downgrade Filament libs to v1.34.2 for Windows
This commit is contained in:
@@ -191,7 +191,7 @@ private:
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*
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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* // Declares a "linear sRGB" color space.
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* ColorSpace myColorSpace = Rec709-Linear-D65;
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* ColorSpace myColorSpace = Rec709-Linear-sRGB;
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*/
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class PartialColorSpace {
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@@ -17,8 +17,6 @@
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#ifndef TNT_FILAMENT_ENGINE_H
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#define TNT_FILAMENT_ENGINE_H
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#include <filament/FilamentAPI.h>
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#include <backend/Platform.h>
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#include <utils/compiler.h>
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@@ -51,7 +49,6 @@ class SwapChain;
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class Texture;
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class VertexBuffer;
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class View;
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class InstanceBuffer;
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class LightManager;
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class RenderableManager;
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@@ -167,7 +164,6 @@ class TransformManager;
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* @see Renderer
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*/
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class UTILS_PUBLIC Engine {
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struct BuilderDetails;
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public:
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using Platform = backend::Platform;
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using Backend = backend::Backend;
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@@ -269,124 +265,96 @@ public:
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uint32_t perFrameCommandsSizeMB = FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB;
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};
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/**
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* Creates an instance of Engine
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*
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* @param backend Which driver backend to use.
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*
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* @param platform A pointer to an object that implements Platform. If this is
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* provided, then this object is used to create the hardware context
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* and expose platform features to it.
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*
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* If not provided (or nullptr is used), an appropriate Platform
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* is created automatically.
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*
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* All methods of this interface are called from filament's
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* render thread, which is different from the main thread.
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*
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* The lifetime of \p platform must exceed the lifetime of
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* the Engine object.
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*
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* @param sharedGLContext A platform-dependant OpenGL context used as a shared context
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* when creating filament's internal context.
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* Setting this parameter will force filament to use the OpenGL
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* implementation (instead of Vulkan for instance).
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*
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* @param config A pointer to optional parameters to specify memory size
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* configuration options. If nullptr, then defaults used.
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*
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* @return A pointer to the newly created Engine, or nullptr if the Engine couldn't be created.
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*
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* nullptr if the GPU driver couldn't be initialized, for instance if it doesn't
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* support the right version of OpenGL or OpenGL ES.
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*
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* @exception utils::PostConditionPanic can be thrown if there isn't enough memory to
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* allocate the command buffer. If exceptions are disabled, this condition if fatal and
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* this function will abort.
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*
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* \remark
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* This method is thread-safe.
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*/
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static Engine* create(Backend backend = Backend::DEFAULT,
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Platform* platform = nullptr, void* sharedGLContext = nullptr,
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const Config* config = nullptr);
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#if UTILS_HAS_THREADING
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/**
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* A callback used with Engine::createAsync() called once the engine is initialized and it is
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* safe to call Engine::getEngine(token). This callback is invoked from an arbitrary worker
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* thread. Engine::getEngine() CANNOT be called from that thread, instead it must be called
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* from the same thread than Engine::createAsync() was called from.
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*
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* @param user User provided parameter given in createAsync().
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*
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* @param token An opaque token used to call Engine::getEngine().
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*/
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using CreateCallback = void(void* user, void* token);
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#endif
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/**
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* Engine::Builder is used to create a new filament Engine.
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* Creates an instance of Engine asynchronously
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*
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* @param callback Callback called once the engine is initialized and it is safe to
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* call Engine::getEngine.
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*
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* @param user A user provided pointer that is given back to callback unmodified.
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*
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* @param backend Which driver backend to use.
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*
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* @param platform A pointer to an object that implements Platform. If this is
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* provided, then this object is used to create the hardware context
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* and expose platform features to it.
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*
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* If not provided (or nullptr is used), an appropriate Platform
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* is created automatically.
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*
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* All methods of this interface are called from filament's
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* render thread, which is different from the main thread.
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*
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* The lifetime of \p platform must exceed the lifetime of
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* the Engine object.
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*
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* @param sharedGLContext A platform-dependant OpenGL context used as a shared context
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* when creating filament's internal context.
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* Setting this parameter will force filament to use the OpenGL
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* implementation (instead of Vulkan for instance).
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*
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* @param config A pointer to optional parameters to specify memory size
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* configuration options
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*/
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class Builder : public BuilderBase<BuilderDetails> {
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friend struct BuilderDetails;
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friend class FEngine;
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public:
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Builder() noexcept;
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Builder(Builder const& rhs) noexcept;
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Builder(Builder&& rhs) noexcept;
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~Builder() noexcept;
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Builder& operator=(Builder const& rhs) noexcept;
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Builder& operator=(Builder&& rhs) noexcept;
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/**
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* @param backend Which driver backend to use
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& backend(Backend backend) noexcept;
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/**
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* @param platform A pointer to an object that implements Platform. If this is
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* provided, then this object is used to create the hardware context
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* and expose platform features to it.
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*
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* If not provided (or nullptr is used), an appropriate Platform
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* is created automatically.
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*
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* All methods of this interface are called from filament's
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* render thread, which is different from the main thread.
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*
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* The lifetime of \p platform must exceed the lifetime of
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* the Engine object.
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*
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& platform(Platform* platform) noexcept;
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/**
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* @param config A pointer to optional parameters to specify memory size
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* configuration options. If nullptr, then defaults used.
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*
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& config(const Config* config) noexcept;
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/**
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* @param sharedContext A platform-dependant context used as a shared context
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* when creating filament's internal context.
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*
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& sharedContext(void* sharedContext) noexcept;
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#if UTILS_HAS_THREADING
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/**
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* Creates the filament Engine asynchronously.
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*
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* @param callback Callback called once the engine is initialized and it is safe to
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* call Engine::getEngine().
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*/
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void build(utils::Invocable<void(void* token)>&& callback) const;
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#endif
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/**
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* Creates an instance of Engine.
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*
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* @return A pointer to the newly created Engine, or nullptr if the Engine couldn't be
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* created.
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* nullptr if the GPU driver couldn't be initialized, for instance if it doesn't
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* support the right version of OpenGL or OpenGL ES.
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*
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* @exception utils::PostConditionPanic can be thrown if there isn't enough memory to
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* allocate the command buffer. If exceptions are disabled, this condition if
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* fatal and this function will abort.
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*/
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Engine* build() const;
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};
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/**
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* Backward compatibility helper to create an Engine.
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* @see Builder
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*/
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static inline Engine* create(Backend backend = Backend::DEFAULT,
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Platform* platform = nullptr, void* sharedContext = nullptr,
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const Config* config = nullptr) {
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return Engine::Builder()
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.backend(backend)
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.platform(platform)
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.sharedContext(sharedContext)
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.config(config)
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.build();
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}
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#if UTILS_HAS_THREADING
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/**
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* Backward compatibility helper to create an Engine asynchronously.
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* @see Builder
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*/
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static inline void createAsync(CreateCallback callback, void* user,
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static void createAsync(CreateCallback callback, void* user,
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Backend backend = Backend::DEFAULT,
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Platform* platform = nullptr, void* sharedContext = nullptr,
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const Config* config = nullptr) {
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Engine::Builder()
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.backend(backend)
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.platform(platform)
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.sharedContext(sharedContext)
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.config(config)
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.build([callback, user](void* token) {
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callback(user, token);
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});
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}
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Platform* platform = nullptr, void* sharedGLContext = nullptr,
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const Config* config = nullptr);
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/**
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* Retrieve an Engine* from createAsync(). This must be called from the same thread than
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@@ -403,7 +371,6 @@ public:
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static Engine* getEngine(void* token);
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#endif
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/**
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* Destroy the Engine instance and all associated resources.
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*
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@@ -497,21 +464,6 @@ public:
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*/
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FeatureLevel getActiveFeatureLevel() const noexcept;
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/**
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* Queries the maximum number of GPU instances that Filament creates when automatic instancing
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* is enabled. This value is also the limit for the number of transforms that can be stored in
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* an InstanceBuffer. This value may depend on the device and platform, but will remain constant
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* during the lifetime of this Engine.
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*
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* This value does not apply when using the instances(size_t) method on
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* RenderableManager::Builder.
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*
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* @return the number of max automatic instances
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* @see setAutomaticInstancingEnabled
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* @see RenderableManager::Builder::instances(size_t)
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* @see RenderableManager::Builder::instances(size_t, InstanceBuffer*)
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*/
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size_t getMaxAutomaticInstances() const noexcept;
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/**
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* @return EntityManager used by filament
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@@ -673,28 +625,8 @@ public:
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bool destroy(const Texture* p); //!< Destroys a Texture object.
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bool destroy(const RenderTarget* p); //!< Destroys a RenderTarget object.
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bool destroy(const View* p); //!< Destroys a View object.
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bool destroy(const InstanceBuffer* p); //!< Destroys an InstanceBuffer object.
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void destroy(utils::Entity e); //!< Destroys all filament-known components from this entity
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bool isValid(const BufferObject* p); //!< Tells whether a BufferObject object is valid
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bool isValid(const VertexBuffer* p); //!< Tells whether an VertexBuffer object is valid
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bool isValid(const Fence* p); //!< Tells whether a Fence object is valid
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bool isValid(const IndexBuffer* p); //!< Tells whether an IndexBuffer object is valid
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bool isValid(const SkinningBuffer* p); //!< Tells whether a SkinningBuffer object is valid
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bool isValid(const MorphTargetBuffer* p); //!< Tells whether a MorphTargetBuffer object is valid
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bool isValid(const IndirectLight* p); //!< Tells whether an IndirectLight object is valid
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bool isValid(const Material* p); //!< Tells whether an IndirectLight object is valid
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bool isValid(const Renderer* p); //!< Tells whether a Renderer object is valid
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bool isValid(const Scene* p); //!< Tells whether a Scene object is valid
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bool isValid(const Skybox* p); //!< Tells whether a SkyBox object is valid
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bool isValid(const ColorGrading* p); //!< Tells whether a ColorGrading object is valid
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bool isValid(const SwapChain* p); //!< Tells whether a SwapChain object is valid
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bool isValid(const Stream* p); //!< Tells whether a Stream object is valid
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bool isValid(const Texture* p); //!< Tells whether a Texture object is valid
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bool isValid(const RenderTarget* p); //!< Tells whether a RenderTarget object is valid
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bool isValid(const View* p); //!< Tells whether a View object is valid
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bool isValid(const InstanceBuffer* p); //!< Tells whether an InstanceBuffer object is valid
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/**
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* Kicks the hardware thread (e.g. the OpenGL, Vulkan or Metal thread) and blocks until
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* all commands to this point are executed. Note that does guarantee that the
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@@ -1,98 +0,0 @@
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/*
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* Copyright (C) 2023 The Android Open Source Project
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*
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* 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
|
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*
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* http://www.apache.org/licenses/LICENSE-2.0
|
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*
|
||||
* 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.
|
||||
*/
|
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#ifndef TNT_FILAMENT_INSTANCEBUFFER_H
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#define TNT_FILAMENT_INSTANCEBUFFER_H
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#include <filament/FilamentAPI.h>
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#include <filament/Engine.h>
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#include <math/mathfwd.h>
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namespace filament {
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/**
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* InstanceBuffer holds draw (GPU) instance transforms. These can be provided to a renderable to
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* "offset" each draw instance.
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*
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* @see RenderableManager::Builder::instances(size_t, InstanceBuffer*)
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*/
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class UTILS_PUBLIC InstanceBuffer : public FilamentAPI {
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struct BuilderDetails;
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public:
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class Builder : public BuilderBase<BuilderDetails> {
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friend struct BuilderDetails;
|
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public:
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||||
|
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/**
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* @param instanceCount the number of instances this InstanceBuffer will support, must be
|
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* >= 1 and <= \c Engine::getMaxAutomaticInstances()
|
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* @see Engine::getMaxAutomaticInstances
|
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*/
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Builder(size_t instanceCount) noexcept;
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|
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Builder(Builder const& rhs) noexcept;
|
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Builder(Builder&& rhs) noexcept;
|
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~Builder() noexcept;
|
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Builder& operator=(Builder const& rhs) noexcept;
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Builder& operator=(Builder&& rhs) noexcept;
|
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|
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/**
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* Provide an initial local transform for each instance. Each local transform is relative to
|
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* the transform of the associated renderable. This forms a parent-child relationship
|
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* between the renderable and its instances, so adjusting the renderable's transform will
|
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- * affect all instances.
|
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*
|
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* The array of math::mat4f must have length instanceCount, provided when constructing this
|
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* Builder.
|
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*
|
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* @param localTransforms an array of math::mat4f with length instanceCount, must remain
|
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* valid until after build() is called
|
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*/
|
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Builder& localTransforms(math::mat4f const* localTransforms) noexcept;
|
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|
||||
/**
|
||||
* Creates the InstanceBuffer object and returns a pointer to it.
|
||||
*/
|
||||
InstanceBuffer* build(Engine& engine);
|
||||
|
||||
private:
|
||||
friend class FInstanceBuffer;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the instance count specified when building this InstanceBuffer.
|
||||
*/
|
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size_t getInstanceCount() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the local transform for each instance. Each local transform is relative to the transform
|
||||
* of the associated renderable. This forms a parent-child relationship between the renderable
|
||||
* and its instances, so adjusting the renderable's transform will affect all instances.
|
||||
*
|
||||
* @param localTransforms an array of math::mat4f with length count, need not outlive this call
|
||||
* @param count the number of local transforms
|
||||
* @param offset index of the first instance to set local transforms
|
||||
*/
|
||||
void setLocalTransforms(math::mat4f const* localTransforms, size_t count, size_t offset = 0);
|
||||
};
|
||||
|
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} // namespace filament
|
||||
|
||||
#endif //TNT_FILAMENT_INSTANCEBUFFER_H
|
||||
@@ -22,11 +22,9 @@
|
||||
#include <filament/MaterialEnums.h>
|
||||
#include <filament/MaterialInstance.h>
|
||||
|
||||
#include <backend/CallbackHandler.h>
|
||||
#include <backend/DriverEnums.h>
|
||||
|
||||
#include <utils/compiler.h>
|
||||
#include <utils/Invocable.h>
|
||||
|
||||
#include <math/mathfwd.h>
|
||||
|
||||
@@ -152,60 +150,6 @@ public:
|
||||
friend class FMaterial;
|
||||
};
|
||||
|
||||
using CompilerPriorityQueue = backend:: CompilerPriorityQueue;
|
||||
|
||||
/**
|
||||
* Asynchronously ensures that a subset of this Material's variants are compiled. After issuing
|
||||
* several Material::compile() calls in a row, it is recommended to call Engine::flush()
|
||||
* such that the backend can start the compilation work as soon as possible.
|
||||
* The provided callback is guaranteed to be called on the main thread after all specified
|
||||
* variants of the material are compiled. This can take hundreds of milliseconds.
|
||||
*
|
||||
* If all the material's variants are already compiled, the callback will be scheduled as
|
||||
* soon as possible, but this might take a few dozen millisecond, corresponding to how
|
||||
* many previous frames are enqueued in the backend. This also varies by backend. Therefore,
|
||||
* it is recommended to only call this method once per material shortly after creation.
|
||||
*
|
||||
* If the same variant is scheduled for compilation multiple times, the first scheduling
|
||||
* takes precedence; later scheduling are ignored.
|
||||
*
|
||||
* caveat: A consequence is that if a variant is scheduled on the low priority queue and later
|
||||
* scheduled again on the high priority queue, the later scheduling is ignored.
|
||||
* Therefore, the second callback could be called before the variant is compiled.
|
||||
* However, the first callback, if specified, will trigger as expected.
|
||||
*
|
||||
* The callback is guaranteed to be called. If the engine is destroyed while some material
|
||||
* variants are still compiling or in the queue, these will be discarded and the corresponding
|
||||
* callback will be called. In that case however the Material pointer passed to the callback
|
||||
* is guaranteed to be invalid (either because it's been destroyed by the user already, or,
|
||||
* because it's been cleaned-up by the Engine).
|
||||
*
|
||||
* @param priority Which priority queue to use, LOW or HIGH.
|
||||
* @param variants Variants to include to the compile command.
|
||||
* @param handler Handler to dispatch the callback or nullptr for the default handler
|
||||
* @param callback callback called on the main thread when the compilation is done on
|
||||
* by backend.
|
||||
*/
|
||||
void compile(CompilerPriorityQueue priority,
|
||||
UserVariantFilterMask variants,
|
||||
backend::CallbackHandler* handler = nullptr,
|
||||
utils::Invocable<void(Material*)>&& callback = {}) noexcept;
|
||||
|
||||
inline void compile(CompilerPriorityQueue priority,
|
||||
UserVariantFilterBit variants,
|
||||
backend::CallbackHandler* handler = nullptr,
|
||||
utils::Invocable<void(Material*)>&& callback = {}) noexcept {
|
||||
compile(priority, UserVariantFilterMask(variants), handler,
|
||||
std::forward<utils::Invocable<void(Material*)>>(callback));
|
||||
}
|
||||
|
||||
inline void compile(CompilerPriorityQueue priority,
|
||||
backend::CallbackHandler* handler = nullptr,
|
||||
utils::Invocable<void(Material*)>&& callback = {}) noexcept {
|
||||
compile(priority, UserVariantFilterBit::ALL, handler,
|
||||
std::forward<utils::Invocable<void(Material*)>>(callback));
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new instance of this material. Material instances should be freed using
|
||||
* Engine::destroy(const MaterialInstance*).
|
||||
|
||||
@@ -47,14 +47,11 @@ enum UTILS_PUBLIC ChunkType : uint64_t {
|
||||
MaterialShaderModels = charTo64bitNum("MAT_SMDL"),
|
||||
MaterialSamplerBindings = charTo64bitNum("MAT_SAMP"),
|
||||
MaterialUniformBindings = charTo64bitNum("MAT_UNIF"),
|
||||
MaterialBindingUniformInfo = charTo64bitNum("MAT_UFRM"),
|
||||
MaterialAttributeInfo = charTo64bitNum("MAT_ATTR"),
|
||||
MaterialProperties = charTo64bitNum("MAT_PROP"),
|
||||
MaterialConstants = charTo64bitNum("MAT_CONS"),
|
||||
|
||||
MaterialName = charTo64bitNum("MAT_NAME"),
|
||||
MaterialVersion = charTo64bitNum("MAT_VERS"),
|
||||
MaterialCacheId = charTo64bitNum("MAT_UUID"),
|
||||
MaterialFeatureLevel = charTo64bitNum("MAT_FEAT"),
|
||||
MaterialShading = charTo64bitNum("MAT_SHAD"),
|
||||
MaterialBlendingMode = charTo64bitNum("MAT_BLEN"),
|
||||
|
||||
@@ -20,7 +20,6 @@
|
||||
#define TNT_FILAMENT_MATERIAL_ENUM_H
|
||||
|
||||
#include <utils/bitset.h>
|
||||
#include <utils/BitmaskEnum.h>
|
||||
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
@@ -28,7 +27,7 @@
|
||||
namespace filament {
|
||||
|
||||
// update this when a new version of filament wouldn't work with older materials
|
||||
static constexpr size_t MATERIAL_VERSION = 41;
|
||||
static constexpr size_t MATERIAL_VERSION = 32;
|
||||
|
||||
/**
|
||||
* Supported shading models
|
||||
@@ -233,9 +232,7 @@ enum class Property : uint8_t {
|
||||
// when adding new Properties, make sure to update MATERIAL_PROPERTIES_COUNT
|
||||
};
|
||||
|
||||
using UserVariantFilterMask = uint32_t;
|
||||
|
||||
enum class UserVariantFilterBit : UserVariantFilterMask {
|
||||
enum class UserVariantFilterBit : uint32_t {
|
||||
DIRECTIONAL_LIGHTING = 0x01,
|
||||
DYNAMIC_LIGHTING = 0x02,
|
||||
SHADOW_RECEIVER = 0x04,
|
||||
@@ -243,12 +240,10 @@ enum class UserVariantFilterBit : UserVariantFilterMask {
|
||||
FOG = 0x10,
|
||||
VSM = 0x20,
|
||||
SSR = 0x40,
|
||||
ALL = 0x7F,
|
||||
};
|
||||
|
||||
using UserVariantFilterMask = uint32_t;
|
||||
|
||||
} // namespace filament
|
||||
|
||||
template<> struct utils::EnableBitMaskOperators<filament::UserVariantFilterBit>
|
||||
: public std::true_type {};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -52,7 +52,6 @@ class UTILS_PUBLIC MaterialInstance : public FilamentAPI {
|
||||
public:
|
||||
using CullingMode = filament::backend::CullingMode;
|
||||
using TransparencyMode = filament::TransparencyMode;
|
||||
using DepthFunc = filament::backend::SamplerCompareFunc;
|
||||
using StencilCompareFunc = filament::backend::SamplerCompareFunc;
|
||||
using StencilOperation = filament::backend::StencilOperation;
|
||||
using StencilFace = filament::backend::StencilFace;
|
||||
@@ -368,16 +367,6 @@ public:
|
||||
*/
|
||||
void setDepthCulling(bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Overrides the default depth function state that was set on the material.
|
||||
*/
|
||||
void setDepthFunc(DepthFunc depthFunc) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the depth function state.
|
||||
*/
|
||||
DepthFunc getDepthFunc() const noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether depth culling is enabled.
|
||||
*/
|
||||
|
||||
@@ -237,32 +237,10 @@ struct FogOptions {
|
||||
/**
|
||||
* 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 simulates a more anisotropic phase-function.
|
||||
*
|
||||
* `fogColorFromIbl` is ignored when skyTexture is specified.
|
||||
*
|
||||
* @see skyColor
|
||||
* This simulate a more anisotropic phase-function.
|
||||
*/
|
||||
bool fogColorFromIbl = false;
|
||||
|
||||
/**
|
||||
* skyTexture must be a mipmapped cubemap. When provided, the fog color will be sampled from
|
||||
* this texture, higher resolution mip levels will be used for objects at the far clip plane,
|
||||
* and lower resolution mip levels for objects closer to the camera. The skyTexture should
|
||||
* typically be heavily blurred; a typical way to produce this texture is to blur the base
|
||||
* level with a strong gaussian filter or even an irradiance filter and then generate mip
|
||||
* levels as usual. How blurred the base level is somewhat of an artistic decision.
|
||||
*
|
||||
* This simulates a more anisotropic phase-function.
|
||||
*
|
||||
* `fogColorFromIbl` is ignored when skyTexture is specified.
|
||||
*
|
||||
* @see Texture
|
||||
* @see fogColorFromIbl
|
||||
*/
|
||||
Texture* skyColor = nullptr; //!< %codegen_skip_json% %codegen_skip_javascript%
|
||||
|
||||
/**
|
||||
* Enable or disable large-scale fog
|
||||
*/
|
||||
|
||||
@@ -91,6 +91,8 @@ public:
|
||||
/**
|
||||
* Sets a texture to a given attachment point.
|
||||
*
|
||||
* All RenderTargets must have a non-null COLOR attachment.
|
||||
*
|
||||
* When using a DEPTH attachment, it is important to always disable post-processing
|
||||
* in the View. Failing to do so will cause the DEPTH attachment to be ignored in most
|
||||
* cases.
|
||||
|
||||
@@ -45,7 +45,6 @@ class Renderer;
|
||||
class SkinningBuffer;
|
||||
class VertexBuffer;
|
||||
class Texture;
|
||||
class InstanceBuffer;
|
||||
|
||||
class FEngine;
|
||||
class FRenderPrimitive;
|
||||
@@ -303,14 +302,6 @@ public:
|
||||
*/
|
||||
Builder& enableSkinningBuffers(bool enabled = true) noexcept;
|
||||
|
||||
/**
|
||||
* Controls if this renderable is affected by the large-scale fog.
|
||||
* @param enabled If true, enables large-scale fog on this object. Disables it otherwise.
|
||||
* True by default.
|
||||
* @return A reference to this Builder for chaining calls.
|
||||
*/
|
||||
Builder& fog(bool enabled = true) noexcept;
|
||||
|
||||
/**
|
||||
* Enables GPU vertex skinning for up to 255 bones, 0 by default.
|
||||
*
|
||||
@@ -417,47 +408,22 @@ public:
|
||||
*/
|
||||
Builder& globalBlendOrderEnabled(size_t primitiveIndex, bool enabled) noexcept;
|
||||
|
||||
|
||||
/**
|
||||
* Specifies the number of draw instances of this renderable. The default is 1 instance and
|
||||
* 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.
|
||||
*
|
||||
* 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 must set its `instanced` parameter to `true` in order to use
|
||||
* getInstanceIndex() in the vertex or fragment shader to get the instance index and
|
||||
* possibly adjust the position or transform.
|
||||
* It generally doesn't make sense to use VERTEX_DOMAIN_OBJECT in the material, since it
|
||||
* would pull the same transform for all instances.
|
||||
*
|
||||
* @param instanceCount the number of instances silently clamped between 1 and 32767.
|
||||
*/
|
||||
Builder& instances(size_t instanceCount) noexcept;
|
||||
|
||||
/**
|
||||
* Specifies the number of draw instances of this renderable and an \c InstanceBuffer
|
||||
* containing their local transforms. The default is 1 instance and the maximum number of
|
||||
* instances allowed when supplying transforms is given by
|
||||
* \c Engine::getMaxAutomaticInstances (64 on most platforms). 0 is invalid. The
|
||||
* \c InstanceBuffer must not be destroyed before this renderable.
|
||||
*
|
||||
* 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 must set its `instanced` parameter to `true` in order to use
|
||||
* \c getInstanceIndex() in the vertex or fragment shader to get the instance index.
|
||||
*
|
||||
* Only the \c VERTEX_DOMAIN_OBJECT vertex domain is supported.
|
||||
*
|
||||
* The local transforms of each instance can be updated with
|
||||
* \c InstanceBuffer::setLocalTransforms.
|
||||
*
|
||||
* \see InstanceBuffer
|
||||
* \see instances(size_t, * math::mat4f const*)
|
||||
* @param instanceCount the number of instances, silently clamped between 1 and
|
||||
* the result of Engine::getMaxAutomaticInstances().
|
||||
* @param instanceBuffer an InstanceBuffer containing at least instanceCount transforms
|
||||
*/
|
||||
Builder& instances(size_t instanceCount, InstanceBuffer* instanceBuffer) noexcept;
|
||||
|
||||
/**
|
||||
* Adds the Renderable component to an entity.
|
||||
*
|
||||
@@ -544,19 +510,6 @@ public:
|
||||
*/
|
||||
void setCulling(Instance instance, bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Changes whether or not the large-scale fog is applied to this renderable
|
||||
* @see Builder::fog()
|
||||
*/
|
||||
void setFogEnabled(Instance instance, bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether large-scale fog is enabled for this renderable.
|
||||
* @return True if fog is enabled for this renderable.
|
||||
* @see Builder::fog()
|
||||
*/
|
||||
bool getFogEnabled(Instance instance) const noexcept;
|
||||
|
||||
/**
|
||||
* Enables or disables a light channel.
|
||||
* Light channel 0 is enabled by default.
|
||||
|
||||
@@ -707,9 +707,6 @@ public:
|
||||
* The viewport, projection and model matrices can be obtained from Camera. Because
|
||||
* pick() has some latency, it might be more accurate to obtain these values at the
|
||||
* time the View::pick() call is made.
|
||||
*
|
||||
* Note: if the Engine is running at FEATURE_LEVEL_0, the precision or `depth` and
|
||||
* `fragCoords.z` is only 8-bits.
|
||||
*/
|
||||
math::float3 fragCoords; //! screen space coordinates in GL convention
|
||||
};
|
||||
@@ -806,37 +803,6 @@ public:
|
||||
PickingQuery& pick(uint32_t x, uint32_t y, backend::CallbackHandler* handler,
|
||||
PickingQueryResultCallback callback) noexcept;
|
||||
|
||||
/**
|
||||
* Set the value of material global variables. There are up-to four such variable each of
|
||||
* type float4. These variables can be read in a user Material with
|
||||
* `getMaterialGlobal{0|1|2|3}()`. All variable start with a default value of { 0, 0, 0, 1 }
|
||||
*
|
||||
* @param index index of the variable to set between 0 and 3.
|
||||
* @param value new value for the variable.
|
||||
* @see getMaterialGlobal
|
||||
*/
|
||||
void setMaterialGlobal(uint32_t index, math::float4 const& value);
|
||||
|
||||
/**
|
||||
* Get the value of the material global variables.
|
||||
* All variable start with a default value of { 0, 0, 0, 1 }
|
||||
*
|
||||
* @param index index of the variable to set between 0 and 3.
|
||||
* @return current value of the variable.
|
||||
* @see setMaterialGlobal
|
||||
*/
|
||||
math::float4 getMaterialGlobal(uint32_t index) const;
|
||||
|
||||
/**
|
||||
* Get an Entity representing the large scale fog object.
|
||||
* This entity is always inherited by the View's Scene.
|
||||
*
|
||||
* It is for example possible to create a TransformManager component with this
|
||||
* Entity and apply a transformation globally on the fog.
|
||||
*
|
||||
* @return an Entity representing the large scale fog object.
|
||||
*/
|
||||
utils::Entity getFogEntity() const noexcept;
|
||||
|
||||
/**
|
||||
* List of available ambient occlusion techniques
|
||||
|
||||
Reference in New Issue
Block a user