upgrade Filament to v1.41

This commit is contained in:
Nick Fisher
2023-08-18 12:01:14 +08:00
parent e62bf64c04
commit d82bdff939
72 changed files with 2455 additions and 2514 deletions

View File

@@ -104,22 +104,24 @@ public:
}
/**
* Computes the bounding box of a box transformed by a rigid transform
* Transform a Box by a linear transform and a translation.
*
* @param m a 3x3 matrix, the linear transform
* @param t a float3, the translation
* @param box the box to transform
* @param m a 4x4 matrix that must be a rigid transform
* @return the bounding box of the transformed box.
* Result is undefined if \p m is not a rigid transform
* @return the bounding box of the transformed box
*/
friend Box rigidTransform(Box const& box, const math::mat4f& m) noexcept;
static Box transform(const math::mat3f& m, math::float3 const& t, const Box& box) noexcept {
return { m * box.center + t, abs(m) * box.halfExtent };
}
/**
* Computes the bounding box of a box transformed by a rigid transform
* @param box the box to transform
* @param m a 3x3 matrix that must be a rigid transform
* @return the bounding box of the transformed box.
* Result is undefined if \p m is not a rigid transform
* @deprecated Use transform() instead
* @see transform()
*/
friend Box rigidTransform(Box const& box, const math::mat3f& m) noexcept;
friend Box rigidTransform(Box const& box, const math::mat4f& m) noexcept {
return transform(m.upperLeft(), m[3].xyz, box);
}
};
/**
@@ -174,7 +176,18 @@ struct UTILS_PUBLIC Aabb {
/**
* Returns the 8 corner vertices of the AABB.
*/
Corners getCorners() const;
Corners getCorners() const {
return Aabb::Corners{ .vertices = {
{ min.x, min.y, min.z },
{ max.x, min.y, min.z },
{ min.x, max.y, min.z },
{ max.x, max.y, min.z },
{ min.x, min.y, max.z },
{ max.x, min.y, max.z },
{ min.x, max.y, max.z },
{ max.x, max.y, max.z },
}};
}
/**
* Returns whether the box contains a given point.
@@ -182,15 +195,44 @@ struct UTILS_PUBLIC Aabb {
* @param p the point to test
* @return the maximum signed distance to the box. Negative if p is in the box
*/
float contains(math::float3 p) const noexcept;
float contains(math::float3 p) const noexcept {
float d = min.x - p.x;
d = std::max(d, min.y - p.y);
d = std::max(d, min.z - p.z);
d = std::max(d, p.x - max.x);
d = std::max(d, p.y - max.y);
d = std::max(d, p.z - max.z);
return d;
}
/**
* Applies an affine transformation to the AABB.
*
* @param m the 4x4 transformation to apply
* @param m the 3x3 transformation to apply
* @param t the translation
* @return the transformed box
*/
Aabb transform(const math::mat4f& m) const noexcept;
static Aabb transform(const math::mat3f& m, math::float3 const& t, const Aabb& box) noexcept {
// Fast AABB transformation per Jim Arvo in Graphics Gems (1990).
Aabb result{ t, t };
for (size_t col = 0; col < 3; ++col) {
for (size_t row = 0; row < 3; ++row) {
const float a = m[col][row] * box.min[col];
const float b = m[col][row] * box.max[col];
result.min[row] += a < b ? a : b;
result.max[row] += a < b ? b : a;
}
}
return result;
}
/**
* @deprecated Use transform() instead
* @see transform()
*/
Aabb transform(const math::mat4f& m) const noexcept {
return transform(m.upperLeft(), m[3].xyz, *this);
}
};
} // namespace filament

View File

@@ -191,7 +191,7 @@ private:
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* // Declares a "linear sRGB" color space.
* ColorSpace myColorSpace = Rec709-Linear-sRGB;
* ColorSpace myColorSpace = Rec709-Linear-D65;
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
class PartialColorSpace {

View File

@@ -17,6 +17,8 @@
#ifndef TNT_FILAMENT_ENGINE_H
#define TNT_FILAMENT_ENGINE_H
#include <filament/FilamentAPI.h>
#include <backend/Platform.h>
#include <utils/compiler.h>
@@ -49,6 +51,7 @@ class SwapChain;
class Texture;
class VertexBuffer;
class View;
class InstanceBuffer;
class LightManager;
class RenderableManager;
@@ -164,6 +167,7 @@ class TransformManager;
* @see Renderer
*/
class UTILS_PUBLIC Engine {
struct BuilderDetails;
public:
using Platform = backend::Platform;
using Backend = backend::Backend;
@@ -265,96 +269,124 @@ public:
uint32_t perFrameCommandsSizeMB = FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB;
};
#if UTILS_HAS_THREADING
using CreateCallback = void(void* user, void* token);
#endif
/**
* Creates an instance of Engine
*
* @param backend Which driver backend to use.
*
* @param platform A pointer to an object that implements Platform. If this is
* provided, then this object is used to create the hardware context
* and expose platform features to it.
*
* If not provided (or nullptr is used), an appropriate Platform
* is created automatically.
*
* All methods of this interface are called from filament's
* render thread, which is different from the main thread.
*
* The lifetime of \p platform must exceed the lifetime of
* the Engine object.
*
* @param sharedGLContext A platform-dependant OpenGL context used as a shared context
* when creating filament's internal context.
* Setting this parameter will force filament to use the OpenGL
* implementation (instead of Vulkan for instance).
*
* @param config A pointer to optional parameters to specify memory size
* configuration options. If nullptr, then defaults used.
*
* @return A pointer to the newly created Engine, or nullptr if the Engine couldn't be created.
*
* nullptr if the GPU driver couldn't be initialized, for instance if it doesn't
* support the right version of OpenGL or OpenGL ES.
*
* @exception utils::PostConditionPanic can be thrown if there isn't enough memory to
* allocate the command buffer. If exceptions are disabled, this condition if fatal and
* this function will abort.
*
* \remark
* This method is thread-safe.
* Engine::Builder is used to create a new filament Engine.
*/
static Engine* create(Backend backend = Backend::DEFAULT,
Platform* platform = nullptr, void* sharedGLContext = nullptr,
const Config* config = nullptr);
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
friend class FEngine;
public:
Builder() noexcept;
Builder(Builder const& rhs) noexcept;
Builder(Builder&& rhs) noexcept;
~Builder() noexcept;
Builder& operator=(Builder const& rhs) noexcept;
Builder& operator=(Builder&& rhs) noexcept;
/**
* @param backend Which driver backend to use
* @return A reference to this Builder for chaining calls.
*/
Builder& backend(Backend backend) noexcept;
/**
* @param platform A pointer to an object that implements Platform. If this is
* provided, then this object is used to create the hardware context
* and expose platform features to it.
*
* If not provided (or nullptr is used), an appropriate Platform
* is created automatically.
*
* All methods of this interface are called from filament's
* render thread, which is different from the main thread.
*
* The lifetime of \p platform must exceed the lifetime of
* the Engine object.
*
* @return A reference to this Builder for chaining calls.
*/
Builder& platform(Platform* platform) noexcept;
/**
* @param config A pointer to optional parameters to specify memory size
* configuration options. If nullptr, then defaults used.
*
* @return A reference to this Builder for chaining calls.
*/
Builder& config(const Config* config) noexcept;
/**
* @param sharedContext A platform-dependant context used as a shared context
* when creating filament's internal context.
*
* @return A reference to this Builder for chaining calls.
*/
Builder& sharedContext(void* sharedContext) noexcept;
#if UTILS_HAS_THREADING
/**
* Creates the filament Engine asynchronously.
*
* @param callback Callback called once the engine is initialized and it is safe to
* call Engine::getEngine().
*/
void build(utils::Invocable<void(void* token)>&& callback) const;
#endif
/**
* Creates an instance of Engine.
*
* @return A pointer to the newly created Engine, or nullptr if the Engine couldn't be
* created.
* nullptr if the GPU driver couldn't be initialized, for instance if it doesn't
* support the right version of OpenGL or OpenGL ES.
*
* @exception utils::PostConditionPanic can be thrown if there isn't enough memory to
* allocate the command buffer. If exceptions are disabled, this condition if
* fatal and this function will abort.
*/
Engine* build() const;
};
/**
* Backward compatibility helper to create an Engine.
* @see Builder
*/
static inline Engine* create(Backend backend = Backend::DEFAULT,
Platform* platform = nullptr, void* sharedContext = nullptr,
const Config* config = nullptr) {
return Engine::Builder()
.backend(backend)
.platform(platform)
.sharedContext(sharedContext)
.config(config)
.build();
}
#if UTILS_HAS_THREADING
/**
* A callback used with Engine::createAsync() called once the engine is initialized and it is
* safe to call Engine::getEngine(token). This callback is invoked from an arbitrary worker
* thread. Engine::getEngine() CANNOT be called from that thread, instead it must be called
* from the same thread than Engine::createAsync() was called from.
*
* @param user User provided parameter given in createAsync().
*
* @param token An opaque token used to call Engine::getEngine().
* Backward compatibility helper to create an Engine asynchronously.
* @see Builder
*/
using CreateCallback = void(void* user, void* token);
/**
* Creates an instance of Engine asynchronously
*
* @param callback Callback called once the engine is initialized and it is safe to
* call Engine::getEngine.
*
* @param user A user provided pointer that is given back to callback unmodified.
*
* @param backend Which driver backend to use.
*
* @param platform A pointer to an object that implements Platform. If this is
* provided, then this object is used to create the hardware context
* and expose platform features to it.
*
* If not provided (or nullptr is used), an appropriate Platform
* is created automatically.
*
* All methods of this interface are called from filament's
* render thread, which is different from the main thread.
*
* The lifetime of \p platform must exceed the lifetime of
* the Engine object.
*
* @param sharedGLContext A platform-dependant OpenGL context used as a shared context
* when creating filament's internal context.
* Setting this parameter will force filament to use the OpenGL
* implementation (instead of Vulkan for instance).
*
* @param config A pointer to optional parameters to specify memory size
* configuration options
*/
static void createAsync(CreateCallback callback, void* user,
static inline void createAsync(CreateCallback callback, void* user,
Backend backend = Backend::DEFAULT,
Platform* platform = nullptr, void* sharedGLContext = nullptr,
const Config* config = nullptr);
Platform* platform = nullptr, void* sharedContext = nullptr,
const Config* config = nullptr) {
Engine::Builder()
.backend(backend)
.platform(platform)
.sharedContext(sharedContext)
.config(config)
.build([callback, user](void* token) {
callback(user, token);
});
}
/**
* Retrieve an Engine* from createAsync(). This must be called from the same thread than
@@ -371,6 +403,7 @@ public:
static Engine* getEngine(void* token);
#endif
/**
* Destroy the Engine instance and all associated resources.
*
@@ -464,6 +497,21 @@ public:
*/
FeatureLevel getActiveFeatureLevel() const noexcept;
/**
* Queries the maximum number of GPU instances that Filament creates when automatic instancing
* is enabled. This value is also the limit for the number of transforms that can be stored in
* an InstanceBuffer. This value may depend on the device and platform, but will remain constant
* during the lifetime of this Engine.
*
* This value does not apply when using the instances(size_t) method on
* RenderableManager::Builder.
*
* @return the number of max automatic instances
* @see setAutomaticInstancingEnabled
* @see RenderableManager::Builder::instances(size_t)
* @see RenderableManager::Builder::instances(size_t, InstanceBuffer*)
*/
size_t getMaxAutomaticInstances() const noexcept;
/**
* @return EntityManager used by filament
@@ -625,8 +673,28 @@ public:
bool destroy(const Texture* p); //!< Destroys a Texture object.
bool destroy(const RenderTarget* p); //!< Destroys a RenderTarget object.
bool destroy(const View* p); //!< Destroys a View object.
bool destroy(const InstanceBuffer* p); //!< Destroys an InstanceBuffer object.
void destroy(utils::Entity e); //!< Destroys all filament-known components from this entity
bool isValid(const BufferObject* p); //!< Tells whether a BufferObject object is valid
bool isValid(const VertexBuffer* p); //!< Tells whether an VertexBuffer object is valid
bool isValid(const Fence* p); //!< Tells whether a Fence object is valid
bool isValid(const IndexBuffer* p); //!< Tells whether an IndexBuffer object is valid
bool isValid(const SkinningBuffer* p); //!< Tells whether a SkinningBuffer object is valid
bool isValid(const MorphTargetBuffer* p); //!< Tells whether a MorphTargetBuffer object is valid
bool isValid(const IndirectLight* p); //!< Tells whether an IndirectLight object is valid
bool isValid(const Material* p); //!< Tells whether an IndirectLight object is valid
bool isValid(const Renderer* p); //!< Tells whether a Renderer object is valid
bool isValid(const Scene* p); //!< Tells whether a Scene object is valid
bool isValid(const Skybox* p); //!< Tells whether a SkyBox object is valid
bool isValid(const ColorGrading* p); //!< Tells whether a ColorGrading object is valid
bool isValid(const SwapChain* p); //!< Tells whether a SwapChain object is valid
bool isValid(const Stream* p); //!< Tells whether a Stream object is valid
bool isValid(const Texture* p); //!< Tells whether a Texture object is valid
bool isValid(const RenderTarget* p); //!< Tells whether a RenderTarget object is valid
bool isValid(const View* p); //!< Tells whether a View object is valid
bool isValid(const InstanceBuffer* p); //!< Tells whether an InstanceBuffer object is valid
/**
* Kicks the hardware thread (e.g. the OpenGL, Vulkan or Metal thread) and blocks until
* all commands to this point are executed. Note that does guarantee that the

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@@ -0,0 +1,98 @@
/*
* 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 TNT_FILAMENT_INSTANCEBUFFER_H
#define TNT_FILAMENT_INSTANCEBUFFER_H
#include <filament/FilamentAPI.h>
#include <filament/Engine.h>
#include <math/mathfwd.h>
namespace filament {
/**
* InstanceBuffer holds draw (GPU) instance transforms. These can be provided to a renderable to
* "offset" each draw instance.
*
* @see RenderableManager::Builder::instances(size_t, InstanceBuffer*)
*/
class UTILS_PUBLIC InstanceBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
/**
* @param instanceCount the number of instances this InstanceBuffer will support, must be
* >= 1 and <= \c Engine::getMaxAutomaticInstances()
* @see Engine::getMaxAutomaticInstances
*/
Builder(size_t instanceCount) noexcept;
Builder(Builder const& rhs) noexcept;
Builder(Builder&& rhs) noexcept;
~Builder() noexcept;
Builder& operator=(Builder const& rhs) noexcept;
Builder& operator=(Builder&& rhs) noexcept;
/**
* Provide an initial 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.
*
* The array of math::mat4f must have length instanceCount, provided when constructing this
* Builder.
*
* @param localTransforms an array of math::mat4f with length instanceCount, must remain
* valid until after build() is called
*/
Builder& localTransforms(math::mat4f const* localTransforms) noexcept;
/**
* 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.
*/
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);
};
} // namespace filament
#endif //TNT_FILAMENT_INSTANCEBUFFER_H

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@@ -22,9 +22,11 @@
#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>
@@ -105,6 +107,34 @@ public:
*/
Builder& package(const void* payload, size_t size);
template<typename T>
using is_supported_constant_parameter_t = typename std::enable_if<
std::is_same<int32_t, T>::value ||
std::is_same<float, T>::value ||
std::is_same<bool, T>::value>::type;
/**
* Specialize a constant parameter specified in the material definition with a concrete
* value for this material. Once build() is called, this constant cannot be changed.
* Will throw an exception if the name does not match a constant specified in the
* material definition or if the type provided does not match.
*
* @tparam T The type of constant parameter, either int32_t, float, or bool.
* @param name The name of the constant parameter specified in the material definition, such
* as "myConstant".
* @param nameLength Length in `char` of the name parameter.
* @param value The value to use for the constant parameter, must match the type specified
* in the material definition.
*/
template<typename T, typename = is_supported_constant_parameter_t<T>>
Builder& constant(const char* name, size_t nameLength, T value);
/** inline helper to provide the constant name as a null-terminated C string */
template<typename T, typename = is_supported_constant_parameter_t<T>>
inline Builder& constant(const char* name, T value) {
return constant(name, strlen(name), value);
}
/**
* Creates the Material object and returns a pointer to it.
*
@@ -122,6 +152,60 @@ 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*).
@@ -171,6 +255,9 @@ public:
//! Indicates whether this material is double-sided.
bool isDoubleSided() const noexcept;
//! Indicates whether this material uses alpha to coverage.
bool isAlphaToCoverageEnabled() const noexcept;
//! Returns the alpha mask threshold used when the blending mode is set to masked.
float getMaskThreshold() const noexcept;

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@@ -47,10 +47,14 @@ 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"),
@@ -67,15 +71,17 @@ enum UTILS_PUBLIC ChunkType : uint64_t {
MaterialReflectionMode = charTo64bitNum("MAT_REFL"),
MaterialRequiredAttributes = charTo64bitNum("MAT_REQA"),
MaterialDepthWriteSet = charTo64bitNum("MAT_DEWS"),
MaterialDoubleSidedSet = charTo64bitNum("MAT_DOSS"),
MaterialDoubleSided = charTo64bitNum("MAT_DOSI"),
MaterialColorWrite = charTo64bitNum("MAT_CWRIT"),
MaterialDepthWriteSet = charTo64bitNum("MAT_DEWS"),
MaterialDepthWrite = charTo64bitNum("MAT_DWRIT"),
MaterialDepthTest = charTo64bitNum("MAT_DTEST"),
MaterialInstanced = charTo64bitNum("MAT_INSTA"),
MaterialCullingMode = charTo64bitNum("MAT_CUMO"),
MaterialAlphaToCoverageSet = charTo64bitNum("MAT_A2CS"),
MaterialAlphaToCoverage = charTo64bitNum("MAT_A2CO"),
MaterialHasCustomDepthShader =charTo64bitNum("MAT_CSDP"),

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@@ -20,6 +20,7 @@
#define TNT_FILAMENT_MATERIAL_ENUM_H
#include <utils/bitset.h>
#include <utils/BitmaskEnum.h>
#include <stddef.h>
#include <stdint.h>
@@ -27,7 +28,7 @@
namespace filament {
// update this when a new version of filament wouldn't work with older materials
static constexpr size_t MATERIAL_VERSION = 31;
static constexpr size_t MATERIAL_VERSION = 41;
/**
* Supported shading models
@@ -232,7 +233,9 @@ enum class Property : uint8_t {
// when adding new Properties, make sure to update MATERIAL_PROPERTIES_COUNT
};
enum class UserVariantFilterBit : uint32_t {
using UserVariantFilterMask = uint32_t;
enum class UserVariantFilterBit : UserVariantFilterMask {
DIRECTIONAL_LIGHTING = 0x01,
DYNAMIC_LIGHTING = 0x02,
SHADOW_RECEIVER = 0x04,
@@ -240,10 +243,12 @@ enum class UserVariantFilterBit : uint32_t {
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

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@@ -52,6 +52,7 @@ 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;
@@ -367,6 +368,16 @@ 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.
*/

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@@ -21,6 +21,8 @@
#include <stdint.h>
#include <math.h>
namespace filament {
class Texture;
@@ -151,19 +153,120 @@ struct BloomOptions {
};
/**
* Options to control fog in the scene
* Options to control large-scale fog in the scene
*/
struct FogOptions {
float distance = 0.0f; //!< distance in world units from the camera where the fog starts ( >= 0.0 )
float maximumOpacity = 1.0f; //!< fog's maximum opacity between 0 and 1
float height = 0.0f; //!< fog's floor in world units
float heightFalloff = 1.0f; //!< how fast fog dissipates with altitude
LinearColor color = {0.5f, 0.5f, 0.5f};//!< fog's color (linear), see fogColorFromIbl
float density = 0.1f; //!< fog's density at altitude given by 'height'
float inScatteringStart = 0.0f; //!< distance in world units from the camera where in-scattering starts
float inScatteringSize = -1.0f; //!< size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
bool fogColorFromIbl = false; //!< Fog color will be modulated by the IBL color in the view direction.
bool enabled = false; //!< enable or disable fog
/**
* Distance in world units [m] from the camera to where the fog starts ( >= 0.0 )
*/
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).
*/
float cutOffDistance = INFINITY;
/**
* fog's maximum opacity between 0 and 1
*/
float maximumOpacity = 1.0f;
/**
* Fog's floor in world units [m]. This sets the "sea level".
*/
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.
*/
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
*/
LinearColor color = { 1.0f, 1.0f, 1.0f };
/**
* 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`.
*/
float density = 0.1f;
/**
* Distance in world units [m] from the camera where the Sun in-scattering starts.
*/
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.
*/
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 simulates a more anisotropic phase-function.
*
* `fogColorFromIbl` is ignored when skyTexture is specified.
*
* @see skyColor
*/
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
*/
bool enabled = false;
};
/**

View File

@@ -91,8 +91,6 @@ 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.

View File

@@ -45,6 +45,7 @@ class Renderer;
class SkinningBuffer;
class VertexBuffer;
class Texture;
class InstanceBuffer;
class FEngine;
class FRenderPrimitive;
@@ -119,6 +120,12 @@ public:
public:
enum Result { Error = -1, Success = 0 };
/**
* Default render channel
* @see Builder::channel()
*/
static constexpr uint8_t DEFAULT_CHANNEL = 2u;
/**
* Creates a builder for renderable components.
*
@@ -231,10 +238,13 @@ public:
/**
* Set the channel this renderable is associated to. There can be 4 channels.
* All renderables in a given channel are rendered together, regardless of anything else.
* They are sorted as usual withing a channel.
* They are sorted as usual within a channel.
* Channels work similarly to priorities, except that they enforce the strongest ordering.
*
* @param channel clamped to the range [0..3], defaults to 0.
* Channels 0 and 1 may not have render primitives using a material with `refractionType`
* set to `screenspace`.
*
* @param channel clamped to the range [0..3], defaults to 2.
*
* @return Builder reference for chaining calls.
*
@@ -293,6 +303,14 @@ 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.
*
@@ -399,20 +417,47 @@ public:
*/
Builder& globalBlendOrderEnabled(size_t primitiveIndex, bool enabled) noexcept;
/**
* Specifies the number of draw instance of this renderable. The default is 1 instance and
* the maximum number of instances allowed is 65535. 0 is invalid.
* Specifies the number of draw instances 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.
*
* @param instanceCount the number of instances silently clamped between 1 and 65535.
* @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.
*
@@ -499,6 +544,19 @@ 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.

View File

@@ -707,6 +707,9 @@ 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
};
@@ -803,6 +806,37 @@ 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