A lod bias can be applied to textures when dynamic resolution is
enabled. A proper lod bias is calculated and applied for quality levels
HIGH and ULTRA.
Lod Bias is implemented in glslang, which mean it's ignored when
glslang is not used, which currently happens with OpenGL backends with
optimization turned off (which includes filament LITE). This may be
fixed in the future.
We were decrementing activeJobCount after removing the job from the
queue, which could cause other threads in the pool to preempt us before
the decrement, causing them to spin forever trying to get a non-existant
job, until the decrement actually happened.
Now we always decrement first and fix-up the count if we couldn't get
a job from the queues. The race is inverted, and doesn't cause threads
to spin a long time.
In low-light conditions, peak luminance sensitivity of the eye shifts
toward the blue end of the visible spectrum. This effect called the
Purkinje effect occurs during the transition from photopic (cone-based)
vision to scotopic (rod-based) vision. Because the rods and cones use the
same neural pathways, a color shift is introduced as the rods take over to
improve low-light perception.
This function aims to (somewhat) replicate this color shift and peak
luminance sensitivity increase to more faithfully reproduce scenes in
low-light conditions as they would be perceived by a human observer
(as opposed to an artificial observer such as a camera sensor).
The night adaptation can be controlled using a 0..1 factor for artistic
reasons: `ColorGrading::Builder::nightAdaptation()`.
* Use wide gamut color grading and gamut mapping
This change introduces a new API on ColorGrading to enable or disable gamut mapping at will. This feature is currently off by default and while useful and recommended, it isn't cheap and we need to figure out what we want our defaults to be especially on mobile targets.
Gamut mapping can be combined with luminance scaling to properly control hue skews.
* Small cleanup
* More precise Rec.2020 conversion
- don't use a separate array for "reversedWindingOrder"
it's just one bit of data and we had 7 bits left in the Visibility structure.
- use Culler::result_type instead of hardcoded value everywhere
- other minor cleanups
This used to reside in View and it is now its own class. The reality is
that "per view" UBO is a bit of a misnomer -- currently we indeed have
one per View, but that's not required and in fact, in the future we might
want to have a separate one for shadow maps for instance.
A better name would be "per camera". Currently it is dynamically updated
when rendering the View and shadow maps. In the future this probably need
to be separated.
There was a confusion on utils::bitset<> API, it specifies the number
of words to use, not then number of bits in the set.
VariantList was sized to store 8192 bits instead of 128.
The new default values match almost exactly the filmic tone mapper which
is itself a close approximation of ACES. This result in a slightly more
contrasty and pleasing image out of the box.
Currently there are 8 light channels, both renderables and lights can
be associated to one or several light channel, lighting occurs when
at least one channel is active on both the light and the renderable.
Fixes#4275
We now have an option for evaluating the bent normals from SSAO.
This is used to improve specular AO.
Currently these bent normals are not used for diffuse lighting because
they're "flat" (face normals), which is too distracting.
The bent normal buffer is stored in the SSAO texture, in a separate
layer. This is the first post processing effect that uses 2D array
in order to limit our sampler usage.
This CL also changes how we handle SPECULAR_AO_BENT_NORMALS when
material bent normals are not available: we're now using the "Cones"
algorithm with the regular normal, instead of Lagarde's approximation.
This fixes two bugs that combined in a way that prevented a double-free
error.
The destructor of the impl class for AssetLoader was never called, which
was sort of good, because it should not destroy the material provider.
The asset loader was never meant to have ownership over the provider.
Previously, if you accidentally had two matdbg tabs open in Chrome, the
web app would hang. This fixes two bugs that prevented multiple
simultaneous clients:
1) The websocket handler broadcasted edit events to only the most
recent connection.
2) The number of server threads was only 2, but the actual web app
requires at least 2 threads for each instance, due to the
externally linked CSS file.
This can have a dramatic effect on SSAO and needs
to be adjusted based on the scene's scale/units.
The default value used to be about 6cm, and has
been changed to 5mm.
* WIP New tone mapper API
* Implement tone mapper constructors and destructors
* Add new genertic tone mapper
* Make the generic tone mapper available in our sample UIs
* Fix warnings and crashes
* Fix generic tone mapper and graph mappers in the UI
* Add Java APIs for ToneMapper
* Implement copy/move operators for GenericToneMapper
This lets you see highly readable GLSL when transpiling the generated
SPIRV back to GLSL, with the original variable names preserved.
For now this is only useful when using `matinfo`, but it will soon be
useful in `matdbg` too.
* Generalize luminance scaling in color grading
Previously the luminance scaling step was tied to a specific tone
mapping operator, called "EVILS" in the API. This was however
somewhat misleading as EVILS really is a color handling system
that's independent of what we call tone mapping.
This change splits the luminance scaling step from the tone mapping
step, allowing the use of luminance scaling (the LICH part of EVILS)
with any tone mapping operator.
As a result, the operator known as EVILS is currently mapped to the
linear operator and renamed to "RESERVED" until it is replaced by
a proper — configurable — operator.
* Update release notes
* Fix web build
Saturation and vibrance were using the wrong luminance weights,
and this change switches EVILS to HK weighted luminance weights
to give better results.
* Add new sample app: image_viewer
This app shows how to load and visualize images. It's also useful to work
on color grading and other post-processing effects by just loading an HDR
or EXR image as a reference.
This change also adds a new exposure setting to the color grading LUT.
* Fix comments and build
* Fix Metal
* Use high precision for the UV coordinates
* Fix refactoring issue
* Add support for KHR_materials_volume
* Add ubershader support for KHR_materials_volume
* Update readmes
* User highp on anything that affects UVs
* Add missing precision qualifiers
* Fix transmission
* gltfio: fix precision in KHR_texture_transform
Fixes#4253.
* Update to the new order of parameters
Co-authored-by: Romain Guy <romainguy@curious-creature.com>