//noinspection ChromeOsAbiSupport
abiFilters(*rootProject.ext.abis)
}
@@ -216,8 +213,8 @@ subprojects {
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
}
}
@@ -142,14 +142,6 @@ abstract class MaterialCompiler extends TaskWithBinary {
if (!exclude_vulkan) {
matcArgs += ['-a', 'vulkan']
}
def mat_no_opt = providers
.gradleProperty("com.google.android.filament.matnopt")
.forUseAtConfigurationTime().present
if (mat_no_opt) {
matcArgs += ['-g']
}
matcArgs += ['-a', 'opengl', '-p', 'mobile', '-o', getOutputFile(file), file]
exec.exec {
-11
View File
@@ -17,17 +17,6 @@ android {
}
}
}
publishing {
singleVariant("fullRelease") {
withSourcesJar()
withJavadocJar()
}
singleVariant("liteRelease") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {
-7
View File
@@ -1,12 +1,5 @@
android {
namespace 'com.google.android.filament'
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {
@@ -315,13 +315,12 @@ Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetFogOptions(JNIEnv *, jclass , jlong nativeView,
jfloat distance, jfloat maximumOpacity, jfloat height, jfloat heightFalloff, jfloat cutOffDistance,
jfloat r, jfloat g, jfloat b, jfloat density, jfloat inScatteringStart,
jfloat distance, jfloat maximumOpacity, jfloat height, jfloat heightFalloff, jfloat r,
jfloat g, jfloat b, jfloat density, jfloat inScatteringStart,
jfloat inScatteringSize, jboolean fogColorFromIbl, jboolean enabled) {
View* view = (View*) nativeView;
View::FogOptions options = {
.distance = distance,
.cutOffDistance = cutOffDistance,
.maximumOpacity = maximumOpacity,
.height = height,
.heightFalloff = heightFalloff,
@@ -118,7 +118,6 @@ public class ColorGrading {
*
* @deprecated Use {@link ColorGrading.Builder#toneMapper(ToneMapper)}
*/
@Deprecated
public enum ToneMapping {
/** Linear tone mapping (i.e. no tone mapping). */
LINEAR,
@@ -232,7 +231,6 @@ public class ColorGrading {
*
* @deprecated Use {@link #toneMapper(ToneMapper)}
*/
@Deprecated
public Builder toneMapping(ToneMapping toneMapping) {
nBuilderToneMapping(mNativeBuilder, toneMapping.ordinal());
return this;
@@ -356,16 +356,16 @@ public class RenderableManager {
/**
* Specifies the number of draw instance of this renderable. The default is 1 instance and
* the maximum number of instances allowed is 32767. 0 is invalid.
* the maximum number of instances allowed is 65535. 0 is invalid.
* All instances are culled using the same bounding box, so care must be taken to make
* sure all instances render inside the specified bounding box.
* The material can use getInstanceIndex() in the vertex shader to get the instance index and
* possibly adjust the position or transform.
*
* @param instanceCount the number of instances silently clamped between 1 and 32767.
* @param instanceCount the number of instances silently clamped between 1 and 65535.
*/
@NonNull
public Builder instances(@IntRange(from = 1, to = 32767) int instanceCount) {
public Builder instances(@IntRange(from = 1, to = 65535) int instanceCount) {
nBuilderInstances(mNativeBuilder, instanceCount);
return this;
}
@@ -962,8 +962,7 @@ public class View {
assertFloat3In(options.color);
mFogOptions = options;
nSetFogOptions(getNativeObject(), options.distance, options.maximumOpacity, options.height,
options.heightFalloff, options.cutOffDistance,
options.color[0], options.color[1], options.color[2],
options.heightFalloff, options.color[0], options.color[1], options.color[2],
options.density, options.inScatteringStart, options.inScatteringSize,
options.fogColorFromIbl,
options.enabled);
@@ -1158,7 +1157,7 @@ public class View {
private static native void nSetSSCTOptions(long nativeView, float ssctLightConeRad, float ssctStartTraceDistance, float ssctContactDistanceMax, float ssctIntensity, float v, float v1, float v2, float ssctDepthBias, float ssctDepthSlopeBias, int ssctSampleCount, int ssctRayCount, boolean ssctEnabled);
private static native void nSetBloomOptions(long nativeView, long dirtNativeObject, float dirtStrength, float strength, int resolution, float anamorphism, int levels, int blendMode, boolean threshold, boolean enabled, float highlight,
boolean lensFlare, boolean starburst, float chromaticAberration, int ghostCount, float ghostSpacing, float ghostThreshold, float haloThickness, float haloRadius, float haloThreshold);
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, boolean enabled);
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, boolean enabled);
private static native void nSetBlendMode(long nativeView, int blendMode);
private static native void nSetDepthOfFieldOptions(long nativeView, float cocScale, float maxApertureDiameter, boolean enabled, int filter,
boolean nativeResolution, int foregroundRingCount, int backgroundRingCount, int fastGatherRingCount, int maxForegroundCOC, int maxBackgroundCOC);
@@ -1393,87 +1392,48 @@ public class View {
}
/**
* Options to control large-scale fog in the scene
* Options to control fog in the scene
*/
public static class FogOptions {
/**
* Distance in world units [m] from the camera to where the fog starts ( >= 0.0 )
* distance in world units from the camera where the fog starts ( >= 0.0 )
*/
public float distance = 0.0f;
/**
* Distance in world units [m] after which the fog calculation is disabled.
* This can be used to exclude the skybox, which is desirable if it already contains clouds or
* fog. The default value is +infinity which applies the fog to everything.
*
* Note: The SkyBox is typically at a distance of 1e19 in world space (depending on the near
* plane distance and projection used though).
*/
public float cutOffDistance = Float.POSITIVE_INFINITY;
/**
* fog's maximum opacity between 0 and 1
*/
public float maximumOpacity = 1.0f;
/**
* Fog's floor in world units [m]. This sets the "sea level".
* fog's floor in world units
*/
public float height = 0.0f;
/**
* How fast the fog dissipates with altitude. heightFalloff has a unit of [1/m].
* It can be expressed as 1/H, where H is the altitude change in world units [m] that causes a
* factor 2.78 (e) change in fog density.
*
* A falloff of 0 means the fog density is constant everywhere and may result is slightly
* faster computations.
* how fast fog dissipates with altitude
*/
public float heightFalloff = 1.0f;
/**
* Fog's color is used for ambient light in-scattering, a good value is
* to use the average of the ambient light, possibly tinted towards blue
* for outdoors environments. Color component's values should be between 0 and 1, values
* above one are allowed but could create a non energy-conservative fog (this is dependant
* on the IBL's intensity as well).
*
* We assume that our fog has no absorption and therefore all the light it scatters out
* becomes ambient light in-scattering and has lost all directionality, i.e.: scattering is
* isotropic. This somewhat simulates Rayleigh scattering.
*
* This value is used as a tint instead, when fogColorFromIbl is enabled.
*
* @see fogColorFromIbl
* fog's color (linear), see fogColorFromIbl
*/
@NonNull @Size(min = 3)
public float[] color = {1.0f, 1.0f, 1.0f};
public float[] color = {0.5f, 0.5f, 0.5f};
/**
* Extinction factor in [1/m] at altitude 'height'. The extinction factor controls how much
* light is absorbed and out-scattered per unit of distance. Each unit of extinction reduces
* the incoming light to 37% of its original value.
*
* Note: The extinction factor is related to the fog density, it's usually some constant K times
* the density at sea level (more specifically at fog height). The constant K depends on
* the composition of the fog/atmosphere.
*
* For historical reason this parameter is called `density`.
* fog's density at altitude given by 'height'
*/
public float density = 0.1f;
/**
* Distance in world units [m] from the camera where the Sun in-scattering starts.
* distance in world units from the camera where in-scattering starts
*/
public float inScatteringStart = 0.0f;
/**
* Very inaccurately simulates the Sun's in-scattering. That is, the light from the sun that
* is scattered (by the fog) towards the camera.
* Size of the Sun in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
* Smaller values result is a larger scattering size.
* size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
*/
public float inScatteringSize = -1.0f;
/**
* The fog color will be sampled from the IBL in the view direction and tinted by `color`.
* Depending on the scene this can produce very convincing results.
* This simulate a more anisotropic phase-function.
* Fog color will be modulated by the IBL color in the view direction.
*/
public boolean fogColorFromIbl = false;
/**
* Enable or disable large-scale fog
* enable or disable fog
*/
public boolean enabled = false;
}
@@ -1,42 +0,0 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.android;
import com.google.android.filament.Engine;
import com.google.android.filament.Fence;
public class FilamentHelper {
/**
* Wait for all pending frames to be processed before returning. This is to
* avoid a race between the surface being resized before pending frames are
* rendered into it. 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);
}
}
@@ -84,14 +84,6 @@ import com.google.android.filament.SwapChain;
* // The native surface has changed size. This is always called at least once
* // after the surface is created (after onNativeWindowChanged() is invoked).
* public void onResized(int width, int height) {
*
* // Wait for all pending frames to be processed before returning. This is to
* // avoid a race between the surface being resized before pending frames are
* // rendered into it.
* Fence fence = mEngine.createFence();
* fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
* mEngine.destroyFence(fence);
*
* // Compute camera projection and set the viewport on the view
* }
* });
@@ -183,7 +175,7 @@ public class UiHelper {
}
private static class SurfaceViewHandler implements RenderSurface {
private final SurfaceView mSurfaceView;
private SurfaceView mSurfaceView;
SurfaceViewHandler(SurfaceView surface) {
mSurfaceView = surface;
@@ -200,7 +192,7 @@ public class UiHelper {
}
private static class SurfaceHolderHandler implements RenderSurface {
private final SurfaceHolder mSurfaceHolder;
private SurfaceHolder mSurfaceHolder;
SurfaceHolderHandler(SurfaceHolder surface) {
mSurfaceHolder = surface;
@@ -217,7 +209,7 @@ public class UiHelper {
}
private class TextureViewHandler implements RenderSurface {
private final TextureView mTextureView;
private TextureView mTextureView;
private Surface mSurface;
TextureViewHandler(TextureView surface) { mTextureView = surface; }
+10 -8
View File
@@ -1,7 +1,4 @@
apply plugin: 'kotlin-android'
kotlin {
jvmToolchain(versions.jdk)
}
android {
namespace 'com.google.android.filament.utils'
@@ -24,11 +21,16 @@ android {
excludes += ['lib/*/libfilament-jni.so', 'lib/*/libgltfio-jni.so']
}
}
}
publishing {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
configurations.all { config ->
// Hack to preserve the version of the dependencies
if (!config.name.endsWith('Publication')) {
resolutionStrategy {
dependencySubstitution {
substitute(module("com.google.android.filament:gltfio-android:${VERSION_NAME}")).with(project(":gltfio-android"))
substitute(module("com.google.android.filament:gltfio-android-lite:${VERSION_NAME}")).with(project(":gltfio-android"))
}
}
}
}
@@ -41,7 +43,7 @@ dependencies {
implementation deps.coroutines.android
api project(':filament-android')
api project(':gltfio-android')
api module("com.google.android.filament:gltfio-android:${VERSION_NAME}")
}
apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
@@ -14,7 +14,7 @@
* limitations under the License.
*/
@file:Suppress("NOTHING_TO_INLINE", "unused")
@file:Suppress("unused")
package com.google.android.filament.utils
@@ -24,16 +24,8 @@ enum class MatrixColumn {
X, Y, Z, W
}
enum class RotationsOrder(
val yaw: VectorComponent,
val pitch: VectorComponent,
val roll: VectorComponent) {
XYZ(VectorComponent.X, VectorComponent.Y, VectorComponent.Z),
XZY(VectorComponent.X, VectorComponent.Z, VectorComponent.Y),
YXZ(VectorComponent.Y, VectorComponent.X, VectorComponent.Z),
YZX(VectorComponent.Y, VectorComponent.Z, VectorComponent.X),
ZXY(VectorComponent.Z, VectorComponent.X, VectorComponent.Y),
ZYX(VectorComponent.Z, VectorComponent.Y, VectorComponent.X);
enum class RotationsOrder {
XYZ, XZY, YXZ, YZX, ZXY, ZYX
}
data class Mat2(
@@ -85,12 +77,6 @@ data class Mat2(
operator fun minus(v: Float) = Mat2(x - v, y - v)
operator fun times(v: Float) = Mat2(x * v, y * v)
operator fun div(v: Float) = Mat2(x / v, y / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat2(
x.compareTo(v, delta),
y.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) = x.equals(v, delta) && y.equals(v, delta)
operator fun times(m: Mat2) = Mat2(
Float2(
@@ -103,18 +89,12 @@ data class Mat2(
)
)
inline fun compareTo(m: Mat2, delta: Float = 0.0f) = Mat2(
x.compareTo(m.x, delta),
y.compareTo(m.y, delta)
)
inline fun equals(m: Mat2, delta: Float = 0.0f) = x.equals(m.x, delta) && y.equals(m.y, delta)
operator fun times(v: Float2) = Float2(
x.x * v.x + y.x * v.y,
x.y * v.x + y.y * v.y,
)
fun toFloatArray() = floatArrayOf(
x.x, y.x,
x.y, y.y
@@ -126,6 +106,7 @@ data class Mat2(
|${x.y} ${y.y}|
""".trimIndent()
}
}
data class Mat3(
@@ -181,14 +162,6 @@ data class Mat3(
operator fun minus(v: Float) = Mat3(x - v, y - v, z - v)
operator fun times(v: Float) = Mat3(x * v, y * v, z * v)
operator fun div(v: Float) = Mat3(x / v, y / v, z / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat3(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta)
operator fun times(m: Mat3) = Mat3(
Float3(
@@ -208,15 +181,6 @@ data class Mat3(
)
)
inline fun compareTo(m: Mat3, delta: Float = 0.0f) = Mat3(
x.compareTo(m.x, delta),
y.compareTo(m.y, delta),
z.compareTo(m.z, delta)
)
inline fun equals(m: Mat3, delta: Float = 0.0f) =
x.equals(m.x, delta) && y.equals(m.y, delta) && z.equals(m.z, delta)
operator fun times(v: Float3) = Float3(
x.x * v.x + y.x * v.y + z.x * v.z,
x.y * v.x + y.y * v.y + z.y * v.z,
@@ -248,7 +212,6 @@ data class Mat4(
constructor(m: Mat4) : this(m.x.copy(), m.y.copy(), m.z.copy(), m.w.copy())
companion object {
fun of(vararg a: Float): Mat4 {
require(a.size >= 16)
return Mat4(
@@ -339,15 +302,6 @@ data class Mat4(
operator fun minus(v: Float) = Mat4(x - v, y - v, z - v, w - v)
operator fun times(v: Float) = Mat4(x * v, y * v, z * v, w * v)
operator fun div(v: Float) = Mat4(x / v, y / v, z / v, w / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat4(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta),
w.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta) && w.equals(v, delta)
operator fun times(m: Mat4) = Mat4(
Float4(
@@ -376,16 +330,6 @@ data class Mat4(
)
)
inline fun compareTo(m: Mat4, delta: Float = 0.0f) = Mat4(
x.compareTo(m.x, delta),
y.compareTo(m.y, delta),
z.compareTo(m.z, delta),
w.compareTo(m.w, delta)
)
inline fun equals(m: Mat4, delta: Float = 0.0f) =
x.equals(m.x, delta) && y.equals(m.y, delta) && z.equals(m.z, delta) && w.equals(m.w, delta)
operator fun times(v: Float4) = Float4(
x.x * v.x + y.x * v.y + z.x * v.z+ w.x * v.w,
x.y * v.x + y.y * v.y + z.y * v.z+ w.y * v.w,
@@ -393,26 +337,6 @@ data class Mat4(
x.w * v.x + y.w * v.y + z.w * v.z+ w.w * v.w
)
/**
* Get the Euler angles in degrees from this rotation Matrix
*
* Don't forget to extract the rotation with [rotation] if this is a transposed matrix
*
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
*
* @see eulerAngles
*/
fun toEulerAngles(order: RotationsOrder = RotationsOrder.ZYX) = eulerAngles(this, order)
/**
* Get the [Quaternion] from this rotation Matrix
*
* Don't forget to extract the rotation with [rotation] if this is a transposed matrix
*
* @see quaternion
*/
fun toQuaternion() = quaternion(this)
fun toFloatArray() = floatArrayOf(
@@ -432,78 +356,6 @@ data class Mat4(
}
}
inline fun equal(a: Mat2, b: Float, delta: Float = 0.0f) = Bool2(
a.x.equals(b, delta),
a.y.equals(b, delta)
)
inline fun equal(a: Mat2, b: Mat2, delta: Float = 0.0f) = Bool2(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta)
)
inline fun notEqual(a: Mat2, b: Float, delta: Float = 0.0f) = Bool2(
!a.x.equals(b, delta),
!a.y.equals(b, delta)
)
inline fun notEqual(a: Mat2, b: Mat2, delta: Float = 0.0f) = Bool2(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta)
)
inline fun equal(a: Mat3, b: Float, delta: Float = 0.0f) = Bool3(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta)
)
inline fun equal(a: Mat3, b: Mat3, delta: Float = 0.0f) = Bool3(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta)
)
inline fun notEqual(a: Mat3, b: Float, delta: Float = 0.0f) = Bool3(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta)
)
inline fun notEqual(a: Mat3, b: Mat3, delta: Float = 0.0f) = Bool3(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta)
)
inline fun equal(a: Mat4, b: Float, delta: Float = 0.0f) = Bool4(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta),
a.w.equals(b, delta)
)
inline fun equal(a: Mat4, b: Mat4, delta: Float = 0.0f) = Bool4(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta),
a.w.equals(b.w, delta)
)
inline fun notEqual(a: Mat4, b: Float, delta: Float = 0.0f) = Bool4(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta),
!a.w.equals(b, delta)
)
inline fun notEqual(a: Mat4, b: Mat4, delta: Float = 0.0f) = Bool4(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta),
!a.w.equals(b.w, delta)
)
fun transpose(m: Mat2) = Mat2(
Float2(m.x.x, m.y.x),
Float2(m.x.y, m.y.y)
@@ -642,7 +494,14 @@ fun rotation(m: Mat4) = Mat4(normalize(m.right), normalize(m.up), normalize(m.fo
*/
fun rotation(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Mat4 {
val r = transform(d, ::radians)
return rotation(r[order.yaw], r[order.pitch], r[order.roll], order)
return when(order) {
RotationsOrder.XZY -> rotation(r.x, r.z, r.y)
RotationsOrder.XYZ -> rotation(r.x, r.y, r.z)
RotationsOrder.YXZ -> rotation(r.y, r.x, r.z)
RotationsOrder.YZX -> rotation(r.y, r.z, r.x)
RotationsOrder.ZYX -> rotation(r.z, r.y, r.x)
RotationsOrder.ZXY -> rotation(r.z, r.x, r.y)
}
}
/**
@@ -740,93 +599,13 @@ fun rotation(quaternion: Quaternion): Mat4 {
Float4(
2.0f * (n.x * n.z + n.y * n.w),
2.0f * (n.y * n.z - n.x * n.w),
1.0f - 2.0f * (n.x * n.x + n.y * n.y)
1.0f - 2.0f * (n.x * n.x + n.y * n.y),
)
)
}
/**
* Get the Euler angles in degrees from a rotation Matrix
*
* @param m The rotation matrix.
* Don't forget to extract the rotation with [rotation] if it's transposed
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
*/
fun eulerAngles(m: Mat4, order: RotationsOrder = RotationsOrder.ZYX): Float3 {
// We need to more simplify this with RotationsOrder VectorComponents mapped to MatrixColumn
return transform(Float3().apply {
when (order) {
RotationsOrder.XYZ -> {
this[order.pitch] = asin(clamp(m.z.x, -1.0f, 1.0f))
if (abs(m.z.x) < 0.9999999f) {
this[order.yaw] = atan2(-m.z.y, m.z.z)
this[order.roll] = atan2(-m.y.x, m.x.x)
} else {
this[order.yaw] = atan2(m.y.z, m.y.y)
this[order.roll] = 0.0f
}
}
RotationsOrder.XZY -> {
this[order.pitch] = asin(-clamp(m.y.x, -1.0f, 1.0f))
if (abs(m.y.x) < 0.9999999f) {
this[order.yaw] = atan2(m.y.z, m.y.y)
this[order.roll] = atan2(m.z.x, m.x.x)
} else {
this[order.yaw] = atan2(-m.z.y, m.z.z)
this[order.roll] = 0.0f
}
}
RotationsOrder.YXZ -> {
this[order.pitch] = asin(-clamp(m.z.y, -1.0f, 1.0f))
if (abs(m.z.y) < 0.9999999f) {
this[order.yaw] = atan2(m.z.x, m.z.z)
this[order.roll] = atan2(m.x.y, m.y.y)
} else {
this[order.yaw] = atan2(-m.x.z, m.x.x)
this[order.roll] = 0.0f
}
}
RotationsOrder.YZX -> {
this[order.pitch] = asin(clamp(m.x.y, -1.0f, 1.0f))
if (abs(m.x.y) < 0.9999999f) {
this[order.roll] = atan2(-m.z.y, m.y.y)
this[order.yaw] = atan2(-m.x.z, m.x.x)
} else {
this[order.roll] = 0.0f
this[order.yaw] = atan2(m.z.x, m.z.z)
}
}
RotationsOrder.ZXY -> {
this[order.pitch] = asin(clamp(m.y.z, -1.0f, 1.0f))
if (abs(m.y.z) < 0.9999999f) {
this[order.roll] = atan2(-m.x.z, m.z.z)
this[order.yaw] = atan2(-m.y.x, m.y.y)
} else {
this[order.roll] = 0.0f
this[order.yaw] = atan2(m.x.y, m.x.x)
}
}
RotationsOrder.ZYX -> {
this[order.pitch] = asin(-clamp(m.x.z, -1.0f, 1.0f))
if (abs(m.x.z) < 0.9999999f) {
this[order.roll] = atan2(m.y.z, m.z.z)
this[order.yaw] = atan2(m.x.y, m.x.x)
} else {
this[order.roll] = 0.0f
this[order.yaw] = atan2(-m.y.x, m.y.y)
}
}
}
}, ::degrees)
}
/**
* Get the [Quaternion] from a rotation Matrix
*
* @param m The rotation matrix.
* Don't forget to extract the rotation with [rotation] if it's transposed
* Extract Quaternion rotation from a Matrix
*/
fun quaternion(m: Mat4): Quaternion {
val trace = m.x.x + m.y.y + m.z.z
@@ -894,14 +673,9 @@ fun perspective(fov: Float, ratio: Float, near: Float, far: Float): Mat4 {
}
fun ortho(l: Float, r: Float, b: Float, t: Float, n: Float, f: Float) = Mat4(
Float4(x = 2.0f / (r - l)),
Float4(y = 2.0f / (t - b)),
Float4(z = -2.0f / (f - n)),
Float4(
-(r + l) / (r - l),
-(t + b) / (t - b),
-(f + n) / (f - n),
1.0f
)
Float4(x = 2.0f / (r - 1.0f)),
Float4(y = 2.0f / (t - b)),
Float4(z = -2.0f / (f - n)),
Float4(-(r + l) / (r - l), -(t + b) / (t - b), -(f + n) / (f - n), 1.0f)
)
@@ -405,19 +405,9 @@ class ModelViewer(
view.viewport = Viewport(0, 0, width, height)
cameraManipulator.setViewport(width, height)
updateCameraProjection()
synchronizePendingFrames(engine)
}
}
private fun synchronizePendingFrames(engine: Engine) {
// Wait for all pending frames to be processed before returning. This is to
// avoid a race between the surface being resized before pending frames are
// rendered into it.
val fence = engine.createFence()
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER)
engine.destroyFence(fence)
}
companion object {
private val kDefaultObjectPosition = Float3(0.0f, 0.0f, -4.0f)
}
@@ -33,9 +33,9 @@ data class Quaternion(
var x: Float = 0.0f,
var y: Float = 0.0f,
var z: Float = 0.0f,
var w: Float = 1.0f) {
var w: Float = 0.0f) {
constructor(v: Float3, w: Float = 1.0f) : this(v.x, v.y, v.z, w)
constructor(v: Float3, w: Float = 0.0f) : this(v.x, v.y, v.z, w)
constructor(v: Float4) : this(v.x, v.y, v.z, v.w)
constructor(q: Quaternion) : this(q.x, q.y, q.z, q.w)
@@ -52,84 +52,42 @@ data class Quaternion(
}
/**
* Construct a Quaternion from Euler angles using YPR around a specified order
* Construct a Quaternion from Euler angles using YPR around ZYX respectively
*
* Uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect to
* the local coordinate system.
* That is, for order 'XYZ', the rotation is first around the X axis (which is the same as
* the world-X axis), then around local-Y (which may now be different from the world
* Y-axis), then local-Z (which may be different from the world Z-axis)
* The Euler angles are applied in ZYX order.
* i.e: a vector is first rotated about X (roll) then Y (pitch) and then Z (yaw).
*
* @param d Per axis Euler angles in degrees
* Yaw, pitch, roll (YPR) are taken accordingly to the rotations order input.
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around
* its Z axis, then its Y axis and finally its X axis.
*/
fun fromEuler(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Quaternion {
fun fromEuler(d: Float3): Quaternion {
val r = transform(d, ::radians)
return fromEuler(r[order.yaw], r[order.pitch], r[order.roll], order)
return fromEulerZYX(r.z, r.y, r.x)
}
/**
* Construct a Quaternion from Euler yaw, pitch, roll around a specified order.
* Construct a Quaternion from Euler angles using YPR around ZYX respectively
*
* @param roll about 1st rotation axis in radians. Z in case of ZYX order
* @param pitch about 2nd rotation axis in radians. Y in case of ZYX order
* @param yaw about 3rd rotation axis in radians. X in case of ZYX order
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
* The Euler angles are applied in ZYX order.
* i.e: a vector is first rotated about X (roll) then Y (pitch) and then Z (yaw).
*
* @param roll about X axis in radians
* @param pitch about Y axis in radians
* @param yaw about Z axis in radians
*/
fun fromEuler(
yaw: Float = 0.0f,
pitch: Float = 0.0f,
roll: Float = 0.0f,
order: RotationsOrder = RotationsOrder.ZYX
): Quaternion {
val c1 = cos(yaw * 0.5f)
val s1 = sin(yaw * 0.5f)
val c2 = cos(pitch * 0.5f)
val s2 = sin(pitch * 0.5f)
val c3 = cos(roll * 0.5f)
val s3 = sin(roll * 0.5f)
return when (order) {
RotationsOrder.XZY -> Quaternion(
s1 * c2 * c3 - c1 * s2 * s3,
c1 * c2 * s3 - s1 * s2 * c3,
s1 * c2 * s3 + c1 * s2 * c3,
s1 * s2 * s3 + c1 * c2 * c3)
RotationsOrder.XYZ -> Quaternion(
s1 * c2 * c3 + s2 * s3 * c1,
s2 * c1 * c3 - s1 * s3 * c2,
s1 * s2 * c3 + s3 * c1 * c2,
c1 * c2 * c3 - s1 * s2 * s3
)
RotationsOrder.YXZ -> Quaternion(
s1 * c2 * s3 + c1 * s2 * c3,
s1 * c2 * c3 - c1 * s2 * s3,
c1 * c2 * s3 - s1 * s2 * c3,
s1 * s2 * s3 + c1 * c2 * c3
)
RotationsOrder.YZX -> Quaternion(
s1 * s2 * c3 + c1 * c2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * s2 * c3 - s1 * c2 * s3,
c1 * c2 * c3 - s1 * s2 * s3
)
RotationsOrder.ZYX -> Quaternion(
c1 * c2 * s3 - s1 * s2 * c3,
s1 * c2 * s3 + c1 * s2 * c3,
s1 * c2 * c3 - c1 * s2 * s3,
s1 * s2 * s3 + c1 * c2 * c3
)
RotationsOrder.ZXY -> Quaternion(
c1 * s2 * c3 - s1 * c2 * s3,
s1 * s2 * c3 + c1 * c2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * c2 * c3 - s1 * s2 * s3
)
}
fun fromEulerZYX(yaw: Float = 0.0f, pitch: Float = 0.0f, roll: Float = 0.0f): Quaternion {
val cy = cos(yaw * 0.5f)
val sy = sin(yaw * 0.5f)
val cp = cos(pitch * 0.5f)
val sp = sin(pitch * 0.5f)
val cr = cos(roll * 0.5f)
val sr = sin(roll * 0.5f)
return Quaternion(
sr * cp * cy - cr * sp * sy,
cr * sp * cy + sr * cp * sy,
cr * cp * sy - sr * sp * cy,
cr * cp * cy + sr * sp * sy
)
}
}
@@ -264,44 +222,16 @@ data class Quaternion(
inline operator fun minus(v: Float) = Quaternion(x - v, y - v, z - v, w - v)
inline operator fun times(v: Float) = Quaternion(x * v, y * v, z * v, w * v)
inline operator fun div(v: Float) = Quaternion(x / v, y / v, z / v, w / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float4(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta),
w.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) = Bool4(
x.equals(v, delta),
y.equals(v, delta),
z.equals(v, delta),
w.equals(v, delta)
)
inline operator fun times(v: Float3) = (this * Quaternion(v, 0.0f) * inverse(this)).xyz
inline operator fun plus(q: Quaternion) = Quaternion(x + q.x, y + q.y, z + q.z, w + q.w)
inline operator fun minus(q: Quaternion) = Quaternion(x - q.x, y - q.y, z - q.z, w - q.w)
inline operator fun times(q: Quaternion) = Quaternion(
w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y - x * q.z + y * q.w + z * q.x,
w * q.z + x * q.y - y * q.x + z * q.w,
w * q.w - x * q.x - y * q.y - z * q.z
)
inline fun compareTo(v: Float4, delta: Float = 0.0f) = Float4(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta),
z.compareTo(v.z, delta),
w.compareTo(v.w, delta)
)
inline fun equals(v: Float4, delta: Float = 0.0f) = Bool4(
x.equals(v.x, delta),
y.equals(v.y, delta),
z.equals(v.z, delta),
w.equals(v.w, delta)
)
w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y - x * q.z + y * q.w + z * q.x,
w * q.z + x * q.y - y * q.x + z * q.w,
w * q.w - x * q.x - y * q.y - z * q.z)
inline fun transform(block: (Float) -> Float): Quaternion {
x = block(x)
@@ -323,103 +253,6 @@ inline operator fun Float.minus(q: Quaternion) = Quaternion(this - q.x, this - q
inline operator fun Float.times(q: Quaternion) = Quaternion(this * q.x, this * q.y, this * q.z, this * q.w)
inline operator fun Float.div(q: Quaternion) = Quaternion(this / q.x, this / q.y, this / q.z, this / q.w)
inline fun lessThan(a: Quaternion, b: Float) = Bool4(
a.x < b,
a.y < b,
a.z < b,
a.w < b
)
inline fun lessThan(a: Quaternion, b: Quaternion) = Bool4(
a.x < b.x,
a.y < b.y,
a.z < b.z,
a.w < b.w
)
inline fun lessThanEqual(a: Quaternion, b: Float) = Bool4(
a.x <= b,
a.y <= b,
a.z <= b,
a.w <= b
)
inline fun lessThanEqual(a: Quaternion, b: Quaternion) = Bool4(
a.x <= b.x,
a.y <= b.y,
a.z <= b.z,
a.w <= b.w
)
inline fun greaterThan(a: Quaternion, b: Float) = Bool4(
a.x > b,
a.y > b,
a.z > b,
a.w > b
)
inline fun greaterThan(a: Quaternion, b: Quaternion) = Bool4(
a.x > b.y,
a.y > b.y,
a.z > b.z,
a.w > b.w
)
inline fun greaterThanEqual(a: Quaternion, b: Float) = Bool4(
a.x >= b,
a.y >= b,
a.z >= b,
a.w >= b
)
inline fun greaterThanEqual(a: Quaternion, b: Quaternion) = Bool4(
a.x >= b.x,
a.y >= b.y,
a.z >= b.z,
a.w >= b.w
)
inline fun equal(a: Quaternion, b: Float, delta: Float = 0.0f) = Bool4(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta),
a.w.equals(b, delta)
)
inline fun equal(a: Quaternion, b: Quaternion, delta: Float = 0.0f) = Bool4(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta),
a.w.equals(b.w, delta)
)
inline fun notEqual(a: Quaternion, b: Float, delta: Float = 0.0f) = Bool4(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta),
!a.w.equals(b, delta)
)
inline fun notEqual(a: Quaternion, b: Quaternion, delta: Float = 0.0f) = Bool4(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta),
!a.w.equals(b.w, delta)
)
inline infix fun Quaternion.lt(b: Float) = Bool4(x < b, y < b, z < b, w < b)
inline infix fun Quaternion.lt(b: Float4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
inline infix fun Quaternion.lte(b: Float) = Bool4(x <= b, y <= b, z <= b, w <= b)
inline infix fun Quaternion.lte(b: Float4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
inline infix fun Quaternion.gt(b: Float) = Bool4(x > b, y > b, z > b, w > b)
inline infix fun Quaternion.gt(b: Float4) = Bool4(x > b.x, y > b.y, z > b.z, w > b.w)
inline infix fun Quaternion.gte(b: Float) = Bool4(x >= b, y >= b, z >= b, w >= b)
inline infix fun Quaternion.gte(b: Float4) = Bool4(x >= b.x, y >= b.y, z >= b.z, w >= b.w)
inline infix fun Quaternion.eq(b: Float) = Bool4(x == b, y == b, z == b, w == b)
inline infix fun Quaternion.eq(b: Float4) = Bool4(x == b.x, y == b.y, z == b.z, w == b.w)
inline infix fun Quaternion.neq(b: Float) = Bool4(x != b, y != b, z != b, w != b)
inline infix fun Quaternion.neq(b: Float4) = Bool4(x != b.x, y != b.y, z != b.z, w != b.w)
inline fun abs(q: Quaternion) = Quaternion(abs(q.x), abs(q.y), abs(q.z), abs(q.w))
inline fun length(q: Quaternion) = sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w)
inline fun length2(q: Quaternion) = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w
@@ -445,10 +278,6 @@ fun cross(a: Quaternion, b: Quaternion): Quaternion {
return Quaternion(m.x, m.y, m.z, 0.0f)
}
fun angle(a: Quaternion, b: Quaternion): Float {
return 2.0f * acos(abs(clamp(dot(a, b), -1.0f, 1.0f)))
}
/**
* Spherical linear interpolation between two given orientations
*
@@ -458,38 +287,36 @@ fun angle(a: Quaternion, b: Quaternion): Float {
* @param a The beginning value
* @param b The ending value
* @param t The ratio between the two floats
* @param dotThreshold If the quaternion dot product is greater than this value
* (i.e. the quaternions are very close to each other), then the quaternions are
* linearly interpolated instead of spherically interpolated.
* @param valueEps Prevent blowing up when slerping between two quaternions that are very near each
* other. Linear interpolation (lerp) is returned in this case.
*
* @return Interpolated value between the two floats
*/
fun slerp(a: Quaternion, b: Quaternion, t: Float, dotThreshold: Float = 0.9995f): Quaternion {
fun slerp(a: Quaternion, b: Quaternion, t: Float, valueEps: Float = 0.0000000001f): Quaternion {
// could also be computed as: pow(q * inverse(p), t) * p;
var dot = dot(a, b)
var b1 = b
// If the dot product is negative, then the interpolation won't follow the shortest angular path
// between the two quaterions. In this case, invert the end quaternion to produce an equivalent
// rotation that will give us the path we want.
if (dot < 0.0f) {
dot = -dot
b1 = -b
}
val d = dot(a, b)
val absd = abs(d)
// Prevent blowing up when slerping between two quaternions that are very near each other.
return if (dot < dotThreshold) {
val angle = acos(dot)
val s = sin(angle)
a * sin((1.0f - t) * angle) / s + b1 * sin(t * angle) / s
} else {
// If the angle is too small, use linear interpolation
nlerp(a, b1, t)
if ((1.0f - absd) < valueEps) {
return normalize(lerp(if (d < 0.0f) -a else a, b, t))
}
val npq = sqrt(dot(a, a) * dot(b, b)) // ||p|| * ||q||
val acos = acos(clamp(absd / npq, -1.0f, 1.0f))
val acos0 = acos * (1.0f - t)
val acos1 = acos * t
val sina = sin(acos)
if (sina < valueEps) {
return normalize(lerp(a, b, t))
}
val isina = 1.0f / sina
val s0 = sin(acos0) * isina
val s1 = sin(acos1) * isina
// ensure we're taking the "short" side
return normalize(s0 * a + (if (d < 0.0f) -s1 else (s1)) * b)
}
fun lerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
return ((1.0f - t) * a) + (t * b)
return ((1 - t) * a) + (t * b)
}
fun nlerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
@@ -497,12 +324,19 @@ fun nlerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
}
/**
* Convert a Quaternion to Euler angles
* Convert a Quaternion to Euler angles using YPR around ZYX respectively
*
* @param order The order in which to apply rotations.
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
* axis, then its Y axis and finally its X axis.
* The Euler angles are applied in ZYX order
*/
fun eulerAngles(q: Quaternion, order: RotationsOrder = RotationsOrder.ZYX): Float3 {
return eulerAngles(rotation(q), order)
fun eulerAngles(q: Quaternion): Float3 {
val nq = normalize(q)
return Float3(
// roll (x-axis rotation)
degrees(atan2(2.0f * (nq.y * nq.z + nq.w * nq.x),
nq.w * nq.w - nq.x * nq.x - nq.y * nq.y + nq.z * nq.z)),
// pitch (y-axis rotation)
degrees(asin(-2.0f * (nq.x * nq.z - nq.w * nq.y))),
// yaw (z-axis rotation)
degrees(atan2(2.0f * (nq.x * nq.y + nq.w * nq.z),
nq.w * nq.w + nq.x * nq.x - nq.y * nq.y - nq.z * nq.z)))
}
@@ -28,21 +28,12 @@ const val INV_PI = 1.0f / FPI
const val INV_TWO_PI = INV_PI * 0.5f
const val INV_FOUR_PI = INV_PI * 0.25f
val HALF_ONE = Half(0x3c00.toUShort())
val HALF_TWO = Half(0x4000.toUShort())
inline fun clamp(x: Float, min: Float, max: Float) = if (x < min) min else (if (x > max) max else x)
inline fun clamp(x: Half, min: Half, max: Half) = if (x < min) min else (if (x > max) max else x)
inline fun clamp(x: Float, min: Float, max: Float)= if (x < min) min else (if (x > max) max else x)
inline fun saturate(x: Float) = clamp(x, 0.0f, 1.0f)
inline fun saturate(x: Half) = clamp(x, Half.POSITIVE_ZERO, HALF_ONE)
inline fun mix(a: Float, b: Float, x: Float) = a * (1.0f - x) + b * x
inline fun mix(a: Half, b: Half, x: Half) = a * (HALF_ONE - x) + b * x
inline fun degrees(v: Float) = v * (180.0f * INV_PI)
inline fun radians(v: Float) = v * (FPI / 180.0f)
@@ -51,6 +42,4 @@ inline fun fract(v: Float) = v % 1
inline fun sqr(v: Float) = v * v
inline fun sqr(v: Half) = v * v
inline fun pow(x: Float, y: Float) = (x.toDouble().pow(y.toDouble())).toFloat()
@@ -14,7 +14,7 @@
* limitations under the License.
*/
package com.google.android.filament.utils
package com.google.android.filament.textured
import android.content.res.Resources
import android.graphics.Bitmap
@@ -22,8 +22,6 @@ import kotlin.math.abs
import kotlin.math.max
import kotlin.math.min
import kotlin.math.sqrt
import kotlin.math.acos
import kotlin.math.absoluteValue
enum class VectorComponent {
X, Y, Z, W,
@@ -126,23 +124,11 @@ data class Float2(var x: Float = 0.0f, var y: Float = 0.0f) {
inline operator fun minus(v: Float) = Float2(x - v, y - v)
inline operator fun times(v: Float) = Float2(x * v, y * v)
inline operator fun div(v: Float) = Float2(x / v, y / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float2(
x.compareTo(v, delta),
y.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) = x.equals(v, delta) && y.equals(v, delta)
inline operator fun plus(v: Float2) = Float2(x + v.x, y + v.y)
inline operator fun minus(v: Float2) = Float2(x - v.x, y - v.y)
inline operator fun times(v: Float2) = Float2(x * v.x, y * v.y)
inline operator fun div(v: Float2) = Float2(x / v.x, y / v.y)
inline fun compareTo(v: Float2, delta: Float = 0.0f) = Float2(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta)
)
inline fun equals(v: Float2, delta: Float = 0.0f) = x.equals(v.x, delta) && y.equals(v.y, delta)
inline fun transform(block: (Float) -> Float): Float2 {
x = block(x)
@@ -305,14 +291,6 @@ data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)
inline operator fun minus(v: Float) = Float3(x - v, y - v, z - v)
inline operator fun times(v: Float) = Float3(x * v, y * v, z * v)
inline operator fun div(v: Float) = Float3(x / v, y / v, z / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float3(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta)
inline operator fun plus(v: Float2) = Float3(x + v.x, y + v.y, z)
inline operator fun minus(v: Float2) = Float3(x - v.x, y - v.y, z)
@@ -323,14 +301,6 @@ data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)
inline operator fun minus(v: Float3) = Float3(x - v.x, y - v.y, z - v.z)
inline operator fun times(v: Float3) = Float3(x * v.x, y * v.y, z * v.z)
inline operator fun div(v: Float3) = Float3(x / v.x, y / v.y, z / v.z)
inline fun compareTo(v: Float3, delta: Float = 0.0f) = Float3(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta),
z.compareTo(v.z, delta)
)
inline fun equals(v: Float3, delta: Float = 0.0f) =
x.equals(v.x, delta) && y.equals(v.y, delta) && z.equals(v.z, delta)
inline fun transform(block: (Float) -> Float): Float3 {
x = block(x)
@@ -564,15 +534,6 @@ data class Float4(
inline operator fun minus(v: Float) = Float4(x - v, y - v, z - v, w - v)
inline operator fun times(v: Float) = Float4(x * v, y * v, z * v, w * v)
inline operator fun div(v: Float) = Float4(x / v, y / v, z / v, w / v)
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float4(
x.compareTo(v, delta),
y.compareTo(v, delta),
z.compareTo(v, delta),
w.compareTo(v, delta)
)
inline fun equals(v: Float, delta: Float = 0.0f) =
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta) && w.equals(v, delta)
inline operator fun plus(v: Float2) = Float4(x + v.x, y + v.y, z, w)
inline operator fun minus(v: Float2) = Float4(x - v.x, y - v.y, z, w)
@@ -588,15 +549,6 @@ data class Float4(
inline operator fun minus(v: Float4) = Float4(x - v.x, y - v.y, z - v.z, w - v.w)
inline operator fun times(v: Float4) = Float4(x * v.x, y * v.y, z * v.z, w * v.w)
inline operator fun div(v: Float4) = Float4(x / v.x, y / v.y, z / v.z, w / v.w)
inline fun compareTo(v: Float4, delta: Float = 0.0f) = Float4(
x.compareTo(v.x, delta),
y.compareTo(v.y, delta),
z.compareTo(v.z, delta),
w.compareTo(v.w, delta)
)
inline fun equals(v: Float4, delta: Float = 0.0f) =
x.equals(v.x, delta) && y.equals(v.y, delta) && z.equals(v.z, delta) && w.equals(v.w, delta)
inline fun transform(block: (Float) -> Float): Float4 {
x = block(x)
@@ -614,12 +566,6 @@ inline operator fun Float.minus(v: Float2) = Float2(this - v.x, this - v.y)
inline operator fun Float.times(v: Float2) = Float2(this * v.x, this * v.y)
inline operator fun Float.div(v: Float2) = Float2(this / v.x, this / v.y)
inline fun Float.compareTo(v: Float, delta: Float): Float = when {
equals(v, delta) -> 0.0f
else -> compareTo(v).toFloat()
}
inline fun Float.equals(v: Float, delta: Float) = (this - v).absoluteValue < delta
inline fun abs(v: Float2) = Float2(abs(v.x), abs(v.y))
inline fun length(v: Float2) = sqrt(v.x * v.x + v.y * v.y)
inline fun length2(v: Float2) = v.x * v.x + v.y * v.y
@@ -637,11 +583,6 @@ fun refract(i: Float2, n: Float2, eta: Float): Float2 {
return if (k < 0.0f) Float2(0.0f) else eta * i - (eta * d + sqrt(k)) * n
}
inline fun angle(a: Float2, b: Float2): Float {
val l = length(a) * length(b)
return if (l == 0.0f) 0.0f else acos(clamp(dot(a, b) / l, -1.0f, 1.0f))
}
inline fun clamp(v: Float2, min: Float, max: Float): Float2 {
return Float2(
clamp(v.x, min, max),
@@ -685,25 +626,10 @@ inline fun greaterThan(a: Float2, b: Float) = Bool2(a.x > b, a.y > b)
inline fun greaterThan(a: Float2, b: Float2) = Bool2(a.x > b.y, a.y > b.y)
inline fun greaterThanEqual(a: Float2, b: Float) = Bool2(a.x >= b, a.y >= b)
inline fun greaterThanEqual(a: Float2, b: Float2) = Bool2(a.x >= b.x, a.y >= b.y)
inline fun equal(a: Float2, b: Float, delta: Float = 0.0f) = Bool2(
a.x.equals(b, delta),
a.y.equals(b, delta)
)
inline fun equal(a: Float2, b: Float2, delta: Float = 0.0f) = Bool2(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta)
)
inline fun notEqual(a: Float2, b: Float, delta: Float = 0.0f) = Bool2(
!a.x.equals(b, delta),
!a.y.equals(b, delta)
)
inline fun notEqual(a: Float2, b: Float2, delta: Float = 0.0f) = Bool2(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta)
)
inline fun equal(a: Float2, b: Float) = Bool2(a.x == b, a.y == b)
inline fun equal(a: Float2, b: Float2) = Bool2(a.x == b.x, a.y == b.y)
inline fun notEqual(a: Float2, b: Float) = Bool2(a.x != b, a.y != b)
inline fun notEqual(a: Float2, b: Float2) = Bool2(a.x != b.x, a.y != b.y)
inline infix fun Float2.lt(b: Float) = Bool2(x < b, y < b)
inline infix fun Float2.lt(b: Float2) = Bool2(x < b.x, y < b.y)
@@ -749,11 +675,6 @@ fun refract(i: Float3, n: Float3, eta: Float): Float3 {
return if (k < 0.0f) Float3(0.0f) else eta * i - (eta * d + sqrt(k)) * n
}
inline fun angle(a: Float3, b: Float3): Float {
val l = length(a) * length(b)
return if (l == 0.0f) 0.0f else acos(clamp(dot(a, b) / l, -1.0f, 1.0f))
}
inline fun clamp(v: Float3, min: Float, max: Float): Float3 {
return Float3(
clamp(v.x, min, max),
@@ -801,29 +722,10 @@ inline fun greaterThan(a: Float3, b: Float) = Bool3(a.x > b, a.y > b, a.z > b)
inline fun greaterThan(a: Float3, b: Float3) = Bool3(a.x > b.y, a.y > b.y, a.z > b.z)
inline fun greaterThanEqual(a: Float3, b: Float) = Bool3(a.x >= b, a.y >= b, a.z >= b)
inline fun greaterThanEqual(a: Float3, b: Float3) = Bool3(a.x >= b.x, a.y >= b.y, a.z >= b.z)
inline fun equal(a: Float3, b: Float, delta: Float = 0.0f) = Bool3(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta)
)
inline fun equal(a: Float3, b: Float3, delta: Float = 0.0f) = Bool3(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta)
)
inline fun notEqual(a: Float3, b: Float, delta: Float = 0.0f) = Bool3(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta)
)
inline fun notEqual(a: Float3, b: Float3, delta: Float = 0.0f) = Bool3(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta)
)
inline fun equal(a: Float3, b: Float) = Bool3(a.x == b, a.y == b, a.z == b)
inline fun equal(a: Float3, b: Float3) = Bool3(a.x == b.x, a.y == b.y, a.z == b.z)
inline fun notEqual(a: Float3, b: Float) = Bool3(a.x != b, a.y != b, a.z != b)
inline fun notEqual(a: Float3, b: Float3) = Bool3(a.x != b.x, a.y != b.y, a.z != b.z)
inline infix fun Float3.lt(b: Float) = Bool3(x < b, y < b, z < b)
inline infix fun Float3.lt(b: Float3) = Bool3(x < b.x, y < b.y, z < b.z)
@@ -905,44 +807,17 @@ inline fun transform(v: Float4, block: (Float) -> Float) = v.copy().transform(bl
inline fun lessThan(a: Float4, b: Float) = Bool4(a.x < b, a.y < b, a.z < b, a.w < b)
inline fun lessThan(a: Float4, b: Float4) = Bool4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
inline fun lessThanEqual(a: Float4, b: Float) = Bool4(a.x <= b, a.y <= b, a.z <= b, a.w <= b)
inline fun lessThanEqual(a: Float4, b: Float4) =
Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
inline fun lessThanEqual(a: Float4, b: Float4) = Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
inline fun greaterThan(a: Float4, b: Float) = Bool4(a.x > b, a.y > b, a.z > b, a.w > b)
inline fun greaterThan(a: Float4, b: Float4) = Bool4(a.x > b.y, a.y > b.y, a.z > b.z, a.w > b.w)
inline fun greaterThanEqual(a: Float4, b: Float) = Bool4(a.x >= b, a.y >= b, a.z >= b, a.w >= b)
inline fun greaterThanEqual(a: Float4, b: Float4) =
Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
inline fun greaterThanEqual(a: Float4, b: Float4) = Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
inline fun equal(a: Float4, b: Float) = Bool4(a.x == b, a.y == b, a.z == b, a.w == b)
inline fun equal(a: Float4, b: Float4) = Bool4(a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w)
inline fun notEqual(a: Float4, b: Float) = Bool4(a.x != b, a.y != b, a.z != b, a.w != b)
inline fun notEqual(a: Float4, b: Float4) = Bool4(a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w)
inline fun equal(a: Float4, b: Float, delta: Float = 0.0f) = Bool4(
a.x.equals(b, delta),
a.y.equals(b, delta),
a.z.equals(b, delta),
a.w.equals(b, delta)
)
inline fun equal(a: Float4, b: Float4, delta: Float = 0.0f) = Bool4(
a.x.equals(b.x, delta),
a.y.equals(b.y, delta),
a.z.equals(b.z, delta),
a.w.equals(b.w, delta)
)
inline fun notEqual(a: Float4, b: Float, delta: Float = 0.0f) = Bool4(
!a.x.equals(b, delta),
!a.y.equals(b, delta),
!a.z.equals(b, delta),
!a.w.equals(b, delta)
)
inline fun notEqual(a: Float4, b: Float4, delta: Float = 0.0f) = Bool4(
!a.x.equals(b.x, delta),
!a.y.equals(b.y, delta),
!a.z.equals(b.z, delta),
!a.w.equals(b.w, delta)
)
inline infix fun Float4.lt(b: Float) = Bool4(x < b, y < b, z < b, w < b)
inline infix fun Float4.lt(b: Float) = Bool4(x < b, y < b, z < b, a < b)
inline infix fun Float4.lt(b: Float4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
inline infix fun Float4.lte(b: Float) = Bool4(x <= b, y <= b, z <= b, w <= b)
inline infix fun Float4.lte(b: Float4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
@@ -1402,753 +1277,3 @@ data class Bool4(
set(index4, v)
}
}
data class Half2(var x: Half = Half.POSITIVE_ZERO, var y: Half = Half.POSITIVE_ZERO) {
constructor(v: Half) : this(v, v)
constructor(v: Half2) : this(v.x, v.y)
inline var r: Half
get() = x
set(value) {
x = value
}
inline var g: Half
get() = y
set(value) {
y = value
}
inline var s: Half
get() = x
set(value) {
x = value
}
inline var t: Half
get() = y
set(value) {
y = value
}
inline var xy: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rg: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var st: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
operator fun get(index: VectorComponent) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
else -> throw IllegalArgumentException("index must be X, Y, R, G, S or T")
}
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
return Half2(get(index1), get(index2))
}
operator fun get(index: Int) = when (index) {
0 -> x
1 -> y
else -> throw IllegalArgumentException("index must be in 0..1")
}
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
inline operator fun invoke(index: Int) = get(index - 1)
operator fun set(index: Int, v: Half) = when (index) {
0 -> x = v
1 -> y = v
else -> throw IllegalArgumentException("index must be in 0..1")
}
operator fun set(index1: Int, index2: Int, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(index: VectorComponent, v: Half) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
else -> throw IllegalArgumentException("index must be X, Y, R, G, S or T")
}
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun unaryMinus() = Half2(-x, -y)
operator fun inc() = Half2(x++, y++)
operator fun dec() = Half2(x--, y--)
inline operator fun plus(v: Half) = Half2(x + v, y + v)
inline operator fun minus(v: Half) = Half2(x - v, y - v)
inline operator fun times(v: Half) = Half2(x * v, y * v)
inline operator fun div(v: Half) = Half2(x / v, y / v)
inline operator fun plus(v: Half2) = Half2(x + v.x, y + v.y)
inline operator fun minus(v: Half2) = Half2(x - v.x, y - v.y)
inline operator fun times(v: Half2) = Half2(x * v.x, y * v.y)
inline operator fun div(v: Half2) = Half2(x / v.x, y / v.y)
inline fun transform(block: (Half) -> Half): Half2 {
x = block(x)
y = block(y)
return this
}
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat())
}
data class Half3(
var x: Half = Half.POSITIVE_ZERO,
var y: Half = Half.POSITIVE_ZERO,
var z: Half = Half.POSITIVE_ZERO
) {
constructor(v: Half) : this(v, v, v)
constructor(v: Half2, z: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, z)
constructor(v: Half3) : this(v.x, v.y, v.z)
inline var r: Half
get() = x
set(value) {
x = value
}
inline var g: Half
get() = y
set(value) {
y = value
}
inline var b: Half
get() = z
set(value) {
z = value
}
inline var s: Half
get() = x
set(value) {
x = value
}
inline var t: Half
get() = y
set(value) {
y = value
}
inline var p: Half
get() = z
set(value) {
z = value
}
inline var xy: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rg: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var st: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rgb: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var xyz: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var stp: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
operator fun get(index: VectorComponent) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z
else -> throw IllegalArgumentException("index must be X, Y, Z, R, G, B, S, T or P")
}
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
return Half2(get(index1), get(index2))
}
operator fun get(
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
operator fun get(index: Int) = when (index) {
0 -> x
1 -> y
2 -> z
else -> throw IllegalArgumentException("index must be in 0..2")
}
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
operator fun get(index1: Int, index2: Int, index3: Int): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
inline operator fun invoke(index: Int) = get(index - 1)
operator fun set(index: Int, v: Half) = when (index) {
0 -> x = v
1 -> y = v
2 -> z = v
else -> throw IllegalArgumentException("index must be in 0..2")
}
operator fun set(index1: Int, index2: Int, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(index1: Int, index2: Int, index3: Int, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun set(index: VectorComponent, v: Half) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z = v
else -> throw IllegalArgumentException("index must be X, Y, Z, R, G, B, S, T or P")
}
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun unaryMinus() = Half3(-x, -y, -z)
operator fun inc() = Half3(x++, y++, z++)
operator fun dec() = Half3(x--, y--, z--)
inline operator fun plus(v: Half) = Half3(x + v, y + v, z + v)
inline operator fun minus(v: Half) = Half3(x - v, y - v, z - v)
inline operator fun times(v: Half) = Half3(x * v, y * v, z * v)
inline operator fun div(v: Half) = Half3(x / v, y / v, z / v)
inline operator fun plus(v: Half2) = Half3(x + v.x, y + v.y, z)
inline operator fun minus(v: Half2) = Half3(x - v.x, y - v.y, z)
inline operator fun times(v: Half2) = Half3(x * v.x, y * v.y, z)
inline operator fun div(v: Half2) = Half3(x / v.x, y / v.y, z)
inline operator fun plus(v: Half3) = Half3(x + v.x, y + v.y, z + v.z)
inline operator fun minus(v: Half3) = Half3(x - v.x, y - v.y, z - v.z)
inline operator fun times(v: Half3) = Half3(x * v.x, y * v.y, z * v.z)
inline operator fun div(v: Half3) = Half3(x / v.x, y / v.y, z / v.z)
inline fun transform(block: (Half) -> Half): Half3 {
x = block(x)
y = block(y)
z = block(z)
return this
}
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat(), z.toFloat())
}
data class Half4(
var x: Half = Half.POSITIVE_ZERO,
var y: Half = Half.POSITIVE_ZERO,
var z: Half = Half.POSITIVE_ZERO,
var w: Half = Half.POSITIVE_ZERO
) {
constructor(v: Half) : this(v, v, v, v)
constructor(v: Half2, z: Half = Half.POSITIVE_ZERO, w: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, z, w)
constructor(v: Half3, w: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, v.z, w)
constructor(v: Half4) : this(v.x, v.y, v.z, v.w)
inline var r: Half
get() = x
set(value) {
x = value
}
inline var g: Half
get() = y
set(value) {
y = value
}
inline var b: Half
get() = z
set(value) {
z = value
}
inline var a: Half
get() = w
set(value) {
w = value
}
inline var s: Half
get() = x
set(value) {
x = value
}
inline var t: Half
get() = y
set(value) {
y = value
}
inline var p: Half
get() = z
set(value) {
z = value
}
inline var q: Half
get() = w
set(value) {
w = value
}
inline var xy: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rg: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var st: Half2
get() = Half2(x, y)
set(value) {
x = value.x
y = value.y
}
inline var rgb: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var xyz: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var stp: Half3
get() = Half3(x, y, z)
set(value) {
x = value.x
y = value.y
z = value.z
}
inline var rgba: Half4
get() = Half4(x, y, z, w)
set(value) {
x = value.x
y = value.y
z = value.z
w = value.w
}
inline var xyzw: Half4
get() = Half4(x, y, z, w)
set(value) {
x = value.x
y = value.y
z = value.z
w = value.w
}
inline var stpq: Half4
get() = Half4(x, y, z, w)
set(value) {
x = value.x
y = value.y
z = value.z
w = value.w
}
operator fun get(index: VectorComponent) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z
VectorComponent.W, VectorComponent.A, VectorComponent.Q -> w
}
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
return Half2(get(index1), get(index2))
}
operator fun get(
index1: VectorComponent,
index2: VectorComponent,
index3: VectorComponent): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
operator fun get(
index1: VectorComponent,
index2: VectorComponent,
index3: VectorComponent,
index4: VectorComponent): Half4 {
return Half4(get(index1), get(index2), get(index3), get(index4))
}
operator fun get(index: Int) = when (index) {
0 -> x
1 -> y
2 -> z
3 -> w
else -> throw IllegalArgumentException("index must be in 0..3")
}
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
operator fun get(index1: Int, index2: Int, index3: Int): Half3 {
return Half3(get(index1), get(index2), get(index3))
}
operator fun get(index1: Int, index2: Int, index3: Int, index4: Int): Half4 {
return Half4(get(index1), get(index2), get(index3), get(index4))
}
inline operator fun invoke(index: Int) = get(index - 1)
operator fun set(index: Int, v: Half) = when (index) {
0 -> x = v
1 -> y = v
2 -> z = v
3 -> w = v
else -> throw IllegalArgumentException("index must be in 0..3")
}
operator fun set(index1: Int, index2: Int, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(index1: Int, index2: Int, index3: Int, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun set(index1: Int, index2: Int, index3: Int, index4: Int, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
set(index4, v)
}
operator fun set(index: VectorComponent, v: Half) = when (index) {
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z = v
VectorComponent.W, VectorComponent.A, VectorComponent.Q -> w = v
}
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
}
operator fun set(
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
}
operator fun set(
index1: VectorComponent, index2: VectorComponent,
index3: VectorComponent, index4: VectorComponent, v: Half) {
set(index1, v)
set(index2, v)
set(index3, v)
set(index4, v)
}
operator fun unaryMinus() = Half4(-x, -y, -z, -w)
operator fun inc() = Half4(x++, y++, z++, w++)
operator fun dec() = Half4(x--, y--, z--, w--)
inline operator fun plus(v: Half) = Half4(x + v, y + v, z + v, w + v)
inline operator fun minus(v: Half) = Half4(x - v, y - v, z - v, w - v)
inline operator fun times(v: Half) = Half4(x * v, y * v, z * v, w * v)
inline operator fun div(v: Half) = Half4(x / v, y / v, z / v, w / v)
inline operator fun plus(v: Half2) = Half4(x + v.x, y + v.y, z, w)
inline operator fun minus(v: Half2) = Half4(x - v.x, y - v.y, z, w)
inline operator fun times(v: Half2) = Half4(x * v.x, y * v.y, z, w)
inline operator fun div(v: Half2) = Half4(x / v.x, y / v.y, z, w)
inline operator fun plus(v: Half3) = Half4(x + v.x, y + v.y, z + v.z, w)
inline operator fun minus(v: Half3) = Half4(x - v.x, y - v.y, z - v.z, w)
inline operator fun times(v: Half3) = Half4(x * v.x, y * v.y, z * v.z, w)
inline operator fun div(v: Half3) = Half4(x / v.x, y / v.y, z / v.z, w)
inline operator fun plus(v: Half4) = Half4(x + v.x, y + v.y, z + v.z, w + v.w)
inline operator fun minus(v: Half4) = Half4(x - v.x, y - v.y, z - v.z, w - v.w)
inline operator fun times(v: Half4) = Half4(x * v.x, y * v.y, z * v.z, w * v.w)
inline operator fun div(v: Half4) = Half4(x / v.x, y / v.y, z / v.z, w / v.w)
inline fun transform(block: (Half) -> Half): Half4 {
x = block(x)
y = block(y)
z = block(z)
w = block(w)
return this
}
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat(), z.toFloat(), w.toFloat())
}
inline fun min(v: Half2) = min(v.x, v.y)
inline fun min(a: Half2, b: Half2) = Half2(min(a.x, b.x), min(a.y, b.y))
inline fun max(v: Half2) = max(v.x, v.y)
inline fun max(a: Half2, b: Half2) = Half2(max(a.x, b.x), max(a.y, b.y))
inline fun transform(v: Half2, block: (Half) -> Half) = v.copy().transform(block)
inline fun lessThan(a: Half2, b: Half) = Bool2(a.x < b, a.y < b)
inline fun lessThan(a: Half2, b: Half2) = Bool2(a.x < b.x, a.y < b.y)
inline fun lessThanEqual(a: Half2, b: Half) = Bool2(a.x <= b, a.y <= b)
inline fun lessThanEqual(a: Half2, b: Half2) = Bool2(a.x <= b.x, a.y <= b.y)
inline fun greaterThan(a: Half2, b: Half) = Bool2(a.x > b, a.y > b)
inline fun greaterThan(a: Half2, b: Half2) = Bool2(a.x > b.y, a.y > b.y)
inline fun greaterThanEqual(a: Half2, b: Half) = Bool2(a.x >= b, a.y >= b)
inline fun greaterThanEqual(a: Half2, b: Half2) = Bool2(a.x >= b.x, a.y >= b.y)
inline fun equal(a: Half2, b: Half) = Bool2(a.x == b, a.y == b)
inline fun equal(a: Half2, b: Half2) = Bool2(a.x == b.x, a.y == b.y)
inline fun notEqual(a: Half2, b: Half) = Bool2(a.x != b, a.y != b)
inline fun notEqual(a: Half2, b: Half2) = Bool2(a.x != b.x, a.y != b.y)
inline infix fun Half2.lt(b: Half) = Bool2(x < b, y < b)
inline infix fun Half2.lt(b: Half2) = Bool2(x < b.x, y < b.y)
inline infix fun Half2.lte(b: Half) = Bool2(x <= b, y <= b)
inline infix fun Half2.lte(b: Half2) = Bool2(x <= b.x, y <= b.y)
inline infix fun Half2.gt(b: Half) = Bool2(x > b, y > b)
inline infix fun Half2.gt(b: Half2) = Bool2(x > b.x, y > b.y)
inline infix fun Half2.gte(b: Half) = Bool2(x >= b, y >= b)
inline infix fun Half2.gte(b: Half2) = Bool2(x >= b.x, y >= b.y)
inline infix fun Half2.eq(b: Half) = Bool2(x == b, y == b)
inline infix fun Half2.eq(b: Half2) = Bool2(x == b.x, y == b.y)
inline infix fun Half2.neq(b: Half) = Bool2(x != b, y != b)
inline infix fun Half2.neq(b: Half2) = Bool2(x != b.x, y != b.y)
inline operator fun Half.plus(v: Half3) = Half3(this + v.x, this + v.y, this + v.z)
inline operator fun Half.minus(v: Half3) = Half3(this - v.x, this - v.y, this - v.z)
inline operator fun Half.times(v: Half3) = Half3(this * v.x, this * v.y, this * v.z)
inline operator fun Half.div(v: Half3) = Half3(this / v.x, this / v.y, this / v.z)
inline fun abs(v: Half3) = Half3(abs(v.x), abs(v.y), abs(v.z))
inline fun length(v: Half3) = sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
inline fun length2(v: Half3) = v.x * v.x + v.y * v.y + v.z * v.z
inline fun distance(a: Half3, b: Half3) = length(a - b)
inline fun dot(a: Half3, b: Half3) = a.x * b.x + a.y * b.y + a.z * b.z
inline fun cross(a: Half3, b: Half3): Half3 {
return Half3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x)
}
inline infix fun Half3.x(v: Half3): Half3 {
return Half3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x)
}
fun normalize(v: Half3): Half3 {
val l = HALF_ONE / length(v)
return Half3(v.x * l, v.y * l, v.z * l)
}
inline fun reflect(i: Half3, n: Half3) = i - HALF_TWO * dot(n, i) * n
fun refract(i: Half3, n: Half3, eta: Half): Half3 {
val d = dot(n, i)
val k = HALF_ONE - eta * eta * (HALF_ONE - sqr(d))
return if (k < Half.POSITIVE_ZERO) Half3() else eta * i - (eta * d + sqrt(k)) * n
}
inline fun clamp(v: Half3, min: Half, max: Half): Half3 {
return Half3(
clamp(v.x, min, max),
clamp(v.y, min, max),
clamp(v.z, min, max)
)
}
inline fun clamp(v: Half3, min: Half3, max: Half3): Half3 {
return Half3(
clamp(v.x, min.x, max.x),
clamp(v.y, min.y, max.y),
clamp(v.z, min.z, max.z)
)
}
inline fun mix(a: Half3, b: Half3, x: Half): Half3 {
return Half3(
mix(a.x, b.x, x),
mix(a.y, b.y, x),
mix(a.z, b.z, x)
)
}
inline fun mix(a: Half3, b: Half3, x: Half3): Half3 {
return Half3(
mix(a.x, b.x, x.x),
mix(a.y, b.y, x.y),
mix(a.z, b.z, x.z)
)
}
inline fun min(v: Half3) = min(v.x, min(v.y, v.z))
inline fun min(a: Half3, b: Half3) = Half3(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z))
inline fun max(v: Half3) = max(v.x, max(v.y, v.z))
inline fun max(a: Half3, b: Half3) = Half3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z))
inline fun transform(v: Half3, block: (Half) -> Half) = v.copy().transform(block)
inline fun lessThan(a: Half3, b: Half) = Bool3(a.x < b, a.y < b, a.z < b)
inline fun lessThan(a: Half3, b: Half3) = Bool3(a.x < b.x, a.y < b.y, a.z < b.z)
inline fun lessThanEqual(a: Half3, b: Half) = Bool3(a.x <= b, a.y <= b, a.z <= b)
inline fun lessThanEqual(a: Half3, b: Half3) = Bool3(a.x <= b.x, a.y <= b.y, a.z <= b.z)
inline fun greaterThan(a: Half3, b: Half) = Bool3(a.x > b, a.y > b, a.z > b)
inline fun greaterThan(a: Half3, b: Half3) = Bool3(a.x > b.y, a.y > b.y, a.z > b.z)
inline fun greaterThanEqual(a: Half3, b: Half) = Bool3(a.x >= b, a.y >= b, a.z >= b)
inline fun greaterThanEqual(a: Half3, b: Half3) = Bool3(a.x >= b.x, a.y >= b.y, a.z >= b.z)
inline fun equal(a: Half3, b: Half) = Bool3(a.x == b, a.y == b, a.z == b)
inline fun equal(a: Half3, b: Half3) = Bool3(a.x == b.x, a.y == b.y, a.z == b.z)
inline fun notEqual(a: Half3, b: Half) = Bool3(a.x != b, a.y != b, a.z != b)
inline fun notEqual(a: Half3, b: Half3) = Bool3(a.x != b.x, a.y != b.y, a.z != b.z)
inline infix fun Half3.lt(b: Half) = Bool3(x < b, y < b, z < b)
inline infix fun Half3.lt(b: Half3) = Bool3(x < b.x, y < b.y, z < b.z)
inline infix fun Half3.lte(b: Half) = Bool3(x <= b, y <= b, z <= b)
inline infix fun Half3.lte(b: Half3) = Bool3(x <= b.x, y <= b.y, z <= b.z)
inline infix fun Half3.gt(b: Half) = Bool3(x > b, y > b, z > b)
inline infix fun Half3.gt(b: Half3) = Bool3(x > b.x, y > b.y, z > b.z)
inline infix fun Half3.gte(b: Half) = Bool3(x >= b, y >= b, z >= b)
inline infix fun Half3.gte(b: Half3) = Bool3(x >= b.x, y >= b.y, z >= b.z)
inline infix fun Half3.eq(b: Half) = Bool3(x == b, y == b, z == b)
inline infix fun Half3.eq(b: Half3) = Bool3(x == b.x, y == b.y, z == b.z)
inline infix fun Half3.neq(b: Half) = Bool3(x != b, y != b, z != b)
inline infix fun Half3.neq(b: Half3) = Bool3(x != b.x, y != b.y, z != b.z)
inline operator fun Half.plus(v: Half4) = Half4(this + v.x, this + v.y, this + v.z, this + v.w)
inline operator fun Half.minus(v: Half4) = Half4(this - v.x, this - v.y, this - v.z, this - v.w)
inline operator fun Half.times(v: Half4) = Half4(this * v.x, this * v.y, this * v.z, this * v.w)
inline operator fun Half.div(v: Half4) = Half4(this / v.x, this / v.y, this / v.z, this / v.w)
inline fun abs(v: Half4) = Half4(abs(v.x), abs(v.y), abs(v.z), abs(v.w))
inline fun length(v: Half4) = sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w)
inline fun length2(v: Half4) = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w
inline fun distance(a: Half4, b: Half4) = length(a - b)
inline fun dot(a: Half4, b: Half4) = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
fun normalize(v: Half4): Half4 {
val l = HALF_ONE / length(v)
return Half4(v.x * l, v.y * l, v.z * l, v.w * l)
}
inline fun clamp(v: Half4, min: Half, max: Half): Half4 {
return Half4(
clamp(v.x, min, max),
clamp(v.y, min, max),
clamp(v.z, min, max),
clamp(v.w, min, max)
)
}
inline fun clamp(v: Half4, min: Half4, max: Half4): Half4 {
return Half4(
clamp(v.x, min.x, max.x),
clamp(v.y, min.y, max.y),
clamp(v.z, min.z, max.z),
clamp(v.w, min.z, max.w)
)
}
inline fun mix(a: Half4, b: Half4, x: Half): Half4 {
return Half4(
mix(a.x, b.x, x),
mix(a.y, b.y, x),
mix(a.z, b.z, x),
mix(a.w, b.w, x)
)
}
inline fun mix(a: Half4, b: Half4, x: Half4): Half4 {
return Half4(
mix(a.x, b.x, x.x),
mix(a.y, b.y, x.y),
mix(a.z, b.z, x.z),
mix(a.w, b.w, x.w))
}
inline fun min(v: Half4) = min(v.x, min(v.y, min(v.z, v.w)))
inline fun min(a: Half4, b: Half4): Half4 {
return Half4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w))
}
inline fun max(v: Half4) = max(v.x, max(v.y, max(v.z, v.w)))
inline fun max(a: Half4, b: Half4): Half4 {
return Half4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w))
}
inline fun transform(v: Half4, block: (Half) -> Half) = v.copy().transform(block)
inline fun lessThan(a: Half4, b: Half) = Bool4(a.x < b, a.y < b, a.z < b, a.w < b)
inline fun lessThan(a: Half4, b: Half4) = Bool4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
inline fun lessThanEqual(a: Half4, b: Half) = Bool4(a.x <= b, a.y <= b, a.z <= b, a.w <= b)
inline fun lessThanEqual(a: Half4, b: Half4) = Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
inline fun greaterThan(a: Half4, b: Half) = Bool4(a.x > b, a.y > b, a.z > b, a.w > b)
inline fun greaterThan(a: Half4, b: Half4) = Bool4(a.x > b.y, a.y > b.y, a.z > b.z, a.w > b.w)
inline fun greaterThanEqual(a: Half4, b: Half) = Bool4(a.x >= b, a.y >= b, a.z >= b, a.w >= b)
inline fun greaterThanEqual(a: Half4, b: Half4) = Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
inline fun equal(a: Half4, b: Half) = Bool4(a.x == b, a.y == b, a.z == b, a.w == b)
inline fun equal(a: Half4, b: Half4) = Bool4(a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w)
inline fun notEqual(a: Half4, b: Half) = Bool4(a.x != b, a.y != b, a.z != b, a.w != b)
inline fun notEqual(a: Half4, b: Half4) = Bool4(a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w)
inline infix fun Half4.lt(b: Half) = Bool4(x < b, y < b, z < b, a < b)
inline infix fun Half4.lt(b: Half4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
inline infix fun Half4.lte(b: Half) = Bool4(x <= b, y <= b, z <= b, w <= b)
inline infix fun Half4.lte(b: Half4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
inline infix fun Half4.gt(b: Half) = Bool4(x > b, y > b, z > b, w > b)
inline infix fun Half4.gt(b: Half4) = Bool4(x > b.x, y > b.y, z > b.z, w > b.w)
inline infix fun Half4.gte(b: Half) = Bool4(x >= b, y >= b, z >= b, w >= b)
inline infix fun Half4.gte(b: Half4) = Bool4(x >= b.x, y >= b.y, z >= b.z, w >= b.w)
inline infix fun Half4.eq(b: Half) = Bool4(x == b, y == b, z == b, w == b)
inline infix fun Half4.eq(b: Half4) = Bool4(x == b.x, y == b.y, z == b.z, w == b.w)
inline infix fun Half4.neq(b: Half) = Bool4(x != b, y != b, z != b, w != b)
inline infix fun Half4.neq(b: Half4) = Bool4(x != b.x, y != b.y, z != b.z, w != b.w)
-7
View File
@@ -16,13 +16,6 @@ android {
excludes += ['lib/*/libfilament-jni.so']
}
}
publishing {
singleVariant("fullRelease") {
withSourcesJar()
withJavadocJar()
}
}
}
dependencies {
+1 -4
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.34.0
VERSION_NAME=1.32.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
@@ -18,9 +18,6 @@ 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
+53
View File
@@ -86,10 +86,63 @@ afterEvaluate { project ->
}
}
if (project.getPlugins().hasPlugin('com.android.application') ||
project.getPlugins().hasPlugin('com.android.library')) {
task androidJavadocs(type: Javadoc) {
source = android.sourceSets.main.java.source
classpath += project.files(android.getBootClasspath().join(File.pathSeparator))
excludes = ['**/*.kt']
}
task androidJavadocsJar(type: Jar, dependsOn: androidJavadocs) {
classifier = 'javadoc'
from androidJavadocs.destinationDir
}
task androidSourcesJar(type: Jar) {
classifier = 'sources'
from android.sourceSets.main.java.source
}
}
if (JavaVersion.current().isJava8Compatible()) {
allprojects {
tasks.withType(Javadoc) {
options.addStringOption('Xdoclint:none', '-quiet')
}
}
}
if (JavaVersion.current().isJava9Compatible()) {
allprojects {
tasks.withType(Javadoc) {
options.addBooleanOption('html5', true)
}
}
}
artifacts {
if (project.getPlugins().hasPlugin('com.android.application') ||
project.getPlugins().hasPlugin('com.android.library')) {
archives androidSourcesJar
archives androidJavadocsJar
}
}
android.libraryVariants.all { variant ->
tasks.androidJavadocs.doFirst {
classpath += files(variant.javaCompileProvider.get().classpath.files.join(File.pathSeparator))
}
}
publishing.publications.all { publication ->
publication.groupId = GROUP
publication.version = VERSION_NAME
publication.artifact androidSourcesJar
publication.artifact androidJavadocsJar
configurePom(publication.pom)
}
+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-8.0-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-7.5-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
@@ -40,11 +40,6 @@ android {
dependenciesInfo {
includeInApk = false
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -30,7 +30,6 @@ import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -402,8 +401,6 @@ class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallba
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -29,7 +29,6 @@ import com.google.android.filament.RenderableManager.PrimitiveType
import com.google.android.filament.VertexBuffer.AttributeType
import com.google.android.filament.VertexBuffer.VertexAttribute
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
import java.nio.ByteOrder
@@ -328,8 +327,6 @@ class MainActivity : Activity() {
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -46,11 +42,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -26,7 +26,6 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -304,8 +303,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -39,11 +35,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -29,7 +29,6 @@ import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -414,8 +413,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -3,10 +3,6 @@ apply plugin: 'kotlin-android'
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
android {
namespace 'com.google.android.filament.livewallpaper'
@@ -22,11 +18,6 @@ android {
dependenciesInfo {
includeInApk = false
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -31,7 +31,6 @@ import android.view.animation.LinearInterpolator
import androidx.annotation.RequiresApi
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
class FilamentLiveWallpaper : WallpaperService() {
@@ -227,8 +226,6 @@ class FilamentLiveWallpaper : WallpaperService() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
meshInputFile = project.layout.projectDirectory.file("../../../third_party/models/shader_ball/shader_ball.obj")
meshOutputDir = project.layout.projectDirectory.dir("src/main/assets/models")
@@ -50,11 +46,6 @@ android {
aaptOptions {
noCompress 'filamat'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -26,7 +26,6 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import com.google.android.filament.filamat.MaterialBuilder
@@ -344,8 +343,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -39,11 +35,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -30,7 +30,6 @@ import com.google.android.filament.RenderableManager.*
import com.google.android.filament.Renderer.ClearOptions
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -459,8 +458,6 @@ class MainActivity : Activity() {
view1.viewport = Viewport(width / 2, 0, width / 2, height / 2)
view2.viewport = Viewport(0, height / 2, width / 2, height / 2)
view4.viewport = Viewport(width / 4, height / 4, width / 2, height / 2)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
iblInputFile = project.layout.projectDirectory.file("../../../third_party/environments/studio_small_02_2k.hdr")
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")
@@ -42,11 +38,6 @@ android {
aaptOptions {
noCompress 'filamat'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -37,7 +37,6 @@ import com.google.android.filament.Camera;
import com.google.android.filament.Engine;
import com.google.android.filament.Entity;
import com.google.android.filament.EntityManager;
import com.google.android.filament.Fence;
import com.google.android.filament.Filament;
import com.google.android.filament.IndirectLight;
import com.google.android.filament.LightManager;
@@ -50,7 +49,6 @@ import com.google.android.filament.TransformManager;
import com.google.android.filament.Viewport;
import com.google.android.filament.android.DisplayHelper;
import com.google.android.filament.android.FilamentHelper;
import com.google.android.filament.android.TextureHelper;
import com.google.android.filament.android.UiHelper;
@@ -109,7 +107,6 @@ public class MainActivity extends Activity
mCamera.setProjection(60.0, aspect, 1.0, 2000.0, Camera.Fov.HORIZONTAL);
}
mView.setViewport(new Viewport(0, 0, width, height));
FilamentHelper.synchronizePendingFrames(mEngine);
}
@Override
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -38,7 +38,6 @@ import android.os.Build
import android.view.MotionEvent
import androidx.annotation.RequiresApi
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallback {
@@ -402,8 +401,6 @@ class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallba
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -29,7 +29,6 @@ import com.google.android.filament.RenderableManager.PrimitiveType
import com.google.android.filament.VertexBuffer.AttributeType
import com.google.android.filament.VertexBuffer.VertexAttribute
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
import java.nio.ByteOrder
@@ -328,8 +327,6 @@ class MainActivity : Activity() {
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -47,11 +43,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -26,7 +26,6 @@ import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.utils.*
import com.google.android.filament.android.UiHelper
@@ -324,8 +323,6 @@ class MainActivity : Activity() {
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
@@ -6,10 +6,6 @@ plugins {
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
@@ -40,11 +36,6 @@ android {
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
@@ -33,7 +33,6 @@ import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
@@ -351,8 +350,6 @@ class MainActivity : Activity() {
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
+1 -3
View File
@@ -491,7 +491,6 @@ 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
@@ -540,7 +539,6 @@ 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
@@ -758,7 +756,7 @@ function run_tests {
pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
while getopts ":hacCfijmp:q:uvslwtedk:b" opt; do
case ${opt} in
h)
print_help
-8
View File
@@ -44,14 +44,6 @@ elif [[ "$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 $0`/ndk.version)}
+8
View File
@@ -3,4 +3,12 @@
if [[ "$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
+6 -6
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+6 -6
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@@ -200,7 +200,7 @@ Energy conservation is one of the key components of a good BRDF for physically b
## Specular BRDF
For the specular term, $f_r$ is a mirror BRDF that can be modeled with the Fresnel law, noted $F$ in the Cook-Torrance approximation of the microfacet model integration:
For the specular term, $f_m$ is a mirror BRDF that can be modeled with the Fresnel law, noted $F$ in the Cook-Torrance approximation of the microfacet model integration:
$$\begin{equation}
f_r(v,l) = \frac{D(h, \alpha) G(v, l, \alpha) F(v, h, f0)}{4(\NoV)(\NoL)}
@@ -485,7 +485,7 @@ void BRDF(...) {
// perceptually linear roughness to roughness (see parameterization)
float roughness = perceptualRoughness * perceptualRoughness;
float D = D_GGX(NoH, roughness);
float D = D_GGX(NoH, a);
vec3 F = F_Schlick(LoH, f0);
float V = V_SmithGGXCorrelated(NoV, NoL, roughness);
@@ -2016,7 +2016,7 @@ I(f(n, v, \alpha)) \equiv \frac{1}{N}\sum_{\forall \, i \in image} f(l_i,
\end{equation}$$
However, in practice we're using _importance sampling_ which needs to take the $pdf$ of the distribution
into account and adds a term $\frac{4\left<\VoH\right>}{D(h_i, \alpha)\left<\NoH\right>}$.
into account and adds a term $\frac{\left<\VoH\right>}{D(h_i, \alpha)\left<\NoH\right>}$.
See Importance Sampling For The IBL section:
$$\begin{equation}\label{iblImportanceSampling}
@@ -3486,15 +3486,15 @@ The _important direction samples_ $l_i$ are calculated as the reflection of $v$
**do not** have the same PDF as $h_i$. The PDF of a transformed distribution is given by:
$$\begin{equation}
p(T_r(x)) = p(x) |J(T_r)|^{-1}
p(T_r(x)) = p(x) |J(T_r)|
\end{equation}$$
Where $|J(T_r)|$ is the determinant of the Jacobian of the transform. In our case we're considering
the transform from $h_i$ to $l_i$ and the determinant of its Jacobian is given in \ref{iblPDF}.
$$\begin{equation}\label{iblPDF}
p(l,v,\Theta) = D(h,\alpha) \left< \NoH \right> |J_{h \rightarrow l}|^{-1} \\
|J_{h \rightarrow l}| = 4 \left< \VoH \right>
p(l,v,\Theta) = D(h,\alpha) \left< \NoH \right> |J_{h \rightarrow l}| \\
|J_{h \rightarrow l}| = \frac{1}{4 \left< \VoH \right>}
\end{equation}$$
### Choosing important directions
+77 -169
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+1 -58
View File
@@ -1076,63 +1076,6 @@ fragment {
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: constants
Type
: array of constant objects
Value
: Each entry is an object with the properties `name` and `type`, both of `string` type. The name
must be a valid GLSL identifier. Entries also have an optional `default`, which can either be a
`bool` or `number`, depending on the `type` of the constant. The type must be one of the types
described in table [materialConstantsTypes].
Type | Description | Default
:----------------------|:-----------------------------------------|:------------------
int | A signed, 32 bit GLSL int | 0
float | A single-precision GLSL float | 0.0
bool | A GLSL bool | false
[Table [materialConstantsTypes]: Material constants types]
Description
: Lists the constant parameters accepted by your material. These constants can be set, or
"specialized", at runtime when loading a material package. Multiple materials can be loaded from
the same material package with differing constant parameter specializations. Once a material is
loaded from a material package, its constant parameters cannot be changed. Compared to regular
parameters, constant parameters allow the compiler to generate more efficient code. Access
constant parameters from the shader by prefixing the name with `materialConstant_`. For example,
a constant parameter named `myConstant` is accessed in the shader as
`materialConstant_myConstant`. If a constant parameter is not set at runtime, the default is
used.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
constants : [
{
name : overrideAlpha,
type : bool
},
{
name : customAlpha,
type : float,
default : 0.5
}
],
shadingModel : lit,
blending : transparent,
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
if (materialConstants_overrideAlpha) {
material.baseColor.a = materialConstants_customAlpha;
material.baseColor.rgb *= material.baseColor.a;
}
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: variantFilter
Type
@@ -2363,7 +2306,7 @@ type aliases:
**getUserWorldFromWorldMatrix()** | float4x4 | Matrix that converts from world space to API-level (user) world space.
**getTime()** | float | Current time as a remainder of 1 second. Yields a value between 0 and 1
**getUserTime()** | float4 | Current time in seconds: `time`, `(double)time - time`, `0`, `0`
**getUserTimeMod(float m)** | float | Current time modulo m in seconds
**getUserTimeMode(float m)** | float | Current time modulo m in seconds
**getExposure()** | float | Photometric exposure of the camera
**getEV100()** | float | [Exposure value at ISO 100](https://en.wikipedia.org/wiki/Exposure_value) of the camera
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-2
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@@ -212,7 +212,6 @@ set(MATERIAL_SRCS
src/materials/colorGrading/colorGrading.mat
src/materials/colorGrading/colorGradingAsSubpass.mat
src/materials/colorGrading/customResolveAsSubpass.mat
src/materials/debugShadowCascades.mat
src/materials/defaultMaterial.mat
src/materials/dof/dof.mat
src/materials/dof/dofCoc.mat
@@ -565,7 +564,6 @@ elseif(WEBGL)
else()
set(OPTIMIZATION_FLAGS
-ffast-math
-fno-finite-math-only
-ffp-contract=fast
# TODO: aggressive vectorization is currently broken on Android
# -fslp-vectorize-aggressive
+3 -4
View File
@@ -96,7 +96,6 @@ if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3 AND NOT FILAMEN
list(APPEND SRCS src/opengl/platforms/CocoaTouchExternalImage.mm)
elseif (APPLE)
list(APPEND SRCS src/opengl/platforms/PlatformCocoaGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaExternalImage.mm)
elseif (WEBGL)
list(APPEND SRCS src/opengl/platforms/PlatformWebGL.cpp)
elseif (LINUX)
@@ -175,19 +174,20 @@ if (FILAMENT_SUPPORTS_VULKAN)
src/vulkan/VulkanFboCache.h
src/vulkan/VulkanHandles.cpp
src/vulkan/VulkanHandles.h
src/vulkan/VulkanImageUtility.cpp
src/vulkan/VulkanImageUtility.h
src/vulkan/VulkanMemory.h
src/vulkan/VulkanMemory.cpp
src/vulkan/VulkanPipelineCache.cpp
src/vulkan/VulkanPipelineCache.h
src/vulkan/VulkanPlatform.cpp
src/vulkan/VulkanReadPixels.cpp
src/vulkan/VulkanReadPixels.h
src/vulkan/VulkanSamplerCache.cpp
src/vulkan/VulkanSamplerCache.h
src/vulkan/VulkanStagePool.cpp
src/vulkan/VulkanStagePool.h
src/vulkan/VulkanSwapChain.cpp
src/vulkan/VulkanSwapChain.h
src/vulkan/VulkanTaskHandler.h
src/vulkan/VulkanTexture.cpp
src/vulkan/VulkanTexture.h
src/vulkan/VulkanUtility.cpp
@@ -335,7 +335,6 @@ elseif(WEBGL)
else()
set(OPTIMIZATION_FLAGS
-ffast-math
-fno-finite-math-only
-ffp-contract=fast
# TODO: aggressive vectorization is currently broken on Android
# -fslp-vectorize-aggressive
+1 -13
View File
@@ -279,15 +279,6 @@ enum class UniformType : uint8_t {
STRUCT
};
/**
* Supported constant parameter types
*/
enum class ConstantType : uint8_t {
INT,
FLOAT,
BOOL
};
enum class Precision : uint8_t {
LOW,
MEDIUM,
@@ -1126,10 +1117,7 @@ enum class Workaround : uint16_t {
// 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,
// Workaround a Metal pipeline compilation error with the message:
// "Could not statically determine the target of a texture". See light_indirect.fs
A8X_STATIC_TEXTURE_TARGET_ERROR
ADRENO_UNIFORM_ARRAY_CRASH
};
} // namespace filament::backend
@@ -57,10 +57,6 @@ protected:
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
OpenGLPlatform::ExternalTexture* createExternalImageTexture() noexcept override;
void destroyExternalImage(ExternalTexture* texture) noexcept override;
void retainExternalImage(void* externalImage) noexcept override;
bool setExternalImage(void* externalImage, ExternalTexture* texture) noexcept override;
private:
PlatformCocoaGLImpl* pImpl = nullptr;
@@ -73,10 +73,6 @@ struct MetalContext {
uint8_t mac;
} highestSupportedGpuFamily;
struct {
bool a8xStaticTextureTargetError;
} bugs;
// sampleCountLookup[requestedSamples] gives a <= sample count supported by the device.
std::array<uint8_t, MAX_SAMPLE_COUNT + 1> sampleCountLookup;
@@ -117,9 +117,6 @@ MetalDriver::MetalDriver(MetalPlatform* platform, const Platform::DriverConfig&
sc[s] = [mContext->device supportsTextureSampleCount:s] ? s : sc[s - 1];
}
mContext->bugs.a8xStaticTextureTargetError =
[mContext->device.name containsString:@"Apple A8X GPU"];
mContext->commandQueue = mPlatform.createCommandQueue(mContext->device);
mContext->pipelineStateCache.setDevice(mContext->device);
mContext->depthStencilStateCache.setDevice(mContext->device);
@@ -722,8 +719,6 @@ bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
return true;
case Workaround::ADRENO_UNIFORM_ARRAY_CRASH:
return false;
case Workaround::A8X_STATIC_TEXTURE_TARGET_ERROR:
return mContext->bugs.a8xStaticTextureTargetError;
}
return false;
}
@@ -1720,8 +1720,6 @@ bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
return mContext.bugs.allow_read_only_ancillary_feedback_loop;
case Workaround::ADRENO_UNIFORM_ARRAY_CRASH:
return mContext.bugs.enable_initialize_non_used_uniform_array;
default:
return false;
}
return false;
}
+7 -19
View File
@@ -40,37 +40,25 @@ static void logCompilationError(utils::io::ostream& out,
static void logProgramLinkError(utils::io::ostream& out,
const char* name, GLuint program) noexcept;
static inline std::string to_string(bool b) noexcept {
return b ? "true" : "false";
}
static inline std::string to_string(int i) noexcept {
return std::to_string(i);
}
static inline std::string to_string(float f) noexcept {
return "float(" + std::to_string(f) + ")";
}
OpenGLProgram::OpenGLProgram() noexcept
: mInitialized(false), mValid(true), mLazyInitializationData(nullptr) {
}
OpenGLProgram::OpenGLProgram(OpenGLDriver& gld, Program&& program) noexcept
: HwProgram(std::move(program.getName())),
OpenGLProgram::OpenGLProgram(OpenGLDriver& gld, Program&& programBuilder) noexcept
: HwProgram(std::move(programBuilder.getName())),
mInitialized(false), mValid(true),
mLazyInitializationData{ new(LazyInitializationData) } {
OpenGLContext& context = gld.getContext();
mLazyInitializationData->uniformBlockInfo = std::move(program.getUniformBlockBindings());
mLazyInitializationData->samplerGroupInfo = std::move(program.getSamplerGroupInfo());
mLazyInitializationData->uniformBlockInfo = std::move(programBuilder.getUniformBlockBindings());
mLazyInitializationData->samplerGroupInfo = std::move(programBuilder.getSamplerGroupInfo());
// this cannot fail because we check compilation status after linking the program
// shaders[] is filled with id of shader stages present.
OpenGLProgram::compileShaders(context,
std::move(program.getShadersSource()),
program.getSpecializationConstants(),
std::move(programBuilder.getShadersSource()),
programBuilder.getSpecializationConstants(),
gl.shaders,
mLazyInitializationData->shaderSourceCode);
@@ -121,7 +109,7 @@ void OpenGLProgram::compileShaders(OpenGLContext& context,
for (auto const& sc : specializationConstants) {
specializationConstantString += "#define SPIRV_CROSS_CONSTANT_ID_" + std::to_string(sc.id) + ' ';
specializationConstantString += std::visit([](auto&& arg) {
return to_string(arg);
return std::to_string(arg);
}, sc.value);
specializationConstantString += '\n';
}
+1 -1
View File
@@ -38,7 +38,7 @@ class OpenGLProgram : public HwProgram {
public:
OpenGLProgram() noexcept;
OpenGLProgram(OpenGLDriver& gld, Program&& program) noexcept;
OpenGLProgram(OpenGLDriver& gld, Program&& builder) noexcept;
~OpenGLProgram() noexcept;
bool isValid() const noexcept { return mValid; }
@@ -1,90 +0,0 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef FILAMENT_DRIVER_OPENGL_COCOA_EXTERNAL_IMAGE
#define FILAMENT_DRIVER_OPENGL_COCOA_EXTERNAL_IMAGE
#include <backend/platforms/OpenGLPlatform.h>
#include <CoreVideo/CoreVideo.h>
#include "../gl_headers.h"
namespace filament::backend {
class CocoaExternalImage final : public OpenGLPlatform::ExternalTexture {
public:
/**
* GL objects that can be shared across multiple instances of CocoaExternalImage.
*/
class SharedGl {
public:
SharedGl() noexcept;
~SharedGl() noexcept;
SharedGl(const SharedGl&) = delete;
SharedGl& operator=(const SharedGl&) = delete;
GLuint program = 0;
GLuint sampler = 0;
GLuint fragmentShader = 0;
GLuint vertexShader = 0;
};
CocoaExternalImage(const CVOpenGLTextureCacheRef textureCache,
const SharedGl& sharedGl) noexcept;
~CocoaExternalImage() noexcept;
/**
* Set this external image to the passed-in CVPixelBuffer.
* Afterwards, calling glGetTexture returns the GL texture name backed by the CVPixelBuffer.
*/
bool set(CVPixelBufferRef p) noexcept;
GLuint getGlTexture() const noexcept;
GLuint getInternalFormat() const noexcept;
GLuint getTarget() const noexcept;
private:
void release() noexcept;
CVOpenGLTextureRef createTextureFromImage(CVPixelBufferRef image) noexcept;
GLuint encodeCopyRectangleToTexture2D(GLuint rectangle, size_t width, size_t height) noexcept;
class State {
public:
void save() noexcept;
void restore() noexcept;
private:
GLint activeTexture = 0;
GLint textureBinding = { 0 };
GLint samplerBinding = { 0 };
GLint framebuffer = 0;
GLint viewport[4] = { 0 };
GLint vertexAttrib = 0;
} mState;
GLuint mFBO = 0;
const SharedGl& mSharedGl;
GLuint mRgbaTexture = 0;
const CVOpenGLTextureCacheRef mTextureCache;
CVPixelBufferRef mImage = nullptr;
CVOpenGLTextureRef mTexture = nullptr;
};
} // namespace filament::backend
#endif
@@ -1,235 +0,0 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define COREVIDEO_SILENCE_GL_DEPRECATION
#include "CocoaExternalImage.h"
#include <utils/Panic.h>
#include "../GLUtils.h"
namespace filament::backend {
static const char *s_vertex = R"SHADER(#version 410 core
void main() {
float x = -1.0 + float(((gl_VertexID & 1) <<2));
float y = -1.0 + float(((gl_VertexID & 2) <<1));
gl_Position=vec4(x, y, 0.0, 1.0);
}
)SHADER";
static const char *s_fragment = R"SHADER(#version 410 core
precision mediump float;
uniform sampler2DRect rectangle;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(rectangle, gl_FragCoord.xy);
}
)SHADER";
CocoaExternalImage::SharedGl::SharedGl() noexcept {
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GLint status;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &s_vertex, nullptr);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
assert_invariant(status == GL_TRUE);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &s_fragment, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
assert_invariant(status == GL_TRUE);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
assert_invariant(status == GL_TRUE);
// Save current program state.
GLint currentProgram;
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glUseProgram(program);
GLint samplerLoc = glGetUniformLocation(program, "rectangle");
glUniform1i(samplerLoc, 0);
// Restore state.
glUseProgram(currentProgram);
}
CocoaExternalImage::SharedGl::~SharedGl() noexcept {
glDeleteSamplers(1, &sampler);
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(program);
}
CocoaExternalImage::CocoaExternalImage(const CVOpenGLTextureCacheRef textureCache,
const SharedGl &sharedGl) noexcept : mSharedGl(sharedGl), mTextureCache(textureCache) {
glGenFramebuffers(1, &mFBO);
CHECK_GL_ERROR(utils::slog.e)
}
CocoaExternalImage::~CocoaExternalImage() noexcept {
glDeleteFramebuffers(1, &mFBO);
release();
}
bool CocoaExternalImage::set(CVPixelBufferRef image) noexcept {
// Release references to a previous external image, if we're holding any.
release();
if (!image) {
return false;
}
OSType formatType = CVPixelBufferGetPixelFormatType(image);
ASSERT_POSTCONDITION(formatType == kCVPixelFormatType_32BGRA,
"macOS external images must be 32BGRA format.");
// The pixel buffer must be locked whenever we do rendering with it. We'll unlock it before
// releasing.
UTILS_UNUSED_IN_RELEASE CVReturn lockStatus = CVPixelBufferLockBaseAddress(image, 0);
assert_invariant(lockStatus == kCVReturnSuccess);
mImage = image;
mTexture = createTextureFromImage(image);
mRgbaTexture = encodeCopyRectangleToTexture2D(CVOpenGLTextureGetName(mTexture),
CVPixelBufferGetWidth(image), CVPixelBufferGetHeight(image));
CHECK_GL_ERROR(utils::slog.e)
return true;
}
GLuint CocoaExternalImage::getGlTexture() const noexcept {
return mRgbaTexture;
}
GLuint CocoaExternalImage::getInternalFormat() const noexcept {
if (mRgbaTexture) {
return GL_RGBA8;
}
return 0;
}
GLuint CocoaExternalImage::getTarget() const noexcept {
if (mRgbaTexture) {
return GL_TEXTURE_2D;
}
return 0;
}
void CocoaExternalImage::release() noexcept {
if (mImage) {
CVPixelBufferUnlockBaseAddress(mImage, 0);
CVPixelBufferRelease(mImage);
}
if (mTexture) {
CFRelease(mTexture);
}
if (mRgbaTexture) {
glDeleteTextures(1, &mRgbaTexture);
mRgbaTexture = 0;
}
}
CVOpenGLTextureRef CocoaExternalImage::createTextureFromImage(CVPixelBufferRef image) noexcept {
CVOpenGLTextureRef texture = nullptr;
UTILS_UNUSED_IN_RELEASE CVReturn success =
CVOpenGLTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
mTextureCache, image, nil, &texture);
assert_invariant(success == kCVReturnSuccess);
return texture;
}
GLuint CocoaExternalImage::encodeCopyRectangleToTexture2D(GLuint rectangle,
size_t width, size_t height) noexcept {
GLuint texture;
glGenTextures(1, &texture);
mState.save();
// Create a texture to hold the result of the blit image.
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
CHECK_GL_ERROR(utils::slog.e)
// source textures
glBindSampler(0, mSharedGl.sampler);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, rectangle);
CHECK_GL_ERROR(utils::slog.e)
// destination texture
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
CHECK_GL_ERROR(utils::slog.e)
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_FRAMEBUFFER)
CHECK_GL_ERROR(utils::slog.e)
// draw
glViewport(0, 0, width, height);
CHECK_GL_ERROR(utils::slog.e)
glUseProgram(mSharedGl.program);
CHECK_GL_ERROR(utils::slog.e)
glDisableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
CHECK_GL_ERROR(utils::slog.e)
mState.restore();
CHECK_GL_ERROR(utils::slog.e)
return texture;
}
void CocoaExternalImage::State::save() noexcept {
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &framebuffer);
glGetIntegerv(GL_VIEWPORT, viewport);
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &vertexAttrib);
}
void CocoaExternalImage::State::restore() noexcept {
glActiveTexture(activeTexture);
glBindTexture(GL_TEXTURE_2D, textureBinding);
glBindSampler(0, samplerBinding);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
if (vertexAttrib) {
glEnableVertexAttribArray(0);
}
}
} // namespace filament::backend
@@ -28,7 +28,6 @@
#include <Cocoa/Cocoa.h>
#include <vector>
#include "CocoaExternalImage.h"
namespace filament::backend {
@@ -50,8 +49,6 @@ struct PlatformCocoaGLImpl {
NSOpenGLContext* mGLContext = nullptr;
CocoaGLSwapChain* mCurrentSwapChain = nullptr;
std::vector<NSView*> mHeadlessSwapChains;
CVOpenGLTextureCacheRef mTextureCache = nullptr;
std::unique_ptr<CocoaExternalImage::SharedGl> mExternalImageSharedGl;
void updateOpenGLContext(NSView *nsView, bool resetView, bool clearView);
};
@@ -162,12 +159,6 @@ Driver* PlatformCocoaGL::createDriver(void* sharedContext, const Platform::Drive
int result = bluegl::bind();
ASSERT_POSTCONDITION(!result, "Unable to load OpenGL entry points.");
UTILS_UNUSED_IN_RELEASE CVReturn success = CVOpenGLTextureCacheCreate(kCFAllocatorDefault, nullptr,
[pImpl->mGLContext CGLContextObj], [pImpl->mGLContext.pixelFormat CGLPixelFormatObj], nullptr,
&pImpl->mTextureCache);
assert_invariant(success == kCVReturnSuccess);
return OpenGLPlatform::createDefaultDriver(this, sharedContext, driverConfig);
}
@@ -176,8 +167,6 @@ int PlatformCocoaGL::getOSVersion() const noexcept {
}
void PlatformCocoaGL::terminate() noexcept {
CFRelease(pImpl->mTextureCache);
pImpl->mExternalImageSharedGl.reset();
pImpl->mGLContext = nil;
bluegl::unbind();
}
@@ -267,9 +256,6 @@ void PlatformCocoaGL::makeCurrent(Platform::SwapChain* drawSwapChain,
void PlatformCocoaGL::commit(Platform::SwapChain* swapChain) noexcept {
[pImpl->mGLContext flushBuffer];
// This needs to be done periodically.
CVOpenGLTextureCacheFlush(pImpl->mTextureCache, 0);
}
bool PlatformCocoaGL::pumpEvents() noexcept {
@@ -280,45 +266,6 @@ bool PlatformCocoaGL::pumpEvents() noexcept {
return true;
}
OpenGLPlatform::ExternalTexture* PlatformCocoaGL::createExternalImageTexture() noexcept {
if (!pImpl->mExternalImageSharedGl) {
pImpl->mExternalImageSharedGl = std::make_unique<CocoaExternalImage::SharedGl>();
}
ExternalTexture* outTexture = new CocoaExternalImage(pImpl->mTextureCache,
*pImpl->mExternalImageSharedGl);
// the actual id/target will be set in setExternalImage.
outTexture->id = 0;
outTexture->target = GL_TEXTURE_2D;
return outTexture;
}
void PlatformCocoaGL::destroyExternalImage(ExternalTexture* texture) noexcept {
auto* p = static_cast<CocoaExternalImage*>(texture);
delete p;
}
void PlatformCocoaGL::retainExternalImage(void* externalImage) noexcept {
// Take ownership of the passed in buffer. It will be released the next time
// setExternalImage is called, or when the texture is destroyed.
CVPixelBufferRef pixelBuffer = (CVPixelBufferRef) externalImage;
CVPixelBufferRetain(pixelBuffer);
}
bool PlatformCocoaGL::setExternalImage(void* externalImage, ExternalTexture* texture) noexcept {
CVPixelBufferRef cvPixelBuffer = (CVPixelBufferRef) externalImage;
CocoaExternalImage* cocoaExternalImage = static_cast<CocoaExternalImage*>(texture);
if (!cocoaExternalImage->set(cvPixelBuffer)) {
return false;
}
texture->target = cocoaExternalImage->getTarget();
texture->id = cocoaExternalImage->getGlTexture();
// we used to set the internalFormat, but it's not used anywhere on the gl backend side
// cocoaExternalImage->getInternalFormat();
return true;
}
void PlatformCocoaGLImpl::updateOpenGLContext(NSView *nsView, bool resetView,
bool clearView) {
NSOpenGLContext* glContext = mGLContext;
@@ -99,6 +99,12 @@ Driver* PlatformWGL::createDriver(void* const sharedGLContext,
0, 0, 0
};
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
0
};
HGLRC tempContext = NULL;
mHWnd = CreateWindowA("STATIC", "dummy", 0, 0, 0, 1, 1, NULL, NULL, NULL, NULL);
@@ -121,20 +127,7 @@ Driver* PlatformWGL::createDriver(void* const sharedGLContext,
wglCreateContextAttribs =
(PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress("wglCreateContextAttribsARB");
// try all versions down, from GL 4.5 to 4.1
for (int minor = 5; minor >= 1; minor--) {
int const attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, minor,
0
};
mContext = wglCreateContextAttribs(whdc, (HGLRC)sharedGLContext, attribs);
if (mContext) {
break;
}
}
mContext = wglCreateContextAttribs(whdc, (HGLRC) sharedGLContext, attribs);
if (!mContext) {
utils::slog.e << "wglCreateContextAttribs() failed, whdc=" << whdc << utils::io::endl;
goto error;
+88 -81
View File
@@ -32,84 +32,11 @@ using namespace utils;
namespace filament::backend {
using ImgUtil = VulkanImageUtility;
namespace {
inline void blitFast(const VkCommandBuffer cmdbuffer, VkImageAspectFlags aspect, VkFilter filter,
const VkExtent2D srcExtent, VulkanAttachment src, VulkanAttachment dst,
const VkOffset3D srcRect[2], const VkOffset3D dstRect[2]) {
const VkImageBlit blitRegions[1] = {{.srcSubresource = {aspect, src.level, src.layer, 1},
.srcOffsets = {srcRect[0], srcRect[1]},
.dstSubresource = {aspect, dst.level, dst.layer, 1},
.dstOffsets = {dstRect[0], dstRect[1]}}};
const VkImageResolve resolveRegions[1] = {{.srcSubresource = {aspect, src.level, src.layer, 1},
.srcOffset = srcRect[0],
.dstSubresource = {aspect, dst.level, dst.layer, 1},
.dstOffset = dstRect[0],
.extent = {srcExtent.width, srcExtent.height, 1}}};
const VkImageSubresourceRange srcRange = {
.aspectMask = aspect,
.baseMipLevel = src.level,
.levelCount = 1,
.baseArrayLayer = src.layer,
.layerCount = 1,
};
const VkImageSubresourceRange dstRange = {
.aspectMask = aspect,
.baseMipLevel = dst.level,
.levelCount = 1,
.baseArrayLayer = dst.layer,
.layerCount = 1,
};
if constexpr (FILAMENT_VULKAN_VERBOSE) {
utils::slog.d << "Fast blit from=" << src.texture->getVkImage() << ",level=" << (int) src.level
<< "layout=" << src.getLayout()
<< " to=" << dst.texture->getVkImage() << ",level=" << (int) dst.level
<< "layout=" << dst.getLayout() << utils::io::endl;
}
src.texture->transitionLayout(cmdbuffer, srcRange, VulkanLayout::TRANSFER_SRC);
dst.texture->transitionLayout(cmdbuffer, dstRange, VulkanLayout::TRANSFER_DST);
if (src.texture->samples > 1 && dst.texture->samples == 1) {
assert_invariant(
aspect != VK_IMAGE_ASPECT_DEPTH_BIT && "Resolve with depth is not yet supported.");
vkCmdResolveImage(cmdbuffer,
src.getImage(), ImgUtil::getVkLayout(VulkanLayout::TRANSFER_SRC),
dst.getImage(), ImgUtil::getVkLayout(VulkanLayout::TRANSFER_DST),
1, resolveRegions);
} else {
vkCmdBlitImage(cmdbuffer,
src.getImage(), ImgUtil::getVkLayout(VulkanLayout::TRANSFER_SRC),
dst.getImage(), ImgUtil::getVkLayout(VulkanLayout::TRANSFER_DST),
1, blitRegions, filter);
}
VulkanLayout newSrcLayout = ImgUtil::getDefaultLayout(src.texture->usage);
VulkanLayout const newDstLayout = ImgUtil::getDefaultLayout(dst.texture->usage);
// In the case of blitting the depth attachment, we transition the source into GENERAL (for
// sampling) and set the copy as ATTACHMENT_OPTIMAL (to be set as the attachment).
if (any(src.texture->usage & TextureUsage::DEPTH_ATTACHMENT)) {
newSrcLayout = VulkanLayout::DEPTH_SAMPLER;
}
src.texture->transitionLayout(cmdbuffer, srcRange, newSrcLayout);
dst.texture->transitionLayout(cmdbuffer, dstRange, newDstLayout);
}
struct BlitterUniforms {
int sampleCount;
float inverseSampleCount;
};
}// anonymous namespace
void VulkanBlitter::blitColor(BlitArgs args) {
const VulkanAttachment src = args.srcTarget->getColor(args.targetIndex);
const VulkanAttachment dst = args.dstTarget->getColor(0);
@@ -129,8 +56,8 @@ void VulkanBlitter::blitColor(BlitArgs args) {
return;
}
#endif
VkCommandBuffer const cmdbuffer = mContext.commands->get().cmdbuffer;
blitFast(cmdbuffer, aspect, args.filter, args.srcTarget->getExtent(), src, dst,
blitFast(aspect, args.filter, args.srcTarget->getExtent(), src, dst,
args.srcRectPair, args.dstRectPair);
}
@@ -161,11 +88,90 @@ void VulkanBlitter::blitDepth(BlitArgs args) {
args.dstRectPair);
return;
}
VkCommandBuffer const cmdbuffer = mContext.commands->get().cmdbuffer;
blitFast(cmdbuffer, aspect, args.filter, args.srcTarget->getExtent(), src, dst, args.srcRectPair,
blitFast(aspect, args.filter, args.srcTarget->getExtent(), src, dst, args.srcRectPair,
args.dstRectPair);
}
void VulkanBlitter::blitFast(VkImageAspectFlags aspect, VkFilter filter,
const VkExtent2D srcExtent, VulkanAttachment src, VulkanAttachment dst,
const VkOffset3D srcRect[2], const VkOffset3D dstRect[2]) {
const VkImageBlit blitRegions[1] = {{
.srcSubresource = { aspect, src.level, src.layer, 1 },
.srcOffsets = { srcRect[0], srcRect[1] },
.dstSubresource = { aspect, dst.level, dst.layer, 1 },
.dstOffsets = { dstRect[0], dstRect[1] }
}};
const VkImageResolve resolveRegions[1] = {{
.srcSubresource = { aspect, src.level, src.layer, 1 },
.srcOffset = srcRect[0],
.dstSubresource = { aspect, dst.level, dst.layer, 1 },
.dstOffset = dstRect[0],
.extent = { srcExtent.width, srcExtent.height, 1 }
}};
const VkImageSubresourceRange srcRange = {
.aspectMask = aspect,
.baseMipLevel = src.level,
.levelCount = 1,
.baseArrayLayer = src.layer,
.layerCount = 1,
};
const VkImageSubresourceRange dstRange = {
.aspectMask = aspect,
.baseMipLevel = dst.level,
.levelCount = 1,
.baseArrayLayer = dst.layer,
.layerCount = 1,
};
const VkCommandBuffer cmdbuffer = mContext.commands->get().cmdbuffer;
const VkImageLayout srcLayout = getDefaultImageLayout(src.texture->usage);
transitionImageLayout(cmdbuffer, {
src.getImage(),
srcLayout,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
srcRange,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_READ_BIT
});
transitionImageLayout(cmdbuffer, {
dst.getImage(),
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
dstRange,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_WRITE_BIT,
});
if (src.texture->samples > 1 && dst.texture->samples == 1) {
assert_invariant(aspect != VK_IMAGE_ASPECT_DEPTH_BIT && "Resolve with depth is not yet supported.");
vkCmdResolveImage(cmdbuffer, src.getImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst.getImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, resolveRegions);
} else {
vkCmdBlitImage(cmdbuffer, src.getImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst.getImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, blitRegions, filter);
}
transitionImageLayout(cmdbuffer, blitterTransitionHelper({
.image = src.getImage(),
.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
.newLayout = srcLayout,
.subresources = srcRange
}));
transitionImageLayout(cmdbuffer, blitterTransitionHelper({
.image = dst.getImage(),
.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
.newLayout = getDefaultImageLayout(dst.texture->usage),
.subresources = dstRange,
}));
}
void VulkanBlitter::shutdown() noexcept {
if (mContext.device) {
@@ -261,11 +267,12 @@ void VulkanBlitter::blitSlowDepth(VkImageAspectFlags aspect, VkFilter filter,
// BEGIN RENDER PASS
// -----------------
VulkanLayout const layout = VulkanLayout::DEPTH_ATTACHMENT;
const VulkanDepthLayout layout =
fromVkImageLayout(getDefaultImageLayout(TextureUsage::DEPTH_ATTACHMENT));
const VulkanFboCache::RenderPassKey rpkey = {
.initialColorLayoutMask = 0,
.initialDepthLayout = VulkanLayout::UNDEFINED,
.initialDepthLayout = VulkanDepthLayout::UNDEFINED,
.renderPassDepthLayout = layout,
.finalDepthLayout = layout,
.depthFormat = dst.getFormat(),
@@ -359,14 +366,14 @@ void VulkanBlitter::blitSlowDepth(VkImageAspectFlags aspect, VkFilter filter,
sampler = {
.sampler = vksampler,
.imageView = mContext.emptyTexture->getPrimaryImageView(),
.imageLayout = ImgUtil::getVkLayout(VulkanLayout::READ_WRITE),
.imageLayout = VK_IMAGE_LAYOUT_GENERAL
};
}
samplers[0] = {
.sampler = vksampler,
.imageView = src.getImageView(VK_IMAGE_ASPECT_DEPTH_BIT),
.imageLayout = ImgUtil::getVkLayout(VulkanLayout::DEPTH_ATTACHMENT),
.imageLayout = getDefaultImageLayout(TextureUsage::DEPTH_ATTACHMENT)
};
mPipelineCache.bindSamplers(samplers,
@@ -53,6 +53,10 @@ public:
private:
void lazyInit() noexcept;
void blitFast(VkImageAspectFlags aspect, VkFilter filter, const VkExtent2D srcExtent,
VulkanAttachment src, VulkanAttachment dst, const VkOffset3D srcRect[2],
const VkOffset3D dstRect[2]);
void blitSlowDepth(VkImageAspectFlags aspect, VkFilter filter,
const VkExtent2D srcExtent, VulkanAttachment src, VulkanAttachment dst,
const VkOffset3D srcRect[2], const VkOffset3D dstRect[2]);
+42 -28
View File
@@ -69,38 +69,52 @@ void VulkanBuffer::loadFromCpu(VulkanContext& context, VulkanStagePool& stagePoo
// Firstly, ensure that the copy finishes before the next draw call.
// Secondly, in case the user decides to upload another chunk (without ever using the first one)
// we need to ensure that this upload completes first (hence
// dstStageMask=VK_PIPELINE_STAGE_TRANSFER_BIT).
VkAccessFlags dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
// we need to ensure that this upload completes first.
if (mUsage & VK_BUFFER_USAGE_VERTEX_BUFFER_BIT) {
dstAccessMask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
} else if (mUsage & VK_BUFFER_USAGE_INDEX_BUFFER_BIT) {
dstAccessMask |= VK_ACCESS_INDEX_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
} else if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
dstAccessMask |= VK_ACCESS_UNIFORM_READ_BIT;
// NOTE: ideally dstStageMask would include VERTEX_SHADER_BIT | FRAGMENT_SHADER_BIT, but
// this seems to be insufficient on Mali devices. To work around this we are using a more
// aggressive ALL_GRAPHICS_BIT barrier.
dstStageMask |= VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
} else if (mUsage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
// TODO: implement me
VkBufferMemoryBarrier barrier{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT |
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_INDEX_READ_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.size = VK_WHOLE_SIZE
};
vkCmdPipelineBarrier(cmdbuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
0, 0, nullptr, 1, &barrier, 0, nullptr);
}
VkBufferMemoryBarrier barrier{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.size = VK_WHOLE_SIZE,
};
if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
// NOTE: ideally dstStageMask would include VERTEX_SHADER_BIT | FRAGMENT_SHADER_BIT, but this
// seems to be insufficient on Mali devices. To work around this we are using a more
// aggressive ALL_GRAPHICS_BIT barrier.
vkCmdPipelineBarrier(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, 0, 0, nullptr, 1,
&barrier, 0, nullptr);
VkBufferMemoryBarrier barrier{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_UNIFORM_READ_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.size = VK_WHOLE_SIZE
};
vkCmdPipelineBarrier(cmdbuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
0, 0, nullptr, 1, &barrier, 0, nullptr);
}
if (mUsage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
// TODO: implement me
}
}
} // namespace filament::backend
@@ -24,8 +24,6 @@
#include <utils/Condition.h>
#include <utils/Mutex.h>
#include <atomic>
namespace filament::backend {
// Wrapper to enable use of shared_ptr for implementing shared ownership of low-level Vulkan fences.
+21 -82
View File
@@ -236,8 +236,8 @@ VkInstance createInstance(const char* const* ppRequiredExtensions, uint32_t requ
if (!enabledLayers.empty()) {
// If layers are supported, Check if VK_EXT_validation_features is supported.
const FixedCapacityVector<VkExtensionProperties> availableExts =
filament::backend::enumerate(vkEnumerateInstanceExtensionProperties,
"VK_LAYER_KHRONOS_validation");
filament::backend::enumerate(vkEnumerateInstanceExtensionProperties,
"VK_LAYER_KHRONOS_validation");
for (const auto& extProps : availableExts) {
if (!strcmp(extProps.extensionName, VK_EXT_VALIDATION_FEATURES_EXTENSION_NAME)) {
validationFeaturesSupported = true;
@@ -423,44 +423,15 @@ FixedCapacityVector<VkQueueFamilyProperties> getPhysicalDeviceQueueFamilyPropert
return queueFamiliesProperties;
}
// Provide a preference ordering of device types.
// Enum based on:
// https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkPhysicalDeviceType.html
inline int deviceTypeOrder(VkPhysicalDeviceType deviceType) {
switch (deviceType) {
case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU:
return 5;
case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU:
return 4;
case VK_PHYSICAL_DEVICE_TYPE_CPU:
return 3;
case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU:
return 2;
case VK_PHYSICAL_DEVICE_TYPE_OTHER:
return 1;
default:
utils::slog.w << "devcieTypeOrder: Unexpected deviceType: " << deviceType
<< utils::io::endl;
return -1;
}
}
VkPhysicalDevice selectPhysicalDevice(VkInstance instance) {
FixedCapacityVector<VkPhysicalDevice> const physicalDevices
= filament::backend::enumerate(vkEnumeratePhysicalDevices, instance);
struct DeviceInfo {
VkPhysicalDevice device = VK_NULL_HANDLE;
VkPhysicalDeviceType deviceType = VK_PHYSICAL_DEVICE_TYPE_OTHER;
};
FixedCapacityVector<DeviceInfo> deviceList(physicalDevices.size());
for (size_t deviceInd = 0; deviceInd < physicalDevices.size(); ++deviceInd) {
auto const candidateDevice = physicalDevices[deviceInd];
const FixedCapacityVector<VkPhysicalDevice> physicalDevices = filament::backend::enumerate(
vkEnumeratePhysicalDevices, instance);
for (const auto& candidateDevice : physicalDevices) {
VkPhysicalDeviceProperties targetDeviceProperties;
vkGetPhysicalDeviceProperties(candidateDevice, &targetDeviceProperties);
int const major = VK_VERSION_MAJOR(targetDeviceProperties.apiVersion);
int const minor = VK_VERSION_MINOR(targetDeviceProperties.apiVersion);
const int major = VK_VERSION_MAJOR(targetDeviceProperties.apiVersion);
const int minor = VK_VERSION_MINOR(targetDeviceProperties.apiVersion);
// Does the device support the required Vulkan level?
if (major < VK_REQUIRED_VERSION_MAJOR) {
@@ -473,10 +444,10 @@ VkPhysicalDevice selectPhysicalDevice(VkInstance instance) {
// Does the device have any command queues that support graphics?
// In theory, we should also ensure that the device supports presentation of our
// particular VkSurface, but we don't have a VkSurface yet, so we'll skip this requirement.
FixedCapacityVector<VkQueueFamilyProperties> const queueFamiliesProperties
= getPhysicalDeviceQueueFamilyPropertiesHelper(candidateDevice);
const FixedCapacityVector<VkQueueFamilyProperties> queueFamiliesProperties =
getPhysicalDeviceQueueFamilyPropertiesHelper(candidateDevice);
bool foundGraphicsQueue = false;
for (auto const& props: queueFamiliesProperties) {
for (const auto& props : queueFamiliesProperties) {
if (props.queueCount != 0 && props.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
foundGraphicsQueue = true;
break;
@@ -487,11 +458,11 @@ VkPhysicalDevice selectPhysicalDevice(VkInstance instance) {
}
// Does the device support the VK_KHR_swapchain extension?
FixedCapacityVector<VkExtensionProperties> const extensions
= filament::backend::enumerate(vkEnumerateDeviceExtensionProperties,
candidateDevice, static_cast<char const*>(nullptr) /* pLayerName */);
const FixedCapacityVector<VkExtensionProperties> extensions = filament::backend::enumerate(
vkEnumerateDeviceExtensionProperties, candidateDevice,
static_cast<const char*>(nullptr) /* pLayerName */);
bool supportsSwapchain = false;
for (auto const& extension: extensions) {
for (const auto& extension : extensions) {
if (!strcmp(extension.extensionName, VK_KHR_SWAPCHAIN_EXTENSION_NAME)) {
supportsSwapchain = true;
break;
@@ -500,24 +471,12 @@ VkPhysicalDevice selectPhysicalDevice(VkInstance instance) {
if (!supportsSwapchain) {
continue;
}
deviceList[deviceInd].device = candidateDevice;
deviceList[deviceInd].deviceType = targetDeviceProperties.deviceType;
return candidateDevice;
}
// Sort the found devices
std::sort(deviceList.begin(), deviceList.end(), [](DeviceInfo const& a, DeviceInfo const& b) {
if (a.device == VK_NULL_HANDLE) {
return true;
}
if (b.device == VK_NULL_HANDLE) {
return false;
}
return deviceTypeOrder(a.deviceType) <= deviceTypeOrder(b.deviceType);
});
auto device = deviceList.back().device;
ASSERT_POSTCONDITION(device != VK_NULL_HANDLE, "Unable to find suitable device.");
return device;
PANIC_POSTCONDITION("Unable to find suitable device.");
return VK_NULL_HANDLE;
}
VkFormat findSupportedFormat(VkPhysicalDevice device, utils::Slice<VkFormat> candidates,
@@ -548,8 +507,8 @@ VkFormat VulkanAttachment::getFormat() const {
return texture ? texture->getVkFormat() : VK_FORMAT_UNDEFINED;
}
VulkanLayout VulkanAttachment::getLayout() const {
return texture ? texture->getLayout(layer, level) : VulkanLayout::UNDEFINED;
VkImageLayout VulkanAttachment::getLayout() const {
return texture ? texture->getVkLayout(layer, level) : VK_IMAGE_LAYOUT_UNDEFINED;
}
VkExtent2D VulkanAttachment::getExtent2D() const {
@@ -559,27 +518,7 @@ VkExtent2D VulkanAttachment::getExtent2D() const {
VkImageView VulkanAttachment::getImageView(VkImageAspectFlags aspect) const {
assert_invariant(texture);
return texture->getAttachmentView(getSubresourceRange(aspect));
}
VkImageSubresourceRange VulkanAttachment::getSubresourceRange(VkImageAspectFlags aspect) const {
assert_invariant(texture);
uint32_t levelCount = 1;
uint32_t layerCount = 1;
// For depth attachments, we consider all the subresource range since layout transitions of
// depth and stencil attachments should always be carried out for all subresources.
if (aspect & VK_IMAGE_ASPECT_DEPTH_BIT) {
auto range = texture->getPrimaryRange();
levelCount = range.levelCount;
layerCount = range.layerCount;
}
return {
.aspectMask = aspect,
.baseMipLevel = uint32_t(level),
.levelCount = levelCount,
.baseArrayLayer = uint32_t(layer),
.layerCount = layerCount,
};
return texture->getAttachmentView(level, layer, aspect);
}
void VulkanContext::initialize(const char* const* ppRequiredExtensions,
+1 -4
View File
@@ -20,7 +20,6 @@
#include "VulkanPipelineCache.h"
#include "VulkanCommands.h"
#include "VulkanConstants.h"
#include "VulkanImageUtility.h"
#include <utils/bitset.h>
#include <utils/Slice.h>
@@ -42,11 +41,9 @@ struct VulkanAttachment {
uint16_t layer = 0;
VkImage getImage() const;
VkFormat getFormat() const;
VulkanLayout getLayout() const;
VkImageLayout getLayout() const;
VkExtent2D getExtent2D() const;
VkImageView getImageView(VkImageAspectFlags aspect) const;
// TODO: maybe embed aspect into the attachment or texture itself.
VkImageSubresourceRange getSubresourceRange(VkImageAspectFlags aspect) const;
};
struct VulkanTimestamps {

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