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docs-updat
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ma/1.70.0
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c14b428acc |
@@ -31,7 +31,7 @@ repositories {
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}
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dependencies {
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implementation 'com.google.android.filament:filament-android:1.69.5'
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implementation 'com.google.android.filament:filament-android:1.70.0'
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}
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```
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@@ -50,7 +50,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
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iOS projects can use CocoaPods to install the latest release:
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```shell
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pod 'Filament', '~> 1.69.5'
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pod 'Filament', '~> 1.70.0'
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```
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## Documentation
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@@ -1,5 +1,5 @@
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GROUP=com.google.android.filament
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VERSION_NAME=1.69.5
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VERSION_NAME=1.70.0
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POM_DESCRIPTION=Real-time physically based rendering engine for Android.
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@@ -1120,16 +1120,16 @@ bool ShadowMap::intersectSegmentWithPlanarQuad(float3& UTILS_RESTRICT p,
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return hit;
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}
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float2 ShadowMap::texelSizeWorldSpace(const mat3f& clipFromWorld, uint16_t shadowDimension) noexcept {
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float ShadowMap::texelSizeWorldSpace(const mat3f& clipFromWorld, uint16_t shadowDimension) noexcept {
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// The Jacobian of the transformation from texture-to-world is the matrix itself for
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// orthographic projections. We just need to inverse shadowMapFromWorld,
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// which is guaranteed to be orthographic.
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// The two first columns give us how a texel maps in world-space.
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float const oneTexel = 2.0f / float(shadowDimension);
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mat3f const worldFromClip(inverse(clipFromWorld));
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float3 const Jx = worldFromClip[0];
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float3 const Jy = worldFromClip[1];
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float2 const s = float2{ length(Jx), length(Jy) } * oneTexel;
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const mat3f worldFromClip(inverse(clipFromWorld));
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const float3 Jx = worldFromClip[0];
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const float3 Jy = worldFromClip[1];
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const float s = std::max(length(Jx), length(Jy)) * oneTexel;
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return s;
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}
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@@ -1174,13 +1174,13 @@ static mat3f jacobian(mat4f const& M, float3 const& p) noexcept {
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return (M_sub - t_cross_w / T.w) / T.w;
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}
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float2 ShadowMap::texelSizeWorldSpace(mat4f const& S, uint16_t const shadowDimension) noexcept {
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float ShadowMap::texelSizeWorldSpace(mat4f const& S, uint16_t const shadowDimension) noexcept {
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// The Jacobian is not constant, so we evaluate it in the center of the shadow-map texture.
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// It might be better to do this computation in the vertex shader.
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float3 const p = { 0.0f, 0.0f, 0.0f }; // clip-space
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float const oneTexel = 2.0f / float(shadowDimension);
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mat3f const J = jacobian(inverse(S), p);
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float2 const s = float2{ length(J[0]), length(J[1]) } * oneTexel;
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const float s = std::max(length(J[0]), length(J[1])) * oneTexel;
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return s;
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}
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@@ -135,7 +135,7 @@ public:
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math::mat4f lightSpace{};
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math::float4 lightFromWorldZ{};
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math::float4 scissorNormalized{};
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math::float2 texelSizeAtOneMeterWs{};
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float texelSizeAtOneMeterWs{};
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};
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// Call once per frame if the light, scene (or visible layers) or camera changes.
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@@ -321,8 +321,8 @@ private:
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math::float4 getClampToEdgeCoords(ShadowMapInfo const& shadowMapInfo) const noexcept;
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static math::float2 texelSizeWorldSpace(const math::mat3f& clipFromWorld, uint16_t shadowDimension) noexcept;
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static math::float2 texelSizeWorldSpace(const math::mat4f& clipFromWorld, uint16_t shadowDimension) noexcept;
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static float texelSizeWorldSpace(const math::mat3f& clipFromWorld, uint16_t shadowDimension) noexcept;
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static float texelSizeWorldSpace(const math::mat4f& clipFromWorld, uint16_t shadowDimension) noexcept;
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static constexpr Segment sBoxSegments[12] = {
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{ 0, 1 }, { 1, 3 }, { 3, 2 }, { 2, 0 },
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@@ -739,17 +739,18 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
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// Texel size is constant for directional light (although that's not true when LISPSM
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// is used, but in that case we're pretending it is).
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float2 const wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
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const float wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
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auto& s = mShadowUb.edit();
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s.shadows[shadowIndex].layer = shadowMap.getLayer();
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s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
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s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
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s.shadows[shadowIndex].normalBias = wsTexelSize * normalBias;
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s.shadows[shadowIndex].normalBias = normalBias * wsTexelSize;
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s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSize;
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s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
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s.shadows[shadowIndex].vsmExponent = getWrapExponentEVSM(vsmShadowOptions, options);
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s.shadows[shadowIndex].bulbRadiusLs =
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mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / length(wsTexelSize);
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mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / wsTexelSize;
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shadowTechnique |= ShadowTechnique::SHADOW_MAP;
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cascadeHasVisibleShadows |= 0x1u << i;
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@@ -829,7 +830,7 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
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// and if we need to generate it, update all the UBO data
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if (shadowMap.hasVisibleShadows()) {
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const size_t shadowIndex = shadowMap.getShadowIndex();
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const float2 wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
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const float wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
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// note: normalBias is set to zero for VSM
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const float normalBias = shadowMapInfo.vsm ? 0.0f : options.normalBias;
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@@ -841,12 +842,13 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
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s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
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s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
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s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
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s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSizeAtOneMeter;
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s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
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s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
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s.shadows[shadowIndex].vsmExponent = getWrapExponentEVSM(vsmShadowOptions, options);
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s.shadows[shadowIndex].bulbRadiusLs =
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mSoftShadowOptions.penumbraScale * options.shadowBulbRadius
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/ length(wsTexelSizeAtOneMeter);
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/ wsTexelSizeAtOneMeter;
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}
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}
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@@ -923,7 +925,7 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
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// and if we need to generate it, update all the UBO data
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if (shadowMap.hasVisibleShadows()) {
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const size_t shadowIndex = shadowMap.getShadowIndex();
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const float2 wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
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const float wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
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// note: normalBias is set to zero for VSM
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const float normalBias = shadowMapInfo.vsm ? 0.0f : options.normalBias;
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@@ -935,12 +937,13 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
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s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
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s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
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s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
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s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSizeAtOneMeter;
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s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
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s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
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s.shadows[shadowIndex].vsmExponent = getWrapExponentEVSM(vsmShadowOptions, options);
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s.shadows[shadowIndex].bulbRadiusLs =
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mSoftShadowOptions.penumbraScale * options.shadowBulbRadius
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/ length(wsTexelSizeAtOneMeter);
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/ wsTexelSizeAtOneMeter;
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}
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}
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@@ -1,12 +1,12 @@
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Pod::Spec.new do |spec|
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spec.name = "Filament"
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spec.version = "1.69.5"
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spec.version = "1.70.0"
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spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
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spec.homepage = "https://google.github.io/filament"
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spec.authors = "Google LLC."
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spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
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spec.platform = :ios, "11.0"
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.5/filament-v1.69.5-ios.tgz" }
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.70.0/filament-v1.70.0-ios.tgz" }
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spec.libraries = 'c++'
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@@ -299,11 +299,12 @@ struct ShadowUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
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math::mat4f lightFromWorldMatrix; // 64
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math::float4 lightFromWorldZ; // 16
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math::float4 scissorNormalized; // 16
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float texelSizeAtOneMeter; // 4
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float bulbRadiusLs; // 4
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float nearOverFarMinusNear; // 4
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math::float2 normalBias; // 4
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bool elvsm; // 4 // could be 1 bit
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uint32_t layer; // 4 // could be 8 bits
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float normalBias; // 4
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bool elvsm; // 4
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uint32_t layer; // 4
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float vsmExponent; // 4 // could be fp16
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uint32_t reserved2; // 4
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};
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@@ -111,7 +111,7 @@ highp vec4 getSpotLightSpacePosition(int index, highp vec3 dir, highp float zLig
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highp mat4 lightFromWorldMatrix = shadowUniforms.shadows[index].lightFromWorldMatrix;
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// for spotlights, the bias depends on z
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highp vec2 bias = shadowUniforms.shadows[index].normalBias * zLight;
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float bias = shadowUniforms.shadows[index].normalBias * zLight;
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return computeLightSpacePosition(getWorldPosition(), getWorldGeometricNormalVector(),
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dir, bias, lightFromWorldMatrix);
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@@ -12,51 +12,12 @@
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*/
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highp vec4 computeLightSpacePosition(highp vec3 p, const highp vec3 n,
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const highp vec3 dir, const highp vec2 b, highp_mat4 lightFromWorldMatrix) {
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const highp vec3 dir, const float b, highp_mat4 lightFromWorldMatrix) {
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#if !defined(VARIANT_HAS_VSM)
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// --------------------------------------------------------------------------------------
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// Anisotropic Normal Bias for Shadow Mapping
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// --------------------------------------------------------------------------------------
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// To prevent shadow acne, we must push the geometry along its normal to clear the
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// quantization steps of the shadow map's discrete depth grid. The exact physical depth
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// error we must clear is proportional to the shadow texel's world-space dimensions.
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//
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// This implementation computes the exact geometric projection of the rectangular
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// shadow map texel onto the surface normal.
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//
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// 1. Coordinate Space Transition:
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// We project the world-space normal onto the light's X and Y basis vectors (L_right,
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// L_up). This gives us the lateral components of the normal in Light Space (n_Lx, n_Ly).
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//
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// 2. The Implicit sin(theta) Slope Scale:
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// Because the normal is a unit vector, the magnitude of its lateral components in
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// light space inherently equals sin(theta), where theta is the angle of incidence.
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// This perfectly and automatically scales the bias from 0.0 (top-down, flat surface)
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// to maximum (grazing angle).
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//
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// 3. Exact Anisotropic Footprint (The L1 Norm):
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// Shadow texels are rarely perfectly square due to Cascaded Shadow Maps (CSM) or
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// Light Space Perspective Shadow Maps (LiSPSM). Jx and Jy are the physical world-space
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// dimensions of the texel.
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// By evaluating `abs(n_Lx * Jx) + abs(n_Ly * Jy)`, we compute the exact scalar
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// projection of the rectangular texel footprint.
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// - It is superior to `max(Jx, Jy)` which assumes a massive square and causes Peter Panning.
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// - It is superior to `length()` which assumes an ellipse and under-biases the corners.
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// --------------------------------------------------------------------------------------
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// Extract the first row (Light's Right vector in World Space)
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highp vec3 L_right = vec3(lightFromWorldMatrix[0][0], lightFromWorldMatrix[1][0], lightFromWorldMatrix[2][0]);
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// Extract the second row (Light's Up vector in World Space)
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highp vec3 L_up = vec3(lightFromWorldMatrix[0][1], lightFromWorldMatrix[1][1], lightFromWorldMatrix[2][1]);
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// Project the world normal onto the shadow map's 2D grid
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highp float n_Lx = dot(n, L_right);
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highp float n_Ly = dot(n, L_up);
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// Apply the anisotropic normal bias
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p += n * (abs(n_Lx * b.x) + abs(n_Ly * b.y));
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highp float cosTheta = saturate(dot(n, dir));
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highp float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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p += n * (sinTheta * b);
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#endif
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return mulMat4x4Float3(lightFromWorldMatrix, p);
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@@ -5,9 +5,10 @@ struct ShadowData {
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highp mat4 lightFromWorldMatrix;
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highp vec4 lightFromWorldZ;
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highp vec4 scissorNormalized;
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mediump float texelSizeAtOneMeter;
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mediump float bulbRadiusLs;
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mediump float nearOverFarMinusNear;
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highp vec2 normalBias;
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mediump float normalBias;
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bool elvsm;
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mediump uint layer;
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mediump float vsmExponent;
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@@ -1,6 +1,6 @@
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{
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"name": "filament",
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"version": "1.69.5",
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"version": "1.70.0",
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"description": "Real-time physically based rendering engine",
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"main": "filament.js",
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"module": "filament.js",
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Reference in New Issue
Block a user