feature!:

This is a breaking change needed to fully implement instancing and stencil highlighting.

Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.

final entity = await viewer.loadGlb("some.glb");

However, Filament "entities" are a lower-level abstraction.

Loading a glTF file, for example, inserts multiple entities into the scene.

For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.

"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.

Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
This commit is contained in:
Nick Fisher
2024-11-21 15:04:10 +08:00
parent 9ada6aae64
commit ed444b0615
195 changed files with 18061 additions and 12628 deletions

View File

@@ -10,10 +10,10 @@ material {
name : color
}
],
depthWrite : true,
depthCulling : false,
depthWrite : false,
depthCulling : true,
shadingModel : unlit,
blending: transparent,
blending: opaque,
variantFilter : [ skinning, shadowReceiver, vsm ],
culling: none,
instanced: false,
@@ -22,7 +22,11 @@ material {
vertex {
void materialVertex(inout MaterialVertexInputs material) {
material.worldPosition = getWorldFromModelMatrix() * getPosition();
vec4 modelSpace = getPosition();
vec4 worldSpace = getWorldFromModelMatrix() * modelSpace;
vec4 clipSpace = getClipFromWorldMatrix() * worldSpace;
clipSpace.z = 0.01f;
material.worldPosition = getWorldFromClipMatrix() * clipSpace;
}
}