Compare commits

...

8 Commits

Author SHA1 Message Date
Benjamin Doherty
b236bd4f50 Fix cancelled vertices on iOS OpenGL ES simulator 2022-11-15 20:24:21 -08:00
Benjamin Doherty
b7b7afb62a Bump version to 1.29.0 2022-11-09 16:43:08 -08:00
Benjamin Doherty
957380b258 Release Filament 1.28.3 (ignore prev commit) 2022-11-09 16:41:13 -08:00
Benjamin Doherty
fe3f16924d Release Filament 1.29.0 2022-11-09 16:37:39 -08:00
Ben Doherty
ffc3128377 Skip rendering renderables with missing geometry (#6281) 2022-11-09 16:35:02 -08:00
Mathias Agopian
c05e2ec47d improve variant filter
- variant filter didn't filter the VSM variant of depth variants

Fix #6274
2022-11-08 16:48:54 -08:00
Mathias Agopian
9768f49714 unify point and spotlight shadows
point light shadows are not sampled just like spotlight shadows, the
only difference is that we're calculating the face first to access the
corresponding shadowmap data (including the light transform).
2022-11-08 16:35:54 -08:00
Mathias Agopian
6c54cfe88a Shadowmaping code improvements
- the layer is now stored in the shadow ubo
- we now have one shadow ubo per face
- ShadowMap holds UBO index even for cascades
- move some shadow "view" uniforms into the shadow UBO
2022-11-08 15:25:33 -08:00
30 changed files with 193 additions and 230 deletions

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@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.28.2'
implementation 'com.google.android.filament:filament-android:1.29.0'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```
pod 'Filament', '~> 1.28.2'
pod 'Filament', '~> 1.29.0'
```
### Snapshots

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@@ -5,10 +5,13 @@ A new header is inserted each time a *tag* is created.
## main branch
## v1.29.0
- gltfio: calculate primitive's AABB correctly.
- gltfio: recompute bounding boxes with morph targets
- engine: add missing getters on `MaterialInstance`
- WebGL: add missing `ColorGrading` JS bindings
- engine: improvements/cleanup of Shadow mapping code [⚠️ **Recompile Materials**]
## v1.28.3

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@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.28.2
VERSION_NAME=1.29.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

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@@ -290,14 +290,10 @@ void PerViewUniforms::prepareShadowMapping(bool highPrecision) noexcept {
void PerViewUniforms::prepareShadowSampling(PerViewUib& uniforms,
ShadowMappingUniforms const& shadowMappingUniforms) noexcept {
uniforms.lightFromWorldMatrix = shadowMappingUniforms.lightFromWorldMatrix;
uniforms.cascadeSplits = shadowMappingUniforms.cascadeSplits;
uniforms.shadowBulbRadiusLs = shadowMappingUniforms.shadowBulbRadiusLs;
uniforms.shadowBias = shadowMappingUniforms.shadowBias;
uniforms.ssContactShadowDistance = shadowMappingUniforms.ssContactShadowDistance;
uniforms.directionalShadows = shadowMappingUniforms.directionalShadows;
uniforms.cascades = shadowMappingUniforms.cascades;
uniforms.cascades |= uint32_t(shadowMappingUniforms.elvsm) << 31u;
}
void PerViewUniforms::prepareShadowVSM(Handle<HwTexture> texture,

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@@ -750,6 +750,11 @@ void RenderPass::Executor::execute(backend::DriverApi& driver,
continue;
}
// primitiveHandle may be invalid if no geometry was set on the renderable.
if (UTILS_UNLIKELY(!first->primitive.primitiveHandle)) {
continue;
}
// per-renderable uniform
const PrimitiveInfo info = first->primitive;
pipeline.rasterState = info.rasterState;

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@@ -413,41 +413,10 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
return shaderParameters;
}
ShadowMap::ShaderParameters ShadowMap::updateSpot(FEngine& engine,
const FScene::LightSoa& lightData, size_t index,
filament::CameraInfo const& camera,
const ShadowMapInfo& shadowMapInfo,
FScene const& scene, SceneInfo sceneInfo) noexcept {
ShaderParameters shaderParameters;
auto& lcm = engine.getLightManager();
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
auto direction = lightData.elementAt<FScene::DIRECTION>(index);
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
auto outerConeAngle = lcm.getSpotLightOuterCone(li);
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
/*
* Compute the light model matrix.
*/
// Choose a reasonable value for the near plane.
const mat4f Mv = getDirectionalLightViewMatrix(direction, position);
// find decent near/far
ShadowMap::updateSceneInfoSpot(Mv, scene, sceneInfo);
// if the scene was empty, near > far
mHasVisibleShadows = -sceneInfo.lsNearFar[0] < -sceneInfo.lsNearFar[1];
// FIXME: we need a configuration for minimum near plane (for now hardcoded to 1cm)
float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar[0]);
float farPlane = std::min(radius, -sceneInfo.lsNearFar[1]);
float outerConeAngleDegrees = outerConeAngle * f::RAD_TO_DEG;
const mat4f Mp = mat4f::perspective(outerConeAngleDegrees * 2.0f, 1.0f, nearPlane, farPlane);
ShadowMap::ShaderParameters ShadowMap::updateSpotOrPoint(
mat4f const& Mv, float outerConeAngle, float nearPlane, float farPlane,
const ShadowMapInfo& shadowMapInfo, const FLightManager::ShadowParams& params) noexcept {
const mat4f Mp = mat4f::perspective(outerConeAngle * f::RAD_TO_DEG * 2.0f, 1.0f, nearPlane, farPlane);
const mat4f MpMv(math::highPrecisionMultiply(Mp, Mv));
// Final shadow transform
@@ -469,7 +438,9 @@ ShadowMap::ShaderParameters ShadowMap::updateSpot(FEngine& engine,
// = zInLightSpace * texelSizeAtOneMeter
// = zInLightSpace * (2*tan(halfConeAngle)/dimension)
// Note: this would not work with LISPSM, which warps the texture space.
shaderParameters.texelSizeAtOneMeterWs = (2.0f * std::tan(outerConeAngle) / float(shadowMapInfo.shadowDimension));
ShaderParameters shaderParameters;
shaderParameters.texelSizeAtOneMeterWs =
(2.0f * std::tan(outerConeAngle) / float(shadowMapInfo.shadowDimension));
shaderParameters.lightFromWorldZ = -transpose(Mv)[2]; // negate because camera looks in -Z
if (!shadowMapInfo.vsm) {
@@ -478,9 +449,9 @@ ShadowMap::ShaderParameters ShadowMap::updateSpot(FEngine& engine,
shaderParameters.lightSpace = computeVsmLightSpaceMatrix(St, Mv, nearPlane, farPlane);
}
const float3 direction = -transpose(Mv)[2].xyz;
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
const mat4f b = mat4f::translation(direction * constantBias);
const mat4f Sb = S * b;
// It's important to set the light camera's model matrix separately from its projection, so that
// the cameraPosition uniform gets set correctly.
@@ -493,19 +464,44 @@ ShadowMap::ShaderParameters ShadowMap::updateSpot(FEngine& engine,
mCamera->setModelMatrix(mat4{ FCamera::rigidTransformInverse(Mv * b) });
mCamera->setCustomProjection(mat4(Mp), nearPlane, farPlane);
// for the debug camera, we need to undo the world origin
mDebugCamera->setCustomProjection(mat4(Sb * camera.worldOrigin), nearPlane, radius);
return shaderParameters;
}
ShadowMap::ShaderParameters ShadowMap::updateSpot(FEngine& engine,
const FScene::LightSoa& lightData, size_t index,
filament::CameraInfo const& camera,
const ShadowMapInfo& shadowMapInfo,
FScene const& scene, SceneInfo sceneInfo) noexcept {
auto& lcm = engine.getLightManager();
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
auto direction = lightData.elementAt<FScene::DIRECTION>(index);
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
const mat4f Mv = getDirectionalLightViewMatrix(direction, position);
// find decent near/far
ShadowMap::updateSceneInfoSpot(Mv, scene, sceneInfo);
// if the scene was empty, near > far
mHasVisibleShadows = -sceneInfo.lsNearFar[0] < -sceneInfo.lsNearFar[1];
if (!mHasVisibleShadows) {
return {};
}
// FIXME: we need a configuration for minimum near plane (for now hardcoded to 1cm)
float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar[0]);
float farPlane = std::min(radius, -sceneInfo.lsNearFar[1]);
auto outerConeAngle = lcm.getSpotLightOuterCone(li);
return updateSpotOrPoint(Mv, outerConeAngle, nearPlane, farPlane, shadowMapInfo, params);
}
ShadowMap::ShaderParameters ShadowMap::updatePoint(FEngine& engine,
const FScene::LightSoa& lightData, size_t index,
filament::CameraInfo const& camera, const ShadowMapInfo& shadowMapInfo, FScene const& scene,
SceneInfo, uint8_t face) noexcept {
ShaderParameters shaderParameters;
// check if this shadow map has anything to render
mHasVisibleShadows = false;
FScene::RenderableSoa const& UTILS_RESTRICT soa = scene.getRenderableData();
@@ -518,53 +514,16 @@ ShadowMap::ShaderParameters ShadowMap::updatePoint(FEngine& engine,
}
}
if (!mHasVisibleShadows) {
return shaderParameters;
return {};
}
auto& lcm = engine.getLightManager();
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
/*
* Compute the light model matrix.
*/
const mat4f Mv = getPointLightViewMatrix(TextureCubemapFace(face), position);
const float3 direction = -transpose(Mv)[2].xyz;
// TODO: don't hardcode near plane
// Choose a reasonable value for the near plane.
float nearPlane = 0.01f;
float farPlane = radius;
const mat4f Mp = mat4f::perspective(90.0f, 1.0f, nearPlane, farPlane);
// For calculating the point light normal bias, we need the texel size in world space at the
// sample location. Using Thales's theorem, we find:
// texelSize(zInLightSpace) = zInLightSpace * texelSizeOnTheNearPlane / near
// = zInLightSpace * texelSizeAtOneMeter
// = zInLightSpace * (2*tan(halfConeAngle)/dimension)
// Note: this would not work with LISPSM, which warps the texture space.
shaderParameters.texelSizeAtOneMeterWs =
(2.0f * std::tan(f::PI_4) / float(shadowMapInfo.shadowDimension));
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
const mat4f b = mat4f::translation(direction * constantBias);
// It's important to set the light camera's model matrix separately from its projection, so that
// the cameraPosition uniform gets set correctly.
// mLightSpace is used in the shader to access the shadow map texture, and has the model matrix
// baked in.
// The model matrix below is in fact inverted to get the view matrix and passed to the
// shader as 'viewFromWorldMatrix', and is used in the VSM case to compute the depth metric.
// (see depth_main.fs). Note that in the case of VSM, 'b' below is identity.
mCamera->setModelMatrix(mat4{ FCamera::rigidTransformInverse(Mv * b) });
mCamera->setCustomProjection(mat4(Mp), nearPlane, farPlane);
return shaderParameters;
return updateSpotOrPoint(Mv, 45.0f * f::DEG_TO_RAD, 0.01f, radius, shadowMapInfo, params);
}
mat4f ShadowMap::applyLISPSM(mat4f& Wp,

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@@ -214,6 +214,11 @@ private:
// 8 corners, 12 segments w/ 2 intersection max -- all of this twice (8 + 12 * 2) * 2 (768 bytes)
using FrustumBoxIntersection = std::array<math::float3, 64>;
ShaderParameters updateSpotOrPoint(
math::mat4f const& Mv, float outerConeAngle, float nearPlane, float farPlane,
const ShadowMapInfo& shadowMapInfo,
const FLightManager::ShadowParams& params) noexcept;
static math::mat4f applyLISPSM(math::mat4f& Wp,
filament::CameraInfo const& camera, FLightManager::ShadowParams const& params,
const math::mat4f& LMpMv,

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@@ -97,8 +97,10 @@ void ShadowMapManager::setDirectionalShadowMap(size_t lightIndex,
LightManager::ShadowOptions const* options) noexcept {
assert_invariant(options->shadowCascades <= CONFIG_MAX_SHADOW_CASCADES);
for (size_t c = 0; c < options->shadowCascades; c++) {
auto* pShadowMap = getCascadeShadowMap(c);
pShadowMap->initialize(lightIndex, ShadowType::DIRECTIONAL, c, 0, options);
const size_t i = c;
assert_invariant(i < CONFIG_MAX_SHADOW_CASCADES);
auto* pShadowMap = getCascadeShadowMap(i);
pShadowMap->initialize(lightIndex, ShadowType::DIRECTIONAL, i, 0, options);
mCascadeShadowMaps.push_back(pShadowMap);
}
}
@@ -107,17 +109,19 @@ void ShadowMapManager::addShadowMap(size_t lightIndex, bool spotlight,
LightManager::ShadowOptions const* options) noexcept {
if (spotlight) {
const size_t c = mSpotShadowMaps.size();
assert_invariant(c < CONFIG_MAX_SHADOWMAPS);
auto* pShadowMap = getPointOrSpotShadowMap(c);
pShadowMap->initialize(lightIndex, ShadowType::SPOT, c, 0, options);
const size_t i = c + CONFIG_MAX_SHADOW_CASCADES;
assert_invariant(i < CONFIG_MAX_SHADOWMAPS);
auto* pShadowMap = getPointOrSpotShadowMap(i);
pShadowMap->initialize(lightIndex, ShadowType::SPOT, i, 0, options);
mSpotShadowMaps.push_back(pShadowMap);
} else {
// point-light, generate 6 independent shadowmaps
for (size_t face = 0; face < 6; face++) {
const size_t c = mSpotShadowMaps.size();
assert_invariant(c < CONFIG_MAX_SHADOWMAPS);
auto* pShadowMap = getPointOrSpotShadowMap(c);
pShadowMap->initialize(lightIndex, ShadowType::POINT, c, face, options);
const size_t i = c + CONFIG_MAX_SHADOW_CASCADES;
assert_invariant(i < CONFIG_MAX_SHADOWMAPS);
auto* pShadowMap = getPointOrSpotShadowMap(i);
pShadowMap->initialize(lightIndex, ShadowType::POINT, i, face, options);
mSpotShadowMaps.push_back(pShadowMap);
}
}
@@ -455,7 +459,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
// entire camera frustum, as if we only had a single cascade.
ShadowMap& shadowMap = *mCascadeShadowMaps[0];
auto shaderParameters = shadowMap.updateDirectional(mEngine,
shadowMap.updateDirectional(mEngine,
lightData, 0, cameraInfo, shadowMapInfo, *scene, sceneInfo);
hasVisibleShadows = shadowMap.hasVisibleShadows();
@@ -464,18 +468,6 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
Frustum const& frustum = shadowMap.getCamera().getCullingFrustum();
FView::cullRenderables(engine.getJobSystem(), renderableData, frustum,
VISIBLE_DIR_SHADOW_RENDERABLE_BIT);
// Set shadowBias, using the first directional cascade.
// when computing the required bias we need a half-texel size, so we multiply by 0.5 here.
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : 0.5f * lcm.getShadowNormalBias(0);
// Texel size is constant for directional light (although that's not true when LISPSM
// is used, but in that case we're pretending it is).
const float wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
mShadowMappingUniforms.shadowBias = normalBias * wsTexelSize;
mShadowMappingUniforms.shadowBulbRadiusLs =
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / wsTexelSize;
mShadowMappingUniforms.elvsm = options.vsm.elvsm;
}
}
@@ -528,6 +520,10 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
mShadowMappingUniforms.cascadeSplits = wsSplitPositionUniform;
// when computing the required bias we need a half-texel size, so we multiply by 0.5 here.
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : 0.5f * lcm.getShadowNormalBias(0);
for (size_t i = 0, c = mCascadeShadowMaps.size(); i < c; i++) {
assert_invariant(mCascadeShadowMaps[i]);
@@ -541,7 +537,22 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
lightData, 0, cameraInfo, shadowMapInfo, *scene, sceneInfo);
if (shadowMap.hasVisibleShadows()) {
mShadowMappingUniforms.lightFromWorldMatrix[i] = shaderParameters.lightSpace;
const size_t shadowIndex = shadowMap.getShadowIndex();
assert_invariant(shadowIndex == i);
// Texel size is constant for directional light (although that's not true when LISPSM
// is used, but in that case we're pretending it is).
const float wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
auto& s = mShadowUb.edit();
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSize;
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSize;
s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / wsTexelSize;
shadowTechnique |= ShadowTechnique::SHADOW_MAP;
cascadeHasVisibleShadows |= 0x1u << i;
}
@@ -669,6 +680,7 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap,
auto& s = mShadowUb.edit();
const double n = shadowMap.getCamera().getNear();
const double f = shadowMap.getCamera().getCullingFar();
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].direction = direction;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
@@ -678,7 +690,8 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap,
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options->shadowBulbRadius
/ wsTexelSizeAtOneMeter;
/ wsTexelSizeAtOneMeter;
}
}
@@ -740,7 +753,6 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
// and if we need to generate it, update all the UBO data
// Note: this below is done for all six faces even if it sets identical values each time
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
const float wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
@@ -750,16 +762,11 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
auto& s = mShadowUb.edit();
const double n = shadowMap.getCamera().getNear();
const double f = shadowMap.getCamera().getCullingFar();
s.shadows[shadowIndex].lightFromWorldMatrix = {}; // no texture matrix for point lights
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].direction = {}; // no direction of point lights
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].lightFromWorldZ = {
-((n + f) / (f - n)) * 0.5f + 0.5f,
(f * n) / (f - n),
-n / (f - n),
1.0f / (f - n),
};
s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
@@ -779,14 +786,12 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateSpotShadowMaps(FEngine
shadowTechnique |= ShadowTechnique::SHADOW_MAP;
for (auto const* pShadowMap : mSpotShadowMaps) {
const size_t lightIndex = pShadowMap->getLightIndex();
// FIXME: currently we have one slot per shadowmap in the UBO, but we now have up to
// 6 shadowmap per light. So for now, we only write the data of the face 0,
// and the shader will figure out where to find the other face (layer+face)
// gather the per-light (not per shadow map) information. For point lights we will
// "see" 6 shadowmaps (one per face), we must use the first face one, the shader
// knows how to find the entry for other faces (they're guaranteed to be sequential).
if (pShadowMap->getFace() == 0) {
shadowInfo[lightIndex].castsShadows = true; // FIXME: is that set correctly?
shadowInfo[lightIndex].index = pShadowMap->getShadowIndex();
shadowInfo[lightIndex].layer = pShadowMap->getLayer();
}
}
}

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@@ -45,14 +45,10 @@ class FrameGraph;
class RenderPass;
struct ShadowMappingUniforms {
std::array<math::mat4f, CONFIG_MAX_SHADOW_CASCADES> lightFromWorldMatrix;
math::float4 cascadeSplits;
float shadowBulbRadiusLs;
float shadowBias;
float ssContactShadowDistance;
uint32_t directionalShadows;
uint32_t cascades;
bool elvsm;
};
class ShadowMapManager {
@@ -105,7 +101,7 @@ public:
ShadowMap* getPointOrSpotShadowMap(size_t index) noexcept {
assert_invariant(index < CONFIG_MAX_SHADOWMAPS);
return std::launder(reinterpret_cast<ShadowMap*>(
&mShadowMapCache[CONFIG_MAX_SHADOW_CASCADES + index]));
&mShadowMapCache[index]));
}
ShadowMap const* getPointOrSpotShadowMap(size_t spot) const noexcept {
@@ -215,13 +211,13 @@ private:
utils::FixedCapacityVector<ShadowMap*> mSpotShadowMaps{
utils::FixedCapacityVector<ShadowMap*>::with_capacity(
CONFIG_MAX_SHADOWMAPS) };
CONFIG_MAX_SHADOWMAPS - CONFIG_MAX_SHADOW_CASCADES) };
// inline storage for all our ShadowMap objects, we can't easily use a std::array<> directly.
// because ShadowMap doesn't have a default ctor, and we avoid out-of-line allocations.
// Each ShadowMap is currently 40 bytes (total of 2.5KB for 64 shadow maps)
using ShadowMapStorage = std::aligned_storage<sizeof(ShadowMap), alignof(ShadowMap)>::type;
std::array<ShadowMapStorage, CONFIG_MAX_SHADOW_CASCADES + CONFIG_MAX_SHADOWMAPS> mShadowMapCache;
std::array<ShadowMapStorage, CONFIG_MAX_SHADOWMAPS> mShadowMapCache;
};
} // namespace filament

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@@ -442,9 +442,15 @@ Program FMaterial::getProgramBuilderWithVariants(
}
}
int platformId = 0;
#if defined(IOS)
platformId = 1;
#endif
program.specializationConstants({
{ 0, (int)mEngine.getSupportedFeatureLevel() },
{ 1, (int)CONFIG_MAX_INSTANCES }
{ 1, (int)CONFIG_MAX_INSTANCES },
{ 2, platformId }
});
return program;

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@@ -343,9 +343,10 @@ void FScene::prepareDynamicLights(const CameraInfo& camera, ArenaScope& rootAren
lp[gpuIndex].typeShadow = LightsUib::packTypeShadow(
lcm.isPointLight(li) ? 0u : 1u,
shadowInfo[i].contactShadows,
shadowInfo[i].index,
shadowInfo[i].layer);
lp[gpuIndex].channels = LightsUib::packChannels(lcm.getLightChannels(li), shadowInfo[i].castsShadows);
shadowInfo[i].index);
lp[gpuIndex].channels = LightsUib::packChannels(
lcm.getLightChannels(li),
shadowInfo[i].castsShadows);
}
driver.updateBufferObject(lightUbh, { lp, positionalLightCount * sizeof(LightsUib) }, 0);

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@@ -155,7 +155,6 @@ public:
bool castsShadows = false; // whether this light casts shadows
bool contactShadows = false; // whether this light casts contact shadows
uint8_t index = 0; // an index into the arrays in the Shadows uniform buffer
uint8_t layer = 0; // which layer of the shadow texture array to sample from
};
enum {
@@ -179,7 +178,8 @@ public:
LightSoa const& getLightData() const noexcept { return mLightData; }
LightSoa& getLightData() noexcept { return mLightData; }
void updateUBOs(utils::Range<uint32_t> visibleRenderables, backend::Handle<backend::HwBufferObject> renderableUbh) noexcept;
void updateUBOs(utils::Range<uint32_t> visibleRenderables,
backend::Handle<backend::HwBufferObject> renderableUbh) noexcept;
bool hasContactShadows() const noexcept;

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@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.28.2"
spec.version = "1.29.0"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.28.2/filament-v1.28.2-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.29.0/filament-v1.29.0-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {

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@@ -27,7 +27,7 @@
namespace filament {
// update this when a new version of filament wouldn't work with older materials
static constexpr size_t MATERIAL_VERSION = 28;
static constexpr size_t MATERIAL_VERSION = 29;
/**
* Supported shading models

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@@ -124,12 +124,10 @@ struct PerViewUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
// bit 0-3: cascade count
// bit 4: visualize cascades
// bit 8-11: cascade has visible shadows
// bit 31: elvsm
uint32_t cascades;
float shadowBulbRadiusLs; // light radius in light-space
float shadowBias; // normal bias
float reserved0;
float reserved1; // normal bias
float shadowPenumbraRatioScale; // For DPCF or PCSS, scale penumbra ratio for artistic use
std::array<math::mat4f, CONFIG_MAX_SHADOW_CASCADES> lightFromWorldMatrix;
// --------------------------------------------------------------------------------------------
// VSM shadows [variant: VSM]
@@ -164,7 +162,7 @@ struct PerViewUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
float ssrStride; // ssr texel stride, >= 1.0
// bring PerViewUib to 2 KiB
math::float4 reserved[47];
math::float4 reserved[63];
};
// 2 KiB == 128 float4s
@@ -229,11 +227,11 @@ struct LightsUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
math::float2 spotScaleOffset; // { scale, offset }
float reserved3; // 0
float intensity; // float
uint32_t typeShadow; // 0x00.ll.ii.ct (t: 0=point, 1=spot, c:contact, ii: index, ll: layer)
uint32_t typeShadow; // 0x00.00.ii.ct (t: 0=point, 1=spot, c:contact, ii: index)
uint32_t channels; // 0x000c00ll (ll: light channels, c: caster)
static uint32_t packTypeShadow(uint8_t type, bool contactShadow, uint8_t index, uint8_t layer) noexcept {
return (type & 0xF) | (contactShadow ? 0x10 : 0x00) | (index << 8) | (layer << 16);
static uint32_t packTypeShadow(uint8_t type, bool contactShadow, uint8_t index) noexcept {
return (type & 0xF) | (contactShadow ? 0x10 : 0x00) | (index << 8);
}
static uint32_t packChannels(uint8_t lightChannels, bool castShadows) noexcept {
return lightChannels | (castShadows ? 0x10000 : 0);
@@ -249,15 +247,20 @@ static_assert(sizeof(LightsUib) == 64,
struct ShadowUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
static constexpr std::string_view _name{ "ShadowUniforms" };
struct alignas(16) ShadowData {
math::mat4f lightFromWorldMatrix; // 64 - unused for point lights
math::float3 direction; // 12 - unused for point lights
float normalBias; // 4 - unused for point lights
math::float4 lightFromWorldZ; // 16 - point lights { depth reconstruction values }
math::mat4f lightFromWorldMatrix; // 64
math::float3 direction; // 12
float normalBias; // 4
math::float4 lightFromWorldZ; // 16
float texelSizeAtOneMeter; // 4
float bulbRadiusLs; // 4
float nearOverFarMinusNear; // 4
bool elvsm; // 4
uint32_t layer; // 4
uint32_t reserved0; // 4
uint32_t reserved1; // 4
uint32_t reserved2; // 4
};
ShadowData shadows[CONFIG_MAX_SHADOWMAPS];
};

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@@ -35,6 +35,11 @@ Variant Variant::filterUserVariant(
if (filterMask & (uint32_t)UserVariantFilterBit::FOG) {
variant.key &= ~(filterMask & FOG);
}
} else {
// depth variants can have their VSM bit filtered
if (filterMask & (uint32_t)UserVariantFilterBit::VSM) {
variant.key &= ~(filterMask & VSM);
}
}
if (!isSSRVariant(variant)) {
// SSR variant needs to be handled separately
@@ -53,8 +58,6 @@ Variant Variant::filterUserVariant(
return variant;
}
namespace details {
// compile time sanity-check tests

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@@ -105,10 +105,9 @@ BufferInterfaceBlock const& UibGenerator::getPerViewUib() noexcept {
{ "cascadeSplits", 0, Type::FLOAT4, Precision::HIGH },
{ "cascades", 0, Type::UINT },
{ "shadowBulbRadiusLs", 0, Type::FLOAT },
{ "shadowBias", 0, Type::FLOAT },
{ "reserved0", 0, Type::FLOAT },
{ "reserved1", 0, Type::FLOAT },
{ "shadowPenumbraRatioScale", 0, Type::FLOAT },
{ "lightFromWorldMatrix", 4, Type::MAT4, Precision::HIGH },
// ------------------------------------------------------------------------------------
// VSM shadows [variant: VSM]

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@@ -123,6 +123,7 @@ utils::io::sstream& CodeGenerator::generateProlog(utils::io::sstream& out, Shade
out << '\n';
generateSpecificationConstant(out, "BACKEND_FEATURE_LEVEL", 0, 1);
generateSpecificationConstant(out, "CONFIG_MAX_INSTANCES", 1, (int)CONFIG_MAX_INSTANCES);
generateSpecificationConstant(out, "TARGET_PLATFORM", 2, 0);
out << '\n';
out << SHADERS_COMMON_DEFINES_GLSL_DATA;

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@@ -287,6 +287,10 @@ std::string ShaderGenerator::createVertexProgram(ShaderModel shaderModel,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE, UibGenerator::getPerRenderableUib());
if (litVariants && filament::Variant::isShadowReceiverVariant(variant)) {
cg.generateUniforms(vs, ShaderStage::FRAGMENT,
UniformBindingPoints::SHADOW, UibGenerator::getShadowUib());
}
if (variant.hasSkinningOrMorphing()) {
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE_BONES,

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@@ -22,3 +22,11 @@
#define float3x3 mat3
#define float4x4 mat4
#define TARGET_PLATFORM_UNKNOWN 0
#define TARGET_PLATFORM_IOS 1
#if defined(TARGET_GLES_ENVIRONMENT)
const bool openGlesIos = TARGET_PLATFORM == TARGET_PLATFORM_IOS;
#else
const bool openGlesIos = false;
#endif

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@@ -9,7 +9,6 @@ struct Light {
bool contactShadows;
uint type;
uint shadowIndex;
uint shadowLayer;
uint channels;
};

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@@ -9,6 +9,10 @@ struct ShadowData {
float bulbRadiusLs;
float nearOverFarMinusNear;
bool elvsm;
uint layer;
uint reserved0;
uint reserved1;
uint reserved2;
};
struct BoneData {

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@@ -128,14 +128,15 @@ highp vec4 getCascadeLightSpacePosition(uint cascade) {
// For the first cascade, return the interpolated light space position.
// This branch will be coherent (mostly) for neighboring fragments, and it's worth avoiding
// the matrix multiply inside computeLightSpacePosition.
if (cascade == 0u) {
if (cascade == 0u && !openGlesIos) {
// Note: this branch may cause issues with derivatives
return vertex_lightSpacePosition;
}
return computeLightSpacePosition(getWorldPosition(), getWorldNormalVector(),
frameUniforms.lightDirection, frameUniforms.shadowBias,
frameUniforms.lightFromWorldMatrix[cascade]);
frameUniforms.lightDirection,
shadowUniforms.shadows[cascade].normalBias,
shadowUniforms.shadows[cascade].lightFromWorldMatrix);
}
#endif

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@@ -13,10 +13,6 @@ int getInstanceIndex() {
// Uniforms access
//------------------------------------------------------------------------------
mat4 getLightFromWorldMatrix() {
return frameUniforms.lightFromWorldMatrix[0];
}
PerRenderableData getObjectUniforms() {
#if defined(MATERIAL_HAS_INSTANCES)
// the material manages instancing, all instances share the same uniform block.

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@@ -56,9 +56,8 @@ void evaluateDirectionalLight(const MaterialInputs material,
bool cascadeHasVisibleShadows = bool(frameUniforms.cascades & ((1u << cascade) << 8u));
bool hasDirectionalShadows = bool(frameUniforms.directionalShadows & 1u);
if (hasDirectionalShadows && cascadeHasVisibleShadows) {
uint layer = cascade;
highp vec4 shadowPosition = getShadowPosition(true, 0u, cascade, 0.0f);
visibility = shadow(true, light_shadowMap, layer, 0u, shadowPosition, 0.0f);
visibility = shadow(true, light_shadowMap, cascade, shadowPosition, 0.0f);
}
if ((frameUniforms.directionalShadows & 0x2u) != 0u && visibility > 0.0) {
if ((getObjectUniforms().flagsChannels & FILAMENT_OBJECT_CONTACT_SHADOWS_BIT) != 0u) {

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@@ -158,7 +158,6 @@ Light getLight(const uint lightIndex) {
light.type = (typeShadow & 0x1u);
#if defined(VARIANT_HAS_SHADOWING)
light.shadowIndex = (typeShadow >> 8u) & 0xFFu;
light.shadowLayer = (typeShadow >> 16u) & 0xFFu;
light.castsShadows = bool(channels & 0x10000u);
if (light.type == LIGHT_TYPE_SPOT) {
light.zLight = dot(shadowUniforms.shadows[light.shadowIndex].lightFromWorldZ, vec4(worldPosition, 1.0));
@@ -211,19 +210,17 @@ void evaluatePunctualLights(const MaterialInputs material,
#if defined(VARIANT_HAS_SHADOWING)
if (light.NoL > 0.0) {
if (light.castsShadows) {
uint layer = light.shadowLayer;
highp vec4 shadowPosition;
uint shadowIndex = light.shadowIndex;
if (light.type == LIGHT_TYPE_POINT) {
// point-light shadows are sampled from a direction
highp vec3 r = getWorldPosition() - light.worldPosition;
highp vec4 nf = shadowUniforms.shadows[light.shadowIndex].lightFromWorldZ;
// getShadowPosition returns zLight which is needed for PCSS/DPCF
shadowPosition = getShadowPosition(r, nf, layer, light.zLight);
} else {
// getShadowPosition needs zLight for applying the normal bias
shadowPosition = getShadowPosition(false, light.shadowIndex, 0u, light.zLight);
uint face = getPointLightFace(r);
shadowIndex += face;
light.zLight = dot(shadowUniforms.shadows[shadowIndex].lightFromWorldZ,
vec4(getWorldPosition(), 1.0));
}
visibility = shadow(false, light_shadowMap, layer, light.shadowIndex,
highp vec4 shadowPosition = getShadowPosition(false, shadowIndex, 0u, light.zLight);
visibility = shadow(false, light_shadowMap, shadowIndex,
shadowPosition, light.zLight);
}
if (light.contactShadows && visibility > 0.0) {

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@@ -141,9 +141,16 @@ void main() {
#endif
#if defined(VARIANT_HAS_SHADOWING) && defined(VARIANT_HAS_DIRECTIONAL_LIGHTING)
vertex_lightSpacePosition = computeLightSpacePosition(
vertex_worldPosition.xyz, vertex_worldNormal,
frameUniforms.lightDirection, frameUniforms.shadowBias, getLightFromWorldMatrix());
if (openGlesIos) {
// Hack for OpenGL ES on iOS.
vertex_lightSpacePosition = vec4(1.0);
} else {
vertex_lightSpacePosition = computeLightSpacePosition(
vertex_worldPosition.xyz, vertex_worldNormal,
frameUniforms.lightDirection,
shadowUniforms.shadows[0].normalBias,
shadowUniforms.shadows[0].lightFromWorldMatrix);
}
#endif
#endif // !defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER)

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@@ -50,9 +50,8 @@ vec4 evaluateMaterial(const MaterialInputs material) {
bool cascadeHasVisibleShadows = bool(frameUniforms.cascades & ((1u << cascade) << 8u));
bool hasDirectionalShadows = bool(frameUniforms.directionalShadows & 1u);
if (hasDirectionalShadows && cascadeHasVisibleShadows) {
uint layer = cascade;
highp vec4 shadowPosition = getShadowPosition(true, 0u, cascade, 0.0f);
visibility = shadow(true, light_shadowMap, layer, 0u, shadowPosition, 0.0f);
visibility = shadow(true, light_shadowMap, cascade, shadowPosition, 0.0f);
}
if ((frameUniforms.directionalShadows & 0x2u) != 0u && visibility > 0.0) {
if ((getObjectUniforms().flagsChannels & FILAMENT_OBJECT_CONTACT_SHADOWS_BIT) != 0u) {

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@@ -161,7 +161,7 @@ float getPenumbraLs(const bool DIRECTIONAL, const uint index, const highp float
float penumbra;
// This conditional is resolved at compile time
if (DIRECTIONAL) {
penumbra = frameUniforms.shadowBulbRadiusLs;
penumbra = shadowUniforms.shadows[index].bulbRadiusLs;
} else {
// the penumbra radius depends on the light-space z for spotlights
penumbra = shadowUniforms.shadows[index].bulbRadiusLs / zLight;
@@ -494,55 +494,27 @@ highp vec4 getShadowPosition(const bool DIRECTIONAL,
return p;
}
// get {texture coordinate, layer} for point shadow maps
highp vec4 getShadowPosition(const highp vec3 r, const highp vec4 nf,
inout uint layer, out highp float d) {
uint getPointLightFace(const highp vec3 r) {
highp vec4 tc;
highp float rx = abs(r.x);
highp float ry = abs(r.y);
highp float rz = abs(r.z);
d = max(rx, max(ry, rz));
highp float ma = 1.0 / d;
highp float d = max(rx, max(ry, rz));
if (d == rx) {
tc.x = r.x >= 0.0 ? r.z : -r.z;
tc.y = r.y;
layer += (r.x >= 0.0 ? 0u : 1u);
return (r.x >= 0.0 ? 0u : 1u);
} else if (d == ry) {
tc.x = r.y >= 0.0 ? r.x : -r.x;
tc.y = r.z;
layer += (r.y >= 0.0 ? 2u : 3u);
return (r.y >= 0.0 ? 2u : 3u);
} else {
tc.x = r.z >= 0.0 ? -r.x : r.x;
tc.y = r.y;
layer += (r.z >= 0.0 ? 4u : 5u);
return (r.z >= 0.0 ? 4u : 5u);
}
// ma is guaranteed to be >= sc and tc
tc.xy = (tc.xy * ma + vec2(1.0)) * 0.5;
// z coordinate of the normalized fragment position in light-space
// i.e.: remap [near, far] to [0,1] : d = (d - n) / (f - n)
d = nf[2] + nf[3] * d;
if (frameUniforms.shadowSamplingType == SHADOW_SAMPLING_RUNTIME_EVSM) {
// for VSM, the depth metric is linear normalized in light-space
tc.z = d;
} else {
// for other types of shadows it's clip-space depth. Below is an optimized version of
// (lightProjection * position).z
tc.z = nf[0] + nf[1] * ma;
}
// FIXME: the normal bias is not applied
tc.w = 1.0;
return tc;
}
// PCF sampling
float shadow(const bool DIRECTIONAL,
const mediump sampler2DArrayShadow shadowMap,
const uint layer, const uint index, highp vec4 shadowPosition, highp float zLight) {
const uint index, highp vec4 shadowPosition, highp float zLight) {
uint layer = shadowUniforms.shadows[index].layer;
#if SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_HARD
return ShadowSample_PCF_Hard(shadowMap, layer, shadowPosition);
#elif SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_LOW
@@ -553,16 +525,11 @@ float shadow(const bool DIRECTIONAL,
// Shadow requiring a sampler2D sampler (VSM, DPCF and PCSS)
float shadow(const bool DIRECTIONAL,
const mediump sampler2DArray shadowMap,
const uint layer, const uint index, highp vec4 shadowPosition, highp float zLight) {
const uint index, highp vec4 shadowPosition, highp float zLight) {
uint layer = shadowUniforms.shadows[index].layer;
// This conditional is resolved at compile time
if (frameUniforms.shadowSamplingType == SHADOW_SAMPLING_RUNTIME_EVSM) {
bool elvsm = false;
if (DIRECTIONAL) {
elvsm = bool((frameUniforms.cascades >> 31u) & 1u);
} else {
elvsm = shadowUniforms.shadows[index].elvsm;
}
bool elvsm = shadowUniforms.shadows[index].elvsm;
return ShadowSample_VSM(elvsm, shadowMap, layer, shadowPosition);
}

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@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.28.2",
"version": "1.29.0",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",