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cup_edit/macos/include/filament/Options.h

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/*
* Copyright (C) 2021 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_OPTIONS_H
#define TNT_FILAMENT_OPTIONS_H
#include <filament/Color.h>
#include <stdint.h>
#include <math.h>
namespace filament {
class Texture;
/**
* Generic quality level.
*/
enum class QualityLevel : uint8_t {
LOW,
MEDIUM,
HIGH,
ULTRA
};
enum class BlendMode : uint8_t {
OPAQUE,
TRANSLUCENT
};
/**
* Dynamic resolution can be used to either reach a desired target frame rate
* by lowering the resolution of a View, or to increase the quality when the
* rendering is faster than the target frame rate.
*
* This structure can be used to specify the minimum scale factor used when
* lowering the resolution of a View, and the maximum scale factor used when
* increasing the resolution for higher quality rendering. The scale factors
* can be controlled on each X and Y axis independently. By default, all scale
* factors are set to 1.0.
*
* enabled: enable or disables dynamic resolution on a View
*
* homogeneousScaling: by default the system scales the major axis first. Set this to true
* to force homogeneous scaling.
*
* minScale: the minimum scale in X and Y this View should use
*
* maxScale: the maximum scale in X and Y this View should use
*
* quality: upscaling quality.
* LOW: 1 bilinear tap, Medium: 4 bilinear taps, High: 9 bilinear taps (tent)
*
* \note
* Dynamic resolution is only supported on platforms where the time to render
* a frame can be measured accurately. Dynamic resolution is currently only
* supported on Android.
*
* @see Renderer::FrameRateOptions
*
*/
struct DynamicResolutionOptions {
math::float2 minScale = {0.5f, 0.5f}; //!< minimum scale factors in x and y %codegen_java_float%
math::float2 maxScale = {1.0f, 1.0f}; //!< maximum scale factors in x and y %codegen_java_float%
float sharpness = 0.9f; //!< sharpness when QualityLevel::MEDIUM or higher is used [0 (disabled), 1 (sharpest)]
bool enabled = false; //!< enable or disable dynamic resolution
bool homogeneousScaling = false; //!< set to true to force homogeneous scaling
/**
* Upscaling quality
* LOW: bilinear filtered blit. Fastest, poor quality
* MEDIUM: AMD FidelityFX FSR1 w/ mobile optimizations
* HIGH: AMD FidelityFX FSR1 w/ mobile optimizations
* ULTRA: AMD FidelityFX FSR1
* FSR1 require a well anti-aliased (MSAA or TAA), noise free scene.
*
* The default upscaling quality is set to LOW.
*/
QualityLevel quality = QualityLevel::LOW;
};
/**
* Options to control the bloom effect
*
* enabled: Enable or disable the bloom post-processing effect. Disabled by default.
*
* levels: Number of successive blurs to achieve the blur effect, the minimum is 3 and the
* maximum is 12. This value together with resolution influences the spread of the
* blur effect. This value can be silently reduced to accommodate the original
* image size.
*
* resolution: Resolution of bloom's minor axis. The minimum value is 2^levels and the
* the maximum is lower of the original resolution and 4096. This parameter is
* silently clamped to the minimum and maximum.
* It is highly recommended that this value be smaller than the target resolution
* after dynamic resolution is applied (horizontally and vertically).
*
* strength: how much of the bloom is added to the original image. Between 0 and 1.
*
* blendMode: Whether the bloom effect is purely additive (false) or mixed with the original
* image (true).
*
* anamorphism: Bloom's aspect ratio (x/y), for artistic purposes.
*
* threshold: When enabled, a threshold at 1.0 is applied on the source image, this is
* useful for artistic reasons and is usually needed when a dirt texture is used.
*
* dirt: A dirt/scratch/smudges texture (that can be RGB), which gets added to the
* bloom effect. Smudges are visible where bloom occurs. Threshold must be
* enabled for the dirt effect to work properly.
*
* dirtStrength: Strength of the dirt texture.
*/
struct BloomOptions {
enum class BlendMode : uint8_t {
ADD, //!< Bloom is modulated by the strength parameter and added to the scene
INTERPOLATE //!< Bloom is interpolated with the scene using the strength parameter
};
Texture* dirt = nullptr; //!< user provided dirt texture %codegen_skip_json% %codegen_skip_javascript%
float dirtStrength = 0.2f; //!< strength of the dirt texture %codegen_skip_json% %codegen_skip_javascript%
float strength = 0.10f; //!< bloom's strength between 0.0 and 1.0
uint32_t resolution = 384; //!< resolution of vertical axis (2^levels to 2048)
float anamorphism = 1.0f; //!< bloom x/y aspect-ratio (1/32 to 32)
uint8_t levels = 6; //!< number of blur levels (1 to 11)
BlendMode blendMode = BlendMode::ADD; //!< how the bloom effect is applied
bool threshold = true; //!< whether to threshold the source
bool enabled = false; //!< enable or disable bloom
float highlight = 1000.0f; //!< limit highlights to this value before bloom [10, +inf]
/**
* Bloom quality level.
* LOW (default): use a more optimized down-sampling filter, however there can be artifacts
* with dynamic resolution, this can be alleviated by using the homogenous mode.
* MEDIUM: Good balance between quality and performance.
* HIGH: In this mode the bloom resolution is automatically increased to avoid artifacts.
* This mode can be significantly slower on mobile, especially at high resolution.
* This mode greatly improves the anamorphic bloom.
*/
QualityLevel quality = QualityLevel::LOW;
bool lensFlare = false; //!< enable screen-space lens flare
bool starburst = true; //!< enable starburst effect on lens flare
float chromaticAberration = 0.005f; //!< amount of chromatic aberration
uint8_t ghostCount = 4; //!< number of flare "ghosts"
float ghostSpacing = 0.6f; //!< spacing of the ghost in screen units [0, 1[
float ghostThreshold = 10.0f; //!< hdr threshold for the ghosts
float haloThickness = 0.1f; //!< thickness of halo in vertical screen units, 0 to disable
float haloRadius = 0.4f; //!< radius of halo in vertical screen units [0, 0.5]
float haloThreshold = 10.0f; //!< hdr threshold for the halo
};
/**
* Options to control large-scale fog in the scene
*/
struct FogOptions {
/**
* 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;
};
/**
* Options to control Depth of Field (DoF) effect in the scene.
*
* cocScale can be used to set the depth of field blur independently from the camera
* aperture, e.g. for artistic reasons. This can be achieved by setting:
* cocScale = cameraAperture / desiredDoFAperture
*
* @see Camera
*/
struct DepthOfFieldOptions {
enum class Filter : uint8_t {
NONE,
UNUSED,
MEDIAN
};
float cocScale = 1.0f; //!< circle of confusion scale factor (amount of blur)
float maxApertureDiameter = 0.01f; //!< maximum aperture diameter in meters (zero to disable rotation)
bool enabled = false; //!< enable or disable depth of field effect
Filter filter = Filter::MEDIAN; //!< filter to use for filling gaps in the kernel
bool nativeResolution = false; //!< perform DoF processing at native resolution
/**
* Number of of rings used by the gather kernels. The number of rings affects quality
* and performance. The actual number of sample per pixel is defined
* as (ringCount * 2 - 1)^2. Here are a few commonly used values:
* 3 rings : 25 ( 5x 5 grid)
* 4 rings : 49 ( 7x 7 grid)
* 5 rings : 81 ( 9x 9 grid)
* 17 rings : 1089 (33x33 grid)
*
* With a maximum circle-of-confusion of 32, it is never necessary to use more than 17 rings.
*
* Usually all three settings below are set to the same value, however, it is often
* acceptable to use a lower ring count for the "fast tiles", which improves performance.
* Fast tiles are regions of the screen where every pixels have a similar
* circle-of-confusion radius.
*
* A value of 0 means default, which is 5 on desktop and 3 on mobile.
*
* @{
*/
uint8_t foregroundRingCount = 0; //!< number of kernel rings for foreground tiles
uint8_t backgroundRingCount = 0; //!< number of kernel rings for background tiles
uint8_t fastGatherRingCount = 0; //!< number of kernel rings for fast tiles
/** @}*/
/**
* maximum circle-of-confusion in pixels for the foreground, must be in [0, 32] range.
* A value of 0 means default, which is 32 on desktop and 24 on mobile.
*/
uint16_t maxForegroundCOC = 0;
/**
* maximum circle-of-confusion in pixels for the background, must be in [0, 32] range.
* A value of 0 means default, which is 32 on desktop and 24 on mobile.
*/
uint16_t maxBackgroundCOC = 0;
};
/**
* Options to control the vignetting effect.
*/
struct VignetteOptions {
float midPoint = 0.5f; //!< high values restrict the vignette closer to the corners, between 0 and 1
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)
float feather = 0.5f; //!< softening amount of the vignette effect, between 0 and 1
LinearColorA color = {0.0f, 0.0f, 0.0f, 1.0f}; //!< color of the vignette effect, alpha is currently ignored
bool enabled = false; //!< enables or disables the vignette effect
};
/**
* Structure used to set the precision of the color buffer and related quality settings.
*
* @see setRenderQuality, getRenderQuality
*/
struct RenderQuality {
/**
* Sets the quality of the HDR color buffer.
*
* A quality of HIGH or ULTRA means using an RGB16F or RGBA16F color buffer. This means
* colors in the LDR range (0..1) have a 10 bit precision. A quality of LOW or MEDIUM means
* using an R11G11B10F opaque color buffer or an RGBA16F transparent color buffer. With
* R11G11B10F colors in the LDR range have a precision of either 6 bits (red and green
* channels) or 5 bits (blue channel).
*/
QualityLevel hdrColorBuffer = QualityLevel::HIGH;
};
/**
* Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT)
* @see setAmbientOcclusionOptions()
*/
struct AmbientOcclusionOptions {
float radius = 0.3f; //!< Ambient Occlusion radius in meters, between 0 and ~10.
float power = 1.0f; //!< Controls ambient occlusion's contrast. Must be positive.
float bias = 0.0005f; //!< Self-occlusion bias in meters. Use to avoid self-occlusion. Between 0 and a few mm.
float resolution = 0.5f;//!< How each dimension of the AO buffer is scaled. Must be either 0.5 or 1.0.
float intensity = 1.0f; //!< Strength of the Ambient Occlusion effect.
float bilateralThreshold = 0.05f; //!< depth distance that constitute an edge for filtering
QualityLevel quality = QualityLevel::LOW; //!< affects # of samples used for AO.
QualityLevel lowPassFilter = QualityLevel::MEDIUM; //!< affects AO smoothness
QualityLevel upsampling = QualityLevel::LOW; //!< affects AO buffer upsampling quality
bool enabled = false; //!< enables or disables screen-space ambient occlusion
bool bentNormals = false; //!< enables bent normals computation from AO, and specular AO
float minHorizonAngleRad = 0.0f; //!< min angle in radian to consider
/**
* Screen Space Cone Tracing (SSCT) options
* Ambient shadows from dominant light
*/
struct Ssct {
float lightConeRad = 1.0f; //!< full cone angle in radian, between 0 and pi/2
float shadowDistance = 0.3f; //!< how far shadows can be cast
float contactDistanceMax = 1.0f; //!< max distance for contact
float intensity = 0.8f; //!< intensity
math::float3 lightDirection = { 0, -1, 0 }; //!< light direction
float depthBias = 0.01f; //!< depth bias in world units (mitigate self shadowing)
float depthSlopeBias = 0.01f; //!< depth slope bias (mitigate self shadowing)
uint8_t sampleCount = 4; //!< tracing sample count, between 1 and 255
uint8_t rayCount = 1; //!< # of rays to trace, between 1 and 255
bool enabled = false; //!< enables or disables SSCT
};
Ssct ssct; // %codegen_skip_javascript% %codegen_java_flatten%
};
/**
* Options for Temporal Multi-Sample Anti-aliasing (MSAA)
* @see setMultiSampleAntiAliasingOptions()
*/
struct MultiSampleAntiAliasingOptions {
bool enabled = false; //!< enables or disables msaa
/**
* sampleCount number of samples to use for multi-sampled anti-aliasing.\n
* 0: treated as 1
* 1: no anti-aliasing
* n: sample count. Effective sample could be different depending on the
* GPU capabilities.
*/
uint8_t sampleCount = 4;
/**
* custom resolve improves quality for HDR scenes, but may impact performance.
*/
bool customResolve = false;
};
/**
* Options for Temporal Anti-aliasing (TAA)
* @see setTemporalAntiAliasingOptions()
*/
struct TemporalAntiAliasingOptions {
float filterWidth = 1.0f; //!< reconstruction filter width typically between 0 (sharper, aliased) and 1 (smoother)
float feedback = 0.04f; //!< history feedback, between 0 (maximum temporal AA) and 1 (no temporal AA).
bool enabled = false; //!< enables or disables temporal anti-aliasing
};
/**
* Options for Screen-space Reflections.
* @see setScreenSpaceReflectionsOptions()
*/
struct ScreenSpaceReflectionsOptions {
float thickness = 0.1f; //!< ray thickness, in world units
float bias = 0.01f; //!< bias, in world units, to prevent self-intersections
float maxDistance = 3.0f; //!< maximum distance, in world units, to raycast
float stride = 2.0f; //!< stride, in texels, for samples along the ray.
bool enabled = false;
};
/**
* Options for the screen-space guard band.
* A guard band can be enabled to avoid some artifacts towards the edge of the screen when
* using screen-space effects such as SSAO. Enabling the guard band reduces performance slightly.
* Currently the guard band can only be enabled or disabled.
*/
struct GuardBandOptions {
bool enabled = false;
};
/**
* List of available post-processing anti-aliasing techniques.
* @see setAntiAliasing, getAntiAliasing, setSampleCount
*/
enum class AntiAliasing : uint8_t {
NONE, //!< no anti aliasing performed as part of post-processing
FXAA //!< FXAA is a low-quality but very efficient type of anti-aliasing. (default).
};
/**
* List of available post-processing dithering techniques.
*/
enum class Dithering : uint8_t {
NONE, //!< No dithering
TEMPORAL //!< Temporal dithering (default)
};
/**
* List of available shadow mapping techniques.
* @see setShadowType
*/
enum class ShadowType : uint8_t {
PCF, //!< percentage-closer filtered shadows (default)
VSM, //!< variance shadows
DPCF, //!< PCF with contact hardening simulation
PCSS //!< PCF with soft shadows and contact hardening
};
/**
* View-level options for VSM Shadowing.
* @see setVsmShadowOptions()
* @warning This API is still experimental and subject to change.
*/
struct VsmShadowOptions {
/**
* Sets the number of anisotropic samples to use when sampling a VSM shadow map. If greater
* than 0, mipmaps will automatically be generated each frame for all lights.
*
* The number of anisotropic samples = 2 ^ vsmAnisotropy.
*/
uint8_t anisotropy = 0;
/**
* Whether to generate mipmaps for all VSM shadow maps.
*/
bool mipmapping = false;
/**
* The number of MSAA samples to use when rendering VSM shadow maps.
* Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns
* off MSAA.
* Higher values may not be available depending on the underlying hardware.
*/
uint8_t msaaSamples = 1;
/**
* Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits
* precision is rarely needed, but it does reduces light leaks as well as "fading"
* of the shadows in some situations. Setting highPrecision to true for a single
* shadow map will double the memory usage of all shadow maps.
*/
bool highPrecision = false;
/**
* VSM minimum variance scale, must be positive.
*/
float minVarianceScale = 0.5f;
/**
* VSM light bleeding reduction amount, between 0 and 1.
*/
float lightBleedReduction = 0.15f;
};
/**
* View-level options for DPCF and PCSS Shadowing.
* @see setSoftShadowOptions()
* @warning This API is still experimental and subject to change.
*/
struct SoftShadowOptions {
/**
* Globally scales the penumbra of all DPCF and PCSS shadows
* Acceptable values are greater than 0
*/
float penumbraScale = 1.0f;
/**
* Globally scales the computed penumbra ratio of all DPCF and PCSS shadows.
* This effectively controls the strength of contact hardening effect and is useful for
* artistic purposes. Higher values make the shadows become softer faster.
* Acceptable values are equal to or greater than 1.
*/
float penumbraRatioScale = 1.0f;
};
/**
* Options for stereoscopic (multi-eye) rendering.
*/
struct StereoscopicOptions {
bool enabled = false;
};
} // namespace filament
#endif //TNT_FILAMENT_OPTIONS_H