update headers to Filament v1.25.0
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@@ -25,6 +25,9 @@ namespace filament {
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class Texture;
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/**
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* Generic quality level.
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*/
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enum class QualityLevel : uint8_t {
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LOW,
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MEDIUM,
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@@ -69,8 +72,8 @@ enum class BlendMode : uint8_t {
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*
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*/
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struct DynamicResolutionOptions {
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math::float2 minScale = math::float2(0.5f); //!< minimum scale factors in x and y
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math::float2 maxScale = math::float2(1.0f); //!< maximum scale factors in x and y
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math::float2 minScale = {0.5f, 0.5f}; //!< minimum scale factors in x and y %codegen_java_float%
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math::float2 maxScale = {1.0f, 1.0f}; //!< maximum scale factors in x and y %codegen_java_float%
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float sharpness = 0.9f; //!< sharpness when QualityLevel::MEDIUM or higher is used [0 (disabled), 1 (sharpest)]
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bool enabled = false; //!< enable or disable dynamic resolution
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bool homogeneousScaling = false; //!< set to true to force homogeneous scaling
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@@ -125,8 +128,8 @@ struct BloomOptions {
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ADD, //!< Bloom is modulated by the strength parameter and added to the scene
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INTERPOLATE //!< Bloom is interpolated with the scene using the strength parameter
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};
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Texture* dirt = nullptr; //!< user provided dirt texture
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float dirtStrength = 0.2f; //!< strength of the dirt texture
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Texture* dirt = nullptr; //!< user provided dirt texture %codegen_skip_json% %codegen_skip_javascript%
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float dirtStrength = 0.2f; //!< strength of the dirt texture %codegen_skip_json% %codegen_skip_javascript%
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float strength = 0.10f; //!< bloom's strength between 0.0 and 1.0
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uint32_t resolution = 360; //!< resolution of vertical axis (2^levels to 2048)
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float anamorphism = 1.0f; //!< bloom x/y aspect-ratio (1/32 to 32)
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@@ -151,16 +154,16 @@ struct BloomOptions {
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* Options to control fog in the scene
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*/
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struct FogOptions {
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float distance = 0.0f; //!< distance in world units from the camera where the fog starts ( >= 0.0 )
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float maximumOpacity = 1.0f; //!< fog's maximum opacity between 0 and 1
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float height = 0.0f; //!< fog's floor in world units
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float heightFalloff = 1.0f; //!< how fast fog dissipates with altitude
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LinearColor color{0.5f}; //!< fog's color (linear), see fogColorFromIbl
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float density = 0.1f; //!< fog's density at altitude given by 'height'
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float inScatteringStart = 0.0f; //!< distance in world units from the camera where in-scattering starts
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float inScatteringSize = -1.0f; //!< size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
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bool fogColorFromIbl = false; //!< Fog color will be modulated by the IBL color in the view direction.
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bool enabled = false; //!< enable or disable fog
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float distance = 0.0f; //!< distance in world units from the camera where the fog starts ( >= 0.0 )
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float maximumOpacity = 1.0f; //!< fog's maximum opacity between 0 and 1
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float height = 0.0f; //!< fog's floor in world units
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float heightFalloff = 1.0f; //!< how fast fog dissipates with altitude
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LinearColor color = {0.5f, 0.5f, 0.5f};//!< fog's color (linear), see fogColorFromIbl
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float density = 0.1f; //!< fog's density at altitude given by 'height'
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float inScatteringStart = 0.0f; //!< distance in world units from the camera where in-scattering starts
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float inScatteringSize = -1.0f; //!< size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
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bool fogColorFromIbl = false; //!< Fog color will be modulated by the IBL color in the view direction.
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bool enabled = false; //!< enable or disable fog
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};
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/**
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@@ -174,8 +177,9 @@ struct FogOptions {
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*/
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struct DepthOfFieldOptions {
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enum class Filter : uint8_t {
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NONE = 0,
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MEDIAN = 2
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NONE,
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UNUSED,
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MEDIAN
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};
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float cocScale = 1.0f; //!< circle of confusion scale factor (amount of blur)
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float maxApertureDiameter = 0.01f; //!< maximum aperture diameter in meters (zero to disable rotation)
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@@ -227,7 +231,7 @@ struct VignetteOptions {
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float midPoint = 0.5f; //!< high values restrict the vignette closer to the corners, between 0 and 1
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float roundness = 0.5f; //!< controls the shape of the vignette, from a rounded rectangle (0.0), to an oval (0.5), to a circle (1.0)
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float feather = 0.5f; //!< softening amount of the vignette effect, between 0 and 1
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LinearColorA color{0.0f, 0.0f, 0.0f, 1.0f}; //!< color of the vignette effect, alpha is currently ignored
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LinearColorA color = {0.0f, 0.0f, 0.0f, 1.0f}; //!< color of the vignette effect, alpha is currently ignored
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bool enabled = false; //!< enables or disables the vignette effect
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};
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@@ -271,17 +275,18 @@ struct AmbientOcclusionOptions {
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* Ambient shadows from dominant light
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*/
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struct Ssct {
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float lightConeRad = 1.0f; //!< full cone angle in radian, between 0 and pi/2
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float shadowDistance = 0.3f; //!< how far shadows can be cast
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float contactDistanceMax = 1.0f; //!< max distance for contact
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float intensity = 0.8f; //!< intensity
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math::float3 lightDirection{ 0, -1, 0 }; //!< light direction
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float depthBias = 0.01f; //!< depth bias in world units (mitigate self shadowing)
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float depthSlopeBias = 0.01f; //!< depth slope bias (mitigate self shadowing)
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uint8_t sampleCount = 4; //!< tracing sample count, between 1 and 255
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uint8_t rayCount = 1; //!< # of rays to trace, between 1 and 255
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bool enabled = false; //!< enables or disables SSCT
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} ssct;
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float lightConeRad = 1.0f; //!< full cone angle in radian, between 0 and pi/2
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float shadowDistance = 0.3f; //!< how far shadows can be cast
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float contactDistanceMax = 1.0f; //!< max distance for contact
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float intensity = 0.8f; //!< intensity
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math::float3 lightDirection = { 0, -1, 0 }; //!< light direction
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float depthBias = 0.01f; //!< depth bias in world units (mitigate self shadowing)
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float depthSlopeBias = 0.01f; //!< depth slope bias (mitigate self shadowing)
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uint8_t sampleCount = 4; //!< tracing sample count, between 1 and 255
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uint8_t rayCount = 1; //!< # of rays to trace, between 1 and 255
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bool enabled = false; //!< enables or disables SSCT
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};
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Ssct ssct; // %codegen_skip_javascript% %codegen_java_flatten%
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};
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/**
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@@ -328,21 +333,31 @@ struct ScreenSpaceReflectionsOptions {
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bool enabled = false;
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};
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/**
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* Options for the screen-space guard band.
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* A guard band can be enabled to avoid some artifacts towards the edge of the screen when
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* using screen-space effects such as SSAO. Enabling the guard band reduces performance slightly.
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* Currently the guard band can only be enabled or disabled.
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*/
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struct GuardBandOptions {
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bool enabled = false;
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};
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/**
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* List of available post-processing anti-aliasing techniques.
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* @see setAntiAliasing, getAntiAliasing, setSampleCount
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*/
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enum class AntiAliasing : uint8_t {
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NONE = 0, //!< no anti aliasing performed as part of post-processing
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FXAA = 1 //!< FXAA is a low-quality but very efficient type of anti-aliasing. (default).
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NONE, //!< no anti aliasing performed as part of post-processing
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FXAA //!< FXAA is a low-quality but very efficient type of anti-aliasing. (default).
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};
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/**
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* List of available post-processing dithering techniques.
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*/
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enum class Dithering : uint8_t {
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NONE = 0, //!< No dithering
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TEMPORAL = 1 //!< Temporal dithering (default)
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NONE, //!< No dithering
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TEMPORAL //!< Temporal dithering (default)
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};
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/**
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