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Author SHA1 Message Date
Powei Feng
5b9308817c vk: fix SSR crash on Windows AMD
Crash is due to the color output being used as the SSR history.
Here we blit the color output to another texture and use the copy
as the history.

Fixes #9680
2026-02-26 21:38:58 -08:00
Powei Feng
e4ae96a2a1 renderdiff: disable transmission + webgpu due to flake
RDIFF_ACCEPT_NEW_GOLDENS
2026-02-26 11:52:35 -08:00
Siyu
56ac08e353 Provide thread name when attaching to JVM on Android (#9755)
* Provide thread name when attaching to JVM on Android

When calling AttachCurrentThread on Android, pass a JavaVMAttachArgs structure. This allows providing the thread name, which is retrieved using pthread_getname_np, to the JVM.

* Fix Android build error: pthread_getname_np requires API 26+

---------

Co-authored-by: Mathias Agopian <mathias@google.com>
2026-02-26 10:44:24 -08:00
Siyu
52b0b553b4 Marshall the name size when setting thread name with pthread_setname_np (#9753)
* Marshall the name size when setting thread name with pthread_setname_np.

[pthread_setname_np](https://source.corp.google.com/piper///depot/google3/third_party/android/ndk/stable/toolchains/llvm/prebuilt/linux-x86_64/sysroot/usr/include/pthread.h;l=330-341) requires the caller to keep the name within 16 bytes.

After this change, Filament threads like `OpenGLTimerQuer`, `CompilerThreadP`, `CompilerThreadP`, `Filament Choreo`, `FrameInfoGpuCom` would be displayed correctly in the trace.

* Use constexpr MAX_PTHREAD_NAME_LEN

---------

Co-authored-by: Powei Feng <powei@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
2026-02-26 10:43:53 -08:00
Filament Bot
00f3c7175c [automated] Updating /docs due to commit e4fa86f
Full commit hash is e4fa86fb01

DOCS_ALLOW_DIRECT_EDITS
2026-02-26 18:05:45 +00:00
Powei Feng
e4fa86fb01 renderdiff: bump golden again
Transimssion.webgpu.TransmissionRoughnessTest seems to have small,
non-flaky differences.

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-26 09:48:30 -08:00
Mathias Agopian
7da2a08df6 replace Variant::VSM with MNT and S2D (#9750)
The VSM variant bit was overloaded, it meant two different things
depending on the DEP bit (depth).

For standard variants (DEP = 0), it decides the type of the shadow
sampler used (PCF or 2D).

For depth variants (DEP = 1), it decides what is written during the
shadow pass (nothing, i.e. depth only, or EVSM depth moments).

We now clearly separate the two bits throughout the code.

This change should be purely source-cosmetic, there shouldn't be any
behavior changes.

Co-authored-by: Powei Feng <powei@google.com>
2026-02-25 16:16:07 -08:00
27 changed files with 383 additions and 306 deletions

View File

@@ -225,7 +225,7 @@ into <strong>branch</strong> of <code>filament-assets</code>. This branch is pai
<code>filament</code> repo.</p>
<p>As an example, imagine I am working on a PR, and I've uploaded my change, which is in a
branch called <code>my-pr-branch</code>, to <code>filament</code>. This PR requires updating the golden. We would do
it in the following fashion</p>
it in the following fashion on a macOS machine:</p>
<h3 id="using-a-script-to-update-the-golden-repo"><a class="header" href="#using-a-script-to-update-the-golden-repo">Using a script to update the golden repo</a></h3>
<ul>
<li>Make sure you've completed the steps in 'Setting up python'</li>

View File

@@ -504,9 +504,9 @@ D_{GGX}(h,\alpha) = \frac{\aa}{\pi ( (\NoH)^2 (\aa - 1) + 1)^2}
\end{equation}$$
</p><p>
The GLSL implementation of the NDF, shown in <a href="#listing_speculard">listing&nbsp;1</a>, is simple and efficient.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_GGX</span><span class="hljs-params">(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-type">float</span> a = NoH * roughness;</span>
<span class="line"> <span class="hljs-type">float</span> k = roughness / (<span class="hljs-number">1.0</span> - NoH * NoH + a * a);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">D_GGX</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> NoH, <span class="hljs-built_in">float</span> roughness</span>)</span> {</span>
<span class="line"> <span class="hljs-built_in">float</span> a = NoH * roughness;</span>
<span class="line"> <span class="hljs-built_in">float</span> k = roughness / (<span class="hljs-number">1.0</span> - NoH * NoH + a * a);</span>
<span class="line"> <span class="hljs-keyword">return</span> k * k * (<span class="hljs-number">1.0</span> / PI);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_speculard">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;1:</b> Implementation of the specular D term in GLSL</div></center>
<p>
@@ -590,10 +590,10 @@ V(v,l,\alpha) = \frac{0.5}{\NoL \sqrt{(\NoV)^2 (1 - \aa) + \aa} + \NoV \sqrt{(\N
\end{equation}$$
</p><p>
The GLSL implementation of the visibility term, shown in <a href="#listing_specularv">listing&nbsp;3</a>, is a bit more expensive than we would like since it requires two <code>sqrt</code> operations.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">V_SmithGGXCorrelated</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-type">float</span> a2 = roughness * roughness;</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>(NoV * NoV * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>(NoL * NoL * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">V_SmithGGXCorrelated</span><span class="hljs-params">(<span class="hljs-keyword">float</span> NoV, <span class="hljs-keyword">float</span> NoL, <span class="hljs-keyword">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">float</span> a2 = roughness * roughness;</span>
<span class="line"> <span class="hljs-keyword">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>(NoV * NoV * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
<span class="line"> <span class="hljs-keyword">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>(NoL * NoL * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.5</span> / (GGXV + GGXL);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_specularv">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;3:</b> Implementation of the specular V term in GLSL</div></center>
<p>
@@ -604,10 +604,10 @@ V(v,l,\alpha) = \frac{0.5}{\NoL (\NoV (1 - \alpha) + \alpha) + \NoV (\NoL (1 - \
\end{equation}$$
</p><p>
This approximation is mathematically wrong but saves two square root operations and is good enough for real-time mobile applications, as shown in <a href="#listing_approximatedspecularv">listing&nbsp;4</a>.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">V_SmithGGXCorrelatedFast</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-type">float</span> a = roughness;</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * (NoV * (<span class="hljs-number">1.0</span> - a) + a);</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * (NoL * (<span class="hljs-number">1.0</span> - a) + a);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">V_SmithGGXCorrelatedFast</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> NoV, <span class="hljs-built_in">float</span> NoL, <span class="hljs-built_in">float</span> roughness</span>)</span> {</span>
<span class="line"> <span class="hljs-built_in">float</span> a = roughness;</span>
<span class="line"> <span class="hljs-built_in">float</span> GGXV = NoL * (NoV * (<span class="hljs-number">1.0</span> - a) + a);</span>
<span class="line"> <span class="hljs-built_in">float</span> GGXL = NoV * (NoL * (<span class="hljs-number">1.0</span> - a) + a);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.5</span> / (GGXV + GGXL);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_approximatedspecularv">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;4:</b> Implementation of the approximated specular V term in GLSL</div></center>
<p>
@@ -659,7 +659,7 @@ $$\begin{equation}
\end{equation}$$
</p><p>
In practice, the diffuse reflectance \(\sigma\) is multiplied later, as shown in <a href="#listing_diffusebrdf">listing&nbsp;8</a>.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">Fd_Lambert</span>()</span> {</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">Fd_Lambert</span>(<span class="hljs-params"></span>)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / PI;</span>
<span class="line">}</span>
<span class="line"></span>
@@ -680,14 +680,14 @@ Where:
$$\begin{equation}
\fGrazing=0.5 + 2 \cdot \alpha cos^2(\theta_d)
\end{equation}$$
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">F_Schlick</span><span class="hljs-params">(<span class="hljs-type">float</span> u, <span class="hljs-type">float</span> f0, <span class="hljs-type">float</span> f90)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (f90 - f0) * pow(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">F_Schlick</span><span class="hljs-params">(<span class="hljs-keyword">float</span> u, <span class="hljs-keyword">float</span> f0, <span class="hljs-keyword">float</span> f90)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (f90 - f0) * <span class="hljs-built_in">pow</span>(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">Fd_Burley</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> LoH, <span class="hljs-type">float</span> roughness)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">f90</span> <span class="hljs-operator">=</span> <span class="hljs-number">0.5</span> + <span class="hljs-number">2.0</span> * roughness * LoH * LoH;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">lightScatter</span> <span class="hljs-operator">=</span> F_Schlick(NoL, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">viewScatter</span> <span class="hljs-operator">=</span> F_Schlick(NoV, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">Fd_Burley</span><span class="hljs-params">(<span class="hljs-keyword">float</span> NoV, <span class="hljs-keyword">float</span> NoL, <span class="hljs-keyword">float</span> LoH, <span class="hljs-keyword">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">float</span> f90 = <span class="hljs-number">0.5</span> + <span class="hljs-number">2.0</span> * roughness * LoH * LoH;</span>
<span class="line"> <span class="hljs-keyword">float</span> lightScatter = F_Schlick(NoL, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"> <span class="hljs-keyword">float</span> viewScatter = F_Schlick(NoV, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"> <span class="hljs-keyword">return</span> lightScatter * viewScatter * (<span class="hljs-number">1.0</span> / PI);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_diffusebrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;8:</b> Implementation of the diffuse Disney BRDF in GLSL</div></center>
<p>
@@ -704,47 +704,47 @@ We could allow artists/developers to choose the Disney diffuse BRDF depending on
<strong class="asterisk">Diffuse term</strong>: a Lambertian diffuse model.
</p><p>
The full GLSL implementation of the standard model is shown in <a href="#listing_glslbrdf">listing&nbsp;9</a>.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">D_GGX</span><span class="hljs-params">(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">a2</span> <span class="hljs-operator">=</span> a * a;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">f</span> <span class="hljs-operator">=</span> (NoH * a2 - NoH) * NoH + <span class="hljs-number">1.0</span>;</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> D_GGX(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> a) {</span>
<span class="line"> <span class="hljs-type">float</span> a2 = a * a;</span>
<span class="line"> <span class="hljs-type">float</span> f = (NoH * a2 - NoH) * NoH + <span class="hljs-number">1.0</span>;</span>
<span class="line"> <span class="hljs-keyword">return</span> a2 / (PI * f * f);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line">vec3 <span class="hljs-title function_">F_Schlick</span><span class="hljs-params">(<span class="hljs-type">float</span> u, vec3 f0)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (vec3(<span class="hljs-number">1.0</span>) - f0) * pow(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
<span class="line"><span class="hljs-type">vec3</span> F_Schlick(<span class="hljs-type">float</span> u, <span class="hljs-type">vec3</span> f0) {</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (<span class="hljs-type">vec3</span>(<span class="hljs-number">1.0</span>) - f0) * <span class="hljs-built_in">pow</span>(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">V_SmithGGXCorrelated</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">a2</span> <span class="hljs-operator">=</span> a * a;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXL</span> <span class="hljs-operator">=</span> NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXV</span> <span class="hljs-operator">=</span> NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);</span>
<span class="line"><span class="hljs-type">float</span> V_SmithGGXCorrelated(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a) {</span>
<span class="line"> <span class="hljs-type">float</span> a2 = a * a;</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>((-NoV * a2 + NoV) * NoV + a2);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.5</span> / (GGXV + GGXL);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">Fd_Lambert</span><span class="hljs-params">()</span> {</span>
<span class="line"><span class="hljs-type">float</span> Fd_Lambert() {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / PI;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-keyword">void</span> <span class="hljs-title function_">BRDF</span><span class="hljs-params">(...)</span> {</span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">h</span> <span class="hljs-operator">=</span> normalize(v + l);</span>
<span class="line"><span class="hljs-type">void</span> BRDF(...) {</span>
<span class="line"> <span class="hljs-type">vec3</span> h = <span class="hljs-built_in">normalize</span>(v + l);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoV</span> <span class="hljs-operator">=</span> abs(dot(n, v)) + <span class="hljs-number">1e-5</span>;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoL</span> <span class="hljs-operator">=</span> clamp(dot(n, l), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoH</span> <span class="hljs-operator">=</span> clamp(dot(n, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">LoH</span> <span class="hljs-operator">=</span> clamp(dot(l, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> NoV = <span class="hljs-built_in">abs</span>(<span class="hljs-built_in">dot</span>(n, v)) + <span class="hljs-number">1e-5</span>;</span>
<span class="line"> <span class="hljs-type">float</span> NoL = <span class="hljs-built_in">clamp</span>(<span class="hljs-built_in">dot</span>(n, l), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> NoH = <span class="hljs-built_in">clamp</span>(<span class="hljs-built_in">dot</span>(n, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> LoH = <span class="hljs-built_in">clamp</span>(<span class="hljs-built_in">dot</span>(l, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// perceptually linear roughness to roughness (see parameterization)</span></span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">roughness</span> <span class="hljs-operator">=</span> perceptualRoughness * perceptualRoughness;</span>
<span class="line"> <span class="hljs-type">float</span> roughness = perceptualRoughness * perceptualRoughness;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">D</span> <span class="hljs-operator">=</span> D_GGX(NoH, roughness);</span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">F</span> <span class="hljs-operator">=</span> F_Schlick(LoH, f0);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">V</span> <span class="hljs-operator">=</span> V_SmithGGXCorrelated(NoV, NoL, roughness);</span>
<span class="line"> <span class="hljs-type">float</span> D = D_GGX(NoH, roughness);</span>
<span class="line"> <span class="hljs-type">vec3</span> F = F_Schlick(LoH, f0);</span>
<span class="line"> <span class="hljs-type">float</span> V = V_SmithGGXCorrelated(NoV, NoL, roughness);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// specular BRDF</span></span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">Fr</span> <span class="hljs-operator">=</span> (D * V) * F;</span>
<span class="line"> <span class="hljs-type">vec3</span> Fr = (D * V) * F;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// diffuse BRDF</span></span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">Fd</span> <span class="hljs-operator">=</span> diffuseColor * Fd_Lambert();</span>
<span class="line"> <span class="hljs-type">vec3</span> Fd = diffuseColor * Fd_Lambert();</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// apply lighting...</span></span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_glslbrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;9:</b> Evaluation of the BRDF in GLSL</div></center>
@@ -965,7 +965,7 @@ $$\begin{equation}
\end{equation}$$
</p><p>
<a href="#listing_fnormal">Listing&nbsp;12</a> shows how \(\fNormal\) is computed for both dielectric and metallic materials. It shows that the color of the specular reflectance is derived from the base color in the metallic case.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-symbol">vec3</span> <span class="hljs-built_in">f0</span> = <span class="hljs-number">0</span>.<span class="hljs-number">16</span> * reflectance * reflectance * (<span class="hljs-number">1</span>.<span class="hljs-number">0</span> - metallic) + baseColor * metallic<span class="hljs-comment">;</span></span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_fnormal">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;12:</b> Computing \(\fNormal\) for dielectric and metallic materials in GLSL</div></center>
</p><pre class="listing tilde"><code><span class="line">vec3 f0 = 0.16 <span class="hljs-emphasis">* reflectance *</span> reflectance <span class="hljs-emphasis">* (1.0 - metallic) + baseColor *</span> metallic;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_fnormal">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;12:</b> Computing \(\fNormal\) for dielectric and metallic materials in GLSL</div></center>
<a class="target" name="roughnessremappingandclamping">&nbsp;</a><a class="target" name="materialsystem/parameterization/remapping/roughnessremappingandclamping">&nbsp;</a><a class="target" name="toc4.8.3.3">&nbsp;</a><h4 id="roughness-remapping-and-clamping"><a class="header" href="#roughness-remapping-and-clamping">Roughness remapping and clamping</a></h4>
<p>
<p>The roughness set by the user, called <code>perceptualRoughness</code> here, is remapped to a perceptually linear range using the following formulation:</p>
@@ -1054,7 +1054,7 @@ V(l,h) = \frac{1}{4(\LoH)^2}
This masking-shadowing function is not physically based, as shown in [<a href="#citation-heitz14">Heitz14</a>], but its simplicity makes it desirable for real-time rendering.
</p><p>
In summary, our clear coat BRDF is a Cook-Torrance specular microfacet model, with a GGX normal distribution function, a Kelemen visibility function, and a Schlick Fresnel function. <a href="#listing_kelemen">Listing&nbsp;13</a> shows how trivial the GLSL implementation is.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">V_Kelemen</span><span class="hljs-params">(<span class="hljs-type">float</span> LoH)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">V_Kelemen</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> LoH</span>)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.25</span> / (LoH * LoH);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_kelemen">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;13:</b> Implementation of the Kelemen visibility term in GLSL</div></center>
<p>
@@ -1097,18 +1097,18 @@ The clear coat roughness parameter is remapped and clamped in a similar way to t
<center><div class="image" style=""><a href="../images/material_clear_coat2.png" target="_blank"><img class="markdeep" src="../images/material_clear_coat2.png" /></a><center><span class="imagecaption"><a class="target" name="figure_clearcoatroughness">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;26:</b> Clear coat roughness varying from 0.0 (left) to 1.0 (right) with metallic set to 1.0, roughness to 0.8 and clear coat to 1.0</span></center></div></center>
</p><p>
<a href="#listing_clearcoatbrdf">Listing&nbsp;14</a> shows the GLSL implementation of the clear coat material model after remapping, parameterization and integration in the standard surface response.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">void</span> <span class="hljs-title">BRDF</span><span class="hljs-params">(...)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">BRDF</span>(<span class="hljs-params">...</span>)</span> {</span>
<span class="line"> <span class="hljs-comment">// compute Fd and Fr from standard model</span></span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// remapping and linearization of clear coat roughness</span></span>
<span class="line"> clearCoatPerceptualRoughness = <span class="hljs-built_in">clamp</span>(clearCoatPerceptualRoughness, <span class="hljs-number">0.089</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> clearCoatPerceptualRoughness = clamp(clearCoatPerceptualRoughness, <span class="hljs-number">0.089</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> clearCoatRoughness = clearCoatPerceptualRoughness * clearCoatPerceptualRoughness;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// clear coat BRDF</span></span>
<span class="line"> <span class="hljs-type">float</span> Dc = <span class="hljs-built_in">D_GGX</span>(clearCoatRoughness, NoH);</span>
<span class="line"> <span class="hljs-type">float</span> Vc = <span class="hljs-built_in">V_Kelemen</span>(clearCoatRoughness, LoH);</span>
<span class="line"> <span class="hljs-type">float</span> Fc = <span class="hljs-built_in">F_Schlick</span>(<span class="hljs-number">0.04</span>, LoH) * clearCoat; <span class="hljs-comment">// clear coat strength</span></span>
<span class="line"> <span class="hljs-type">float</span> Frc = (Dc * Vc) * Fc;</span>
<span class="line"> <span class="hljs-built_in">float</span> Dc = D_GGX(clearCoatRoughness, NoH);</span>
<span class="line"> <span class="hljs-built_in">float</span> Vc = V_Kelemen(clearCoatRoughness, LoH);</span>
<span class="line"> <span class="hljs-built_in">float</span> Fc = F_Schlick(<span class="hljs-number">0.04</span>, LoH) * clearCoat; <span class="hljs-comment">// clear coat strength</span></span>
<span class="line"> <span class="hljs-built_in">float</span> Frc = (Dc * Vc) * Fc;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// account for energy loss in the base layer</span></span>
<span class="line"> <span class="hljs-keyword">return</span> color * ((Fd + Fr * (<span class="hljs-number">1.0</span> - Fc)) * (<span class="hljs-number">1.0</span> - Fc) + Frc);</span>
@@ -1294,14 +1294,14 @@ f_{r}(v,h,\alpha) = \frac{D_{velvet}(v,h,\alpha)}{4(\NoL + \NoV - (\NoL)(\NoV))}
\end{equation}$$
</p><p>
The implementation of the velvet NDF is presented in <a href="#listing_clothbrdf">listing&nbsp;17</a>, optimized to properly fit in half float formats and to avoid computing a costly cotangent, relying instead on trigonometric identities. Note that we removed the Fresnel component from this BRDF.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_Ashikhmin</span><span class="hljs-params">(<span class="hljs-type">float</span> roughness, <span class="hljs-type">float</span> NoH)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line">float D_Ashikhmin(float roughness, float NoH) {</span>
<span class="line"> <span class="hljs-comment">// Ashikhmin 2007, &quot;Distribution-based BRDFs&quot;</span></span>
<span class="line"> <span class="hljs-type">float</span> a2 = roughness * roughness;</span>
<span class="line"> <span class="hljs-type">float</span> cos2h = NoH * NoH;</span>
<span class="line"> <span class="hljs-type">float</span> sin2h = <span class="hljs-built_in">max</span>(<span class="hljs-number">1.0</span> - cos2h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> <span class="hljs-type">float</span> sin4h = sin2h * sin2h;</span>
<span class="line"> <span class="hljs-type">float</span> cot2 = -cos2h / (a2 * sin2h);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (PI * (<span class="hljs-number">4.0</span> * a2 + <span class="hljs-number">1.0</span>) * sin4h) * (<span class="hljs-number">4.0</span> * <span class="hljs-built_in">exp</span>(cot2) + sin4h);</span>
<span class="line"> float a<span class="hljs-number">2</span> = roughness * roughness;</span>
<span class="line"> float <span class="hljs-keyword">cos</span><span class="hljs-number">2</span>h = NoH * NoH;</span>
<span class="line"> float <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h = <span class="hljs-keyword">max</span>(<span class="hljs-number">1.0</span> - <span class="hljs-keyword">cos</span><span class="hljs-number">2</span>h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> float <span class="hljs-keyword">sin</span><span class="hljs-number">4</span>h = <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h * <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h;</span>
<span class="line"> float cot<span class="hljs-number">2</span> = -<span class="hljs-keyword">cos</span><span class="hljs-number">2</span>h / (a<span class="hljs-number">2</span> * <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (PI * (<span class="hljs-number">4.0</span> * a<span class="hljs-number">2</span> + <span class="hljs-number">1.0</span>) * <span class="hljs-keyword">sin</span><span class="hljs-number">4</span>h) * (<span class="hljs-number">4.0</span> * exp(cot<span class="hljs-number">2</span>) + <span class="hljs-keyword">sin</span><span class="hljs-number">4</span>h);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clothbrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;17:</b> Implementation of Ashikhmin's velvet NDF in GLSL</div></center>
<p>
<p>In [<a href="#citation-estevez17">Estevez17</a>] Estevez and Kulla propose a different NDF (called the “Charlie” sheen) that is based on an exponentiated sinusoidal instead of an inverted Gaussian. This NDF is appealing for several reasons: its parameterization feels more natural and intuitive, it provides a softer appearance and, as shown in equation (\ref{charlieNDF}), its implementation is simpler:</p>
@@ -1312,11 +1312,11 @@ D(m) = \frac{(2 + \frac{1}{\alpha}) sin(\theta)^{\frac{1}{\alpha}}}{2 \pi}
</p><p>
[<a href="#citation-estevez17">Estevez17</a>] also presents a new shadowing term that we omit here because of its cost. We instead rely on the visibility term from [<a href="#citation-neubelt13">Neubelt13</a>] (shown in equation \(\ref{clothSpecularBRDF}\) above).
The implementation of this NDF is presented in <a href="#listing_clothcharliebrdf">listing&nbsp;18</a>, optimized to properly fit in half float formats.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_Charlie</span><span class="hljs-params">(<span class="hljs-type">float</span> roughness, <span class="hljs-type">float</span> NoH)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">D_Charlie</span><span class="hljs-params">(<span class="hljs-keyword">float</span> roughness, <span class="hljs-keyword">float</span> NoH)</span> </span>{</span>
<span class="line"> <span class="hljs-comment">// Estevez and Kulla 2017, &quot;Production Friendly Microfacet Sheen BRDF&quot;</span></span>
<span class="line"> <span class="hljs-type">float</span> invAlpha = <span class="hljs-number">1.0</span> / roughness;</span>
<span class="line"> <span class="hljs-type">float</span> cos2h = NoH * NoH;</span>
<span class="line"> <span class="hljs-type">float</span> sin2h = <span class="hljs-built_in">max</span>(<span class="hljs-number">1.0</span> - cos2h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> <span class="hljs-keyword">float</span> invAlpha = <span class="hljs-number">1.0</span> / roughness;</span>
<span class="line"> <span class="hljs-keyword">float</span> cos2h = NoH * NoH;</span>
<span class="line"> <span class="hljs-keyword">float</span> sin2h = max(<span class="hljs-number">1.0</span> - cos2h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> <span class="hljs-keyword">return</span> (<span class="hljs-number">2.0</span> + invAlpha) * <span class="hljs-built_in">pow</span>(sin2h, invAlpha * <span class="hljs-number">0.5</span>) / (<span class="hljs-number">2.0</span> * PI);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clothcharliebrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;18:</b> Implementation of the &ldquo;Charlie&rdquo; NDF in GLSL</div></center>
<a class="target" name="sheencolor">&nbsp;</a><a class="target" name="materialsystem/clothmodel/clothspecularbrdf/sheencolor">&nbsp;</a><a class="target" name="toc4.12.1.1">&nbsp;</a><h4 id="sheen-color"><a class="header" href="#sheen-color">Sheen color</a></h4>
@@ -1745,21 +1745,21 @@ The photometric attenuation function can be easily implemented in GLSL by adding
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_glslphotometricpunctuallight">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;22:</b> Implementation of attenuation from photometric profiles in GLSL</div></center>
<p>
<p>The light intensity is computed CPU-side (<a href="#listing_photometriclightintensity">listing 23</a>) and depends on whether the photometric profile is used as a mask.</p>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> multiplier;</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-keyword">float</span> multiplier;</span>
<span class="line"><span class="hljs-comment">// Photometric profile used as a mask</span></span>
<span class="line"><span class="hljs-keyword">if</span> (photometricLight.<span class="hljs-built_in">isMasked</span>()) {</span>
<span class="line"><span class="hljs-keyword">if</span> (photometricLight.isMasked()) {</span>
<span class="line"> <span class="hljs-comment">// The desired intensity is set by the artist</span></span>
<span class="line"> <span class="hljs-comment">// The integrated intensity comes from a Monte-Carlo</span></span>
<span class="line"> <span class="hljs-comment">// integration over the unit sphere around the luminaire</span></span>
<span class="line"> multiplier = photometricLight.<span class="hljs-built_in">getDesiredIntensity</span>() /</span>
<span class="line"> photometricLight.<span class="hljs-built_in">getIntegratedIntensity</span>();</span>
<span class="line"> multiplier = photometricLight.getDesiredIntensity() /</span>
<span class="line"> photometricLight.getIntegratedIntensity();</span>
<span class="line">} <span class="hljs-keyword">else</span> {</span>
<span class="line"> <span class="hljs-comment">// Multiplier provided for convenience, set to 1.0 by default</span></span>
<span class="line"> multiplier = photometricLight.<span class="hljs-built_in">getMultiplier</span>();</span>
<span class="line"> multiplier = photometricLight.getMultiplier();</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// The max intensity in cd comes from the IES profile</span></span>
<span class="line"><span class="hljs-type">float</span> lightIntensity = photometricLight.<span class="hljs-built_in">getMaxIntensity</span>() * multiplier;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_photometriclightintensity">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;23:</b> Computing the intensity of a photometric light on the CPU</div></center>
<span class="line"><span class="hljs-keyword">float</span> lightIntensity = photometricLight.getMaxIntensity() * multiplier;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_photometriclightintensity">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;23:</b> Computing the intensity of a photometric light on the CPU</div></center>
<p>
<div class="endnote"><a class="target" name="endnote-xarrowintensity">&nbsp;</a><sup>4</sup> The XArrow profile declares a luminous intensity of 1,750 lm but a Monte-Carlo integration shows an intensity of only 350 lm.
</div>
@@ -2058,19 +2058,19 @@ In practice only 4 or 9 coefficients (i.e.: 2 or 3 bands) are enough for \(\cosT
<center><div class="image" style=""><a href="../images/ibl/ibl_irradiance_sh2.png" target="_blank"><img class="markdeep" src="../images/ibl/ibl_irradiance_sh2.png" style="max-width:100%;" /></a><center><span class="imagecaption"><a class="target" name="figure_iblsh2">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;52:</b> 2 bands (4 coefficients)</span></center></div></center>
</p><p>
In practice we pre-convolve \(\Lt\) with \(\cosTheta\) and pre-scale these coefficients by the basis scaling factors \(K_l^m\) so that the reconstruction code is as simple as possible in the shader:
</p><pre class="listing tilde"><code><span class="line">vec3 irradianceSH(vec3 n) {</span>
<span class="line"> // uniform vec3 sphericalHarmonics<span class="hljs-selector-attr">[9]</span></span>
<span class="line"> // We can <span class="hljs-selector-tag">use</span> only the first <span class="hljs-number">2</span> bands for better performance</span>
<span class="line"> return</span>
<span class="line"> sphericalHarmonics<span class="hljs-selector-attr">[0]</span></span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[1]</span> * (n<span class="hljs-selector-class">.y</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[2]</span> * (n<span class="hljs-selector-class">.z</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[3]</span> * (n<span class="hljs-selector-class">.x</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[4]</span> * (n<span class="hljs-selector-class">.y</span> * n<span class="hljs-selector-class">.x</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[5]</span> * (n<span class="hljs-selector-class">.y</span> * n<span class="hljs-selector-class">.z</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[6]</span> * (<span class="hljs-number">3.0</span> * n<span class="hljs-selector-class">.z</span> * n<span class="hljs-selector-class">.z</span> - <span class="hljs-number">1.0</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[7]</span> * (n<span class="hljs-selector-class">.z</span> * n<span class="hljs-selector-class">.x</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[8]</span> * (n<span class="hljs-selector-class">.x</span> * n<span class="hljs-selector-class">.x</span> - n<span class="hljs-selector-class">.y</span> * n<span class="hljs-selector-class">.y</span>);</span>
</p><pre class="listing tilde"><code><span class="line">vec3 <span class="hljs-function"><span class="hljs-title">irradianceSH</span>(<span class="hljs-params">vec3 n</span>)</span> {</span>
<span class="line"> <span class="hljs-comment">// uniform vec3 sphericalHarmonics[9]</span></span>
<span class="line"> <span class="hljs-comment">// We can use only the first 2 bands for better performance</span></span>
<span class="line"> <span class="hljs-keyword">return</span></span>
<span class="line"> sphericalHarmonics[<span class="hljs-number">0</span>]</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">1</span>] * (n.y)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">2</span>] * (n.z)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">3</span>] * (n.x)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">4</span>] * (n.y * n.x)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">5</span>] * (n.y * n.z)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">6</span>] * (<span class="hljs-number">3.0</span> * n.z * n.z - <span class="hljs-number">1.0</span>)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">7</span>] * (n.z * n.x)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">8</span>] * (n.x * n.x - n.y * n.y);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_irradiancesh">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;26:</b> GLSL code to reconstruct the irradiance from the pre-scaled SH</div></center>
<p>
<p>Note that with 2 bands, the computation above becomes a single (4 \times 4) matrix-by-vector multiply.</p>
@@ -2443,7 +2443,7 @@ LD(n, \alpha) &= \frac{\sum_i^N V(l_i, n,
$$
</p><p>
These two new \(DFG\) terms simply need to replace the ones used in the implementation shown in section <a href="#toc9.5">9.5</a>:
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> Fc = <span class="hljs-built_in">pow</span>(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0f</span>);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-keyword">float</span> Fc = <span class="hljs-built_in">pow</span>(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0f</span>);</span>
<span class="line">r.x += Gv * Fc;</span>
<span class="line">r.y += Gv;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_multiscatteriblpreintegration">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;29:</b> C++ implementation of the \(L_{DFG}\) term for multiscattering</div></center>
<p>
@@ -2507,11 +2507,11 @@ using an environment made of colored vertical stripes (skybox hidden).</span></c
<p>
<p>When sampling the IBL, the clear coat layer is calculated as a second specular lobe. This specular lobe is oriented along the view direction since we cannot reasonably integrate over the hemisphere. <a href="#listing_clearcoatibl">Listing 31</a> demonstrates this approximation in practice. It also shows the energy conservation step. It is important to note that this second specular lobe is computed exactly the same way as the main specular lobe, using the same DFG approximation.</p>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-comment">// clearCoat_NoV == shading_NoV if the clear coat layer doesn&#x27;t have its own normal map</span></span>
<span class="line"><span class="hljs-type">float</span> Fc = <span class="hljs-built_in">F_Schlick</span>(<span class="hljs-number">0.04</span>, <span class="hljs-number">1.0</span>, clearCoat_NoV) * clearCoat;</span>
<span class="line"><span class="hljs-built_in">float</span> Fc = F_Schlick(<span class="hljs-number">0.04</span>, <span class="hljs-number">1.0</span>, clearCoat_NoV) * clearCoat;</span>
<span class="line"><span class="hljs-comment">// base layer attenuation for energy compensation</span></span>
<span class="line">iblDiffuse *= <span class="hljs-number">1.0</span> - Fc;</span>
<span class="line">iblSpecular *= <span class="hljs-built_in">sq</span>(<span class="hljs-number">1.0</span> - Fc);</span>
<span class="line">iblSpecular += <span class="hljs-built_in">specularIBL</span>(r, clearCoatPerceptualRoughness) * Fc;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clearcoatibl">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;31:</b> GLSL implementation of the clear coat specular lobe for image-based lighting</div></center>
<span class="line">iblSpecular *= sq(<span class="hljs-number">1.0</span> - Fc);</span>
<span class="line">iblSpecular += specularIBL(r, clearCoatPerceptualRoughness) * Fc;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clearcoatibl">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;31:</b> GLSL implementation of the clear coat specular lobe for image-based lighting</div></center>
<a class="target" name="anisotropy">&nbsp;</a><a class="target" name="lighting/imagebasedlights/anisotropy">&nbsp;</a><a class="target" name="toc5.3.6">&nbsp;</a><h3 id="anisotropy"><a class="header" href="#anisotropy">Anisotropy </a></h3>
<p>
<p>[<a href="#citation-mcauley15">McAuley15</a>] describes a technique called “bent reflection vector”, based [<a href="#citation-revie12">Revie12</a>]. The bent reflection vector is a rough approximation of anisotropic lighting but the alternative is to use importance sampling. This approximation is sufficiently cheap to compute and provides good results, as shown in <a href="#figure_anisotropicibl1">figure 59</a> and <a href="#figure_anisotropicibl2">figure 60</a>.</p>
@@ -2550,17 +2550,17 @@ The DG term is generated using uniform sampling as recommended in [<a href="#cit
<center><div class="image" style=""><a href="../images/ibl/dfg_cloth.png" target="_blank"><img class="markdeep" src="../images/ibl/dfg_cloth.png" /></a><center><span class="imagecaption"><a class="target" name="figure_dfgclothlut">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;62:</b> DFG LUT with a 3rd channel encoding the DG term of the cloth BRDF</span></center></div></center>
</p><p>
The remainder of the image-based lighting implementation follows the same steps as the implementation of regular lights, including the optional subsurface scattering term and its wrap diffuse component. Just as with the clear coat IBL implementation, we cannot integrate over the hemisphere and use the view direction as the dominant light direction to compute the wrap diffuse component.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> diffuse = <span class="hljs-built_in">Fd_Lambert</span>() * ambientOcclusion;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">if</span> defined(SHADING_MODEL_CLOTH)</span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">if</span> defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">diffuse *= <span class="hljs-built_in">saturate</span>((NoV + <span class="hljs-number">0.5</span>) / <span class="hljs-number">2.25</span>);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">endif</span></span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">endif</span></span></span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-built_in">float</span> diffuse = Fd_Lambert() * ambientOcclusion;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">if</span> defined(SHADING_MODEL_CLOTH)</span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">if</span> defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">diffuse *= saturate((NoV + <span class="hljs-number">0.5</span>) / <span class="hljs-number">2.25</span>);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">endif</span></span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">endif</span></span></span>
<span class="line"></span>
<span class="line">vec3 indirectDiffuse = <span class="hljs-built_in">irradianceIBL</span>(n) * diffuse;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">if</span> defined(SHADING_MODEL_CLOTH) &amp;&amp; defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">indirectDiffuse *= <span class="hljs-built_in">saturate</span>(subsurfaceColor + NoV);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">endif</span></span></span>
<span class="line">vec3 indirectDiffuse = irradianceIBL(n) * diffuse;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">if</span> defined(SHADING_MODEL_CLOTH) &amp;&amp; defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">indirectDiffuse *= saturate(subsurfaceColor + NoV);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">endif</span></span></span>
<span class="line"></span>
<span class="line">vec3 ibl = diffuseColor * indirectDiffuse + indirectSpecular * specularColor;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clothapprox">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;34:</b> GLSL implementation of the DFG approximation for the cloth NDF</div></center>
<p>
@@ -2982,20 +2982,20 @@ L_{max} &= 2^{EV_{100}} \times 1.2
<span class="line"><span class="hljs-comment">// aperture in f-stops</span></span>
<span class="line"><span class="hljs-comment">// shutterSpeed in seconds</span></span>
<span class="line"><span class="hljs-comment">// sensitivity in ISO</span></span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">exposureSettings</span><span class="hljs-params">(<span class="hljs-type">float</span> aperture, <span class="hljs-type">float</span> shutterSpeed, <span class="hljs-type">float</span> sensitivity)</span> {</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">exposureSettings</span><span class="hljs-params">(<span class="hljs-keyword">float</span> aperture, <span class="hljs-keyword">float</span> shutterSpeed, <span class="hljs-keyword">float</span> sensitivity)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> log2((aperture * aperture) / shutterSpeed * <span class="hljs-number">100.0</span> / sensitivity);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// Computes the exposure normalization factor from</span></span>
<span class="line"><span class="hljs-comment">// the camera&#x27;s EV100</span></span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">exposure</span><span class="hljs-params">(<span class="hljs-type">float</span> ev100)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (pow(<span class="hljs-number">2.0</span>, ev100) * <span class="hljs-number">1.2</span>);</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">exposure</span><span class="hljs-params">(<span class="hljs-keyword">float</span> ev100)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (<span class="hljs-built_in">pow</span>(<span class="hljs-number">2.0</span>, ev100) * <span class="hljs-number">1.2</span>);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-variable">ev100</span> <span class="hljs-operator">=</span> exposureSettings(aperture, shutterSpeed, sensitivity);</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-variable">exposure</span> <span class="hljs-operator">=</span> exposure(ev100);</span>
<span class="line"><span class="hljs-keyword">float</span> ev100 = exposureSettings(aperture, shutterSpeed, sensitivity);</span>
<span class="line"><span class="hljs-keyword">float</span> exposure = exposure(ev100);</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">vec4</span> <span class="hljs-variable">color</span> <span class="hljs-operator">=</span> evaluateLighting();</span>
<span class="line">vec4 color = evaluateLighting();</span>
<span class="line">color.rgb *= exposure;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_fragmentexposure">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;42:</b> Implementation of exposure in GLSL</div></center>
<p>
<p>In practice the exposure factor can be pre-computed on the CPU to save shader instructions.</p>
@@ -3466,9 +3466,9 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line"><span class="hljs-comment">// Data source:</span></span>
<span class="line"><span class="hljs-comment">// http://cvrl.ioo.ucl.ac.uk/cmfs.htm</span></span>
<span class="line"><span class="hljs-comment">// http://cvrl.ioo.ucl.ac.uk/database/text/cmfs/ciexyz31.htm</span></span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_XYZ_START = <span class="hljs-number">360</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_XYZ_COUNT = <span class="hljs-number">471</span>;</span>
<span class="line"><span class="hljs-type">const</span> float3 CIE_XYZ[CIE_XYZ_COUNT] = { ... };</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_XYZ_START = <span class="hljs-number">360</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_XYZ_COUNT = <span class="hljs-number">471</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> float3 CIE_XYZ[CIE_XYZ_COUNT] = { ... };</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// CIE Standard Illuminant D65 relative spectral power distribution,</span></span>
<span class="line"><span class="hljs-comment">// from 300nm to 830, at 5nm intervals</span></span>
@@ -3476,51 +3476,51 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line"><span class="hljs-comment">// Data source:</span></span>
<span class="line"><span class="hljs-comment">// https://en.wikipedia.org/wiki/Illuminant_D65</span></span>
<span class="line"><span class="hljs-comment">// https://cielab.xyz/pdf/CIE_sel_colorimetric_tables.xls</span></span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_INTERVAL = <span class="hljs-number">5</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_START = <span class="hljs-number">300</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_END = <span class="hljs-number">830</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_COUNT = <span class="hljs-number">107</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">float</span> CIE_D65[CIE_D65_COUNT] = { ... };</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_INTERVAL = <span class="hljs-number">5</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_START = <span class="hljs-number">300</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_END = <span class="hljs-number">830</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_COUNT = <span class="hljs-number">107</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">float</span> CIE_D65[CIE_D65_COUNT] = { ... };</span>
<span class="line"></span>
<span class="line"><span class="hljs-keyword">struct</span> <span class="hljs-title class_">Sample</span> {</span>
<span class="line"> <span class="hljs-type">float</span> w = <span class="hljs-number">0.0f</span>; <span class="hljs-comment">// wavelength</span></span>
<span class="line"> std::complex&lt;<span class="hljs-type">float</span>&gt; ior; <span class="hljs-comment">// complex IOR, n + ik</span></span>
<span class="line"><span class="hljs-class"><span class="hljs-keyword">struct</span> <span class="hljs-title">Sample</span> {</span></span>
<span class="line"> <span class="hljs-keyword">float</span> w = <span class="hljs-number">0.0f</span>; <span class="hljs-comment">// wavelength</span></span>
<span class="line"> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">complex</span>&lt;<span class="hljs-keyword">float</span>&gt; ior; <span class="hljs-comment">// complex IOR, n + ik</span></span>
<span class="line">};</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-type">float</span> <span class="hljs-title">illuminantD65</span><span class="hljs-params">(<span class="hljs-type">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i0 = <span class="hljs-built_in">size_t</span>((w - CIE_D65_START) / CIE_D65_INTERVAL);</span>
<span class="line"> uint2 indexBounds{i0, std::<span class="hljs-built_in">min</span>(i0 + <span class="hljs-number">1</span>, CIE_D65_END)};</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">float</span> <span class="hljs-title">illuminantD65</span><span class="hljs-params">(<span class="hljs-keyword">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i0 = <span class="hljs-keyword">size_t</span>((w - CIE_D65_START) / CIE_D65_INTERVAL);</span>
<span class="line"> uint2 indexBounds{i0, <span class="hljs-built_in">std</span>::min(i0 + <span class="hljs-number">1</span>, CIE_D65_END)};</span>
<span class="line"></span>
<span class="line"> float2 wavelengthBounds = CIE_D65_START + float2{indexBounds} * CIE_D65_INTERVAL;</span>
<span class="line"> <span class="hljs-type">float</span> t = (w - wavelengthBounds.x) / (wavelengthBounds.y - wavelengthBounds.x);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-built_in">lerp</span>(CIE_D65[indexBounds.x], CIE_D65[indexBounds.y], t);</span>
<span class="line"> <span class="hljs-keyword">float</span> t = (w - wavelengthBounds.x) / (wavelengthBounds.y - wavelengthBounds.x);</span>
<span class="line"> <span class="hljs-keyword">return</span> lerp(CIE_D65[indexBounds.x], CIE_D65[indexBounds.y], t);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// For std::lower_bound</span></span>
<span class="line"><span class="hljs-type">bool</span> <span class="hljs-keyword">operator</span>&lt;(<span class="hljs-type">const</span> Sample&amp; lhs, <span class="hljs-type">const</span> Sample&amp; rhs) {</span>
<span class="line"><span class="hljs-keyword">bool</span> <span class="hljs-keyword">operator</span>&lt;(<span class="hljs-keyword">const</span> Sample&amp; lhs, <span class="hljs-keyword">const</span> Sample&amp; rhs) {</span>
<span class="line"> <span class="hljs-keyword">return</span> lhs.w &lt; rhs.w;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// The wavelength w must be between 360nm and 830nm</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> std::complex&lt;<span class="hljs-type">float</span>&gt; <span class="hljs-title">findSample</span><span class="hljs-params">(<span class="hljs-type">const</span> std::vector&lt;sample&gt;&amp; samples, <span class="hljs-type">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i1 = std::<span class="hljs-built_in">lower_bound</span>(</span>
<span class="line"> samples.<span class="hljs-built_in">begin</span>(), samples.<span class="hljs-built_in">end</span>(), Sample{w, <span class="hljs-number">0.0f</span> + <span class="hljs-number">0.0</span><span class="hljs-keyword">if</span>});</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">complex</span>&lt;<span class="hljs-keyword">float</span>&gt; <span class="hljs-title">findSample</span><span class="hljs-params">(<span class="hljs-keyword">const</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">vector</span>&lt;sample&gt;&amp; samples, <span class="hljs-keyword">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i1 = <span class="hljs-built_in">std</span>::lower_bound(</span>
<span class="line"> samples.begin(), samples.end(), Sample{w, <span class="hljs-number">0.0f</span> + <span class="hljs-number">0.0</span><span class="hljs-keyword">if</span>});</span>
<span class="line"> <span class="hljs-keyword">auto</span> i0 = i1 - <span class="hljs-number">1</span>;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// Interpolate the complex IORs</span></span>
<span class="line"> <span class="hljs-type">float</span> t = (w - i0-&gt;w) / (i1-&gt;w - i0-&gt;w);</span>
<span class="line"> <span class="hljs-type">float</span> n = <span class="hljs-built_in">lerp</span>(i0-&gt;ior.<span class="hljs-built_in">real</span>(), i1-&gt;ior.<span class="hljs-built_in">real</span>(), t);</span>
<span class="line"> <span class="hljs-type">float</span> k = <span class="hljs-built_in">lerp</span>(i0-&gt;ior.<span class="hljs-built_in">imag</span>(), i1-&gt;ior.<span class="hljs-built_in">imag</span>(), t);</span>
<span class="line"> <span class="hljs-keyword">float</span> t = (w - i0-&gt;w) / (i1-&gt;w - i0-&gt;w);</span>
<span class="line"> <span class="hljs-keyword">float</span> n = lerp(i0-&gt;ior.real(), i1-&gt;ior.real(), t);</span>
<span class="line"> <span class="hljs-keyword">float</span> k = lerp(i0-&gt;ior.imag(), i1-&gt;ior.imag(), t);</span>
<span class="line"> <span class="hljs-keyword">return</span> { n, k };</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-type">float</span> <span class="hljs-title">fresnel</span><span class="hljs-params">(<span class="hljs-type">const</span> std::complex&lt;<span class="hljs-type">float</span>&gt;&amp; sample)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> (((sample - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (std::<span class="hljs-built_in">conj</span>(sample) - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>))) /</span>
<span class="line"> ((sample + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (std::<span class="hljs-built_in">conj</span>(sample) + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)))).<span class="hljs-built_in">real</span>();</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">float</span> <span class="hljs-title">fresnel</span><span class="hljs-params">(<span class="hljs-keyword">const</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">complex</span>&lt;<span class="hljs-keyword">float</span>&gt;&amp; sample)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> (((sample - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (<span class="hljs-built_in">std</span>::conj(sample) - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>))) /</span>
<span class="line"> ((sample + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (<span class="hljs-built_in">std</span>::conj(sample) + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)))).real();</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> float3 <span class="hljs-title">XYZ_to_sRGB</span><span class="hljs-params">(<span class="hljs-type">const</span> float3&amp; v)</span> </span>{</span>
<span class="line"> <span class="hljs-type">const</span> mat3f XYZ_sRGB{</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> float3 <span class="hljs-title">XYZ_to_sRGB</span><span class="hljs-params">(<span class="hljs-keyword">const</span> float3&amp; v)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">const</span> mat3f XYZ_sRGB{</span>
<span class="line"> <span class="hljs-number">3.2404542f</span>, <span class="hljs-number">-0.9692660f</span>, <span class="hljs-number">0.0556434f</span>,</span>
<span class="line"> <span class="hljs-number">-1.5371385f</span>, <span class="hljs-number">1.8760108f</span>, <span class="hljs-number">-0.2040259f</span>,</span>
<span class="line"> <span class="hljs-number">-0.4985314f</span>, <span class="hljs-number">0.0415560f</span>, <span class="hljs-number">1.0572252f</span></span>
@@ -3529,21 +3529,21 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// Outputs a linear sRGB color</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> float3 <span class="hljs-title">computeColor</span><span class="hljs-params">(<span class="hljs-type">const</span> std::vector&lt;sample&gt;&amp; samples)</span> </span>{</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> float3 <span class="hljs-title">computeColor</span><span class="hljs-params">(<span class="hljs-keyword">const</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">vector</span>&lt;sample&gt;&amp; samples)</span> </span>{</span>
<span class="line"> float3 xyz{<span class="hljs-number">0.0f</span>};</span>
<span class="line"> <span class="hljs-type">float</span> y = <span class="hljs-number">0.0f</span>;</span>
<span class="line"> <span class="hljs-keyword">float</span> y = <span class="hljs-number">0.0f</span>;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">size_t</span> i = <span class="hljs-number">0</span>; i &lt; CIE_XYZ_COUNT; i++) {</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">size_t</span> i = <span class="hljs-number">0</span>; i &lt; CIE_XYZ_COUNT; i++) {</span>
<span class="line"> <span class="hljs-comment">// Current wavelength</span></span>
<span class="line"> <span class="hljs-type">float</span> w = CIE_XYZ_START + i;</span>
<span class="line"> <span class="hljs-keyword">float</span> w = CIE_XYZ_START + i;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// Find most appropriate CIE XYZ sample for the wavelength</span></span>
<span class="line"> <span class="hljs-keyword">auto</span> sample = <span class="hljs-built_in">findSample</span>(samples, w);</span>
<span class="line"> <span class="hljs-keyword">auto</span> sample = findSample(samples, w);</span>
<span class="line"> <span class="hljs-comment">// Compute Fresnel reflectance at normal incidence</span></span>
<span class="line"> <span class="hljs-type">float</span> f0 = <span class="hljs-built_in">fresnel</span>(sample);</span>
<span class="line"> <span class="hljs-keyword">float</span> f0 = fresnel(sample);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// We need to multiply by the spectral power distribution of the illuminant</span></span>
<span class="line"> <span class="hljs-type">float</span> d65 = <span class="hljs-built_in">illuminantD65</span>(w);</span>
<span class="line"> <span class="hljs-keyword">float</span> d65 = illuminantD65(w);</span>
<span class="line"></span>
<span class="line"> xyz += f0 * CIE_XYZ[i] * d65;</span>
<span class="line"> y += CIE_XYZ[i].y * d65;</span>
@@ -3552,10 +3552,10 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line"> <span class="hljs-comment">// Normalize so that 100% reflectance at every wavelength yields Y=1</span></span>
<span class="line"> xyz /= y;</span>
<span class="line"></span>
<span class="line"> float3 linear = <span class="hljs-built_in">XYZ_to_sRGB</span>(xyz);</span>
<span class="line"> float3 linear = XYZ_to_sRGB(xyz);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// Normalize out-of-gamut values</span></span>
<span class="line"> <span class="hljs-keyword">if</span> (<span class="hljs-built_in">any</span>(<span class="hljs-built_in">greaterThan</span>(linear, float3{<span class="hljs-number">1.0f</span>}))) linear *= <span class="hljs-number">1.0f</span> / <span class="hljs-built_in">max</span>(linear);</span>
<span class="line"> <span class="hljs-keyword">if</span> (any(greaterThan(linear, float3{<span class="hljs-number">1.0f</span>}))) linear *= <span class="hljs-number">1.0f</span> / max(linear);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-keyword">return</span> linear;</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_specularcolorimpl">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;46:</b> C++ implementation to compute the base color of a metallic surface from spectral data</div></center>
@@ -3735,47 +3735,47 @@ l &= \{ cos\phi sin\theta,sin\phi sin\theta,cos\theta \}
<pre class="listing tilde"><code><span class="line">vec2f hammersley(uint i, <span class="hljs-built_in">float</span> numSamples) {</span>
<span class="line"> uint bits = i;</span>
<span class="line"> bits = (bits &lt;&lt; <span class="hljs-string">16) | (bits &gt;&gt; 16</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x55555555) &lt;&lt; <span class="hljs-number">1</span>) | ((bits &amp; <span class="hljs-number">0</span>xAAAAAAAA) &gt;&gt; <span class="hljs-number">1</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x33333333) &lt;&lt; <span class="hljs-number">2</span>) | ((bits &amp; <span class="hljs-number">0</span>xCCCCCCCC) &gt;&gt; <span class="hljs-number">2</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x0F0F0F0F) &lt;&lt; <span class="hljs-number">4</span>) | ((bits &amp; <span class="hljs-number">0</span>xF0F0F0F0) &gt;&gt; <span class="hljs-number">4</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x00FF00FF) &lt;&lt; <span class="hljs-number">8</span>) | ((bits &amp; <span class="hljs-number">0</span>xFF00FF00) &gt;&gt; <span class="hljs-number">8</span>);</span>
<span class="line"> return vec2f(i / numSamples, bits / exp2(<span class="hljs-number">32</span>));</span>
<span class="line"> bits = ((bits &amp; 0x55555555) &lt;&lt; <span class="hljs-string">1) | ((bits &amp; 0xAAAAAAAA) &gt;&gt; 1</span>);</span>
<span class="line"> bits = ((bits &amp; 0x33333333) &lt;&lt; <span class="hljs-string">2) | ((bits &amp; 0xCCCCCCCC) &gt;&gt; 2</span>);</span>
<span class="line"> bits = ((bits &amp; 0x0F0F0F0F) &lt;&lt; <span class="hljs-string">4) | ((bits &amp; 0xF0F0F0F0) &gt;&gt; 4</span>);</span>
<span class="line"> bits = ((bits &amp; 0x00FF00FF) &lt;&lt; <span class="hljs-string">8) | ((bits &amp; 0xFF00FF00) &gt;&gt; 8</span>);</span>
<span class="line"> <span class="hljs-built_in">return</span> vec2f(i / numSamples, bits / exp2(32));</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde">C++ implementation of a Hammersley sequence generator</div></center>
<a class="target" name="precomputinglforimage-basedlighting">&nbsp;</a><a class="target" name="annex/precomputinglforimage-basedlighting">&nbsp;</a><a class="target" name="toc9.5">&nbsp;</a><h2 id="precomputing-l-for-image-based-lighting"><a class="header" href="#precomputing-l-for-image-based-lighting">Precomputing L for image-based lighting</a></h2>
<p>
<p>The term ( L_{DFG} ) is only dependent on ( \NoV ). Below, the normal is arbitrarily set to ( n=\left[0, 0, 1\right] ) and (v) is chosen to satisfy ( \NoV ). The vector ( h_i ) is the ( D_{GGX}(\alpha) ) important direction sample (i).</p>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">GDFG</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">a2</span> <span class="hljs-operator">=</span> a * a;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXL</span> <span class="hljs-operator">=</span> NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXV</span> <span class="hljs-operator">=</span> NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> GDFG(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a) {</span>
<span class="line"> <span class="hljs-type">float</span> a2 = a * a;</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>((-NoV * a2 + NoV) * NoV + a2);</span>
<span class="line"> <span class="hljs-keyword">return</span> (<span class="hljs-number">2</span> * NoL) / (GGXV + GGXL);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line">float2 <span class="hljs-title function_">DFG</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line">float2 DFG(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> a) {</span>
<span class="line"> float3 V;</span>
<span class="line"> V.x = sqrt(<span class="hljs-number">1.0f</span> - NoV*NoV);</span>
<span class="line"> V.y = <span class="hljs-number">0.0f</span>;</span>
<span class="line"> V.x = <span class="hljs-built_in">sqrt</span>(<span class="hljs-number">1.0</span>f - NoV*NoV);</span>
<span class="line"> V.y = <span class="hljs-number">0.0</span>f;</span>
<span class="line"> V.z = NoV;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float2</span> <span class="hljs-variable">r</span> <span class="hljs-operator">=</span> <span class="hljs-number">0.0f</span>;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">uint</span> <span class="hljs-variable">i</span> <span class="hljs-operator">=</span> <span class="hljs-number">0</span>; i &lt; sampleCount; i++) {</span>
<span class="line"> <span class="hljs-type">float2</span> <span class="hljs-variable">Xi</span> <span class="hljs-operator">=</span> hammersley(i, sampleCount);</span>
<span class="line"> <span class="hljs-type">float3</span> <span class="hljs-variable">H</span> <span class="hljs-operator">=</span> importanceSampleGGX(Xi, a, N);</span>
<span class="line"> <span class="hljs-type">float3</span> <span class="hljs-variable">L</span> <span class="hljs-operator">=</span> <span class="hljs-number">2.0f</span> * dot(V, H) * H - V;</span>
<span class="line"> float2 r = <span class="hljs-number">0.0</span>f;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">uint</span> i = <span class="hljs-number">0</span>; i &lt; sampleCount; i++) {</span>
<span class="line"> float2 Xi = hammersley(i, sampleCount);</span>
<span class="line"> float3 H = importanceSampleGGX(Xi, a, N);</span>
<span class="line"> float3 L = <span class="hljs-number">2.0</span>f * <span class="hljs-built_in">dot</span>(V, H) * H - V;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">VoH</span> <span class="hljs-operator">=</span> saturate(dot(V, H));</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoL</span> <span class="hljs-operator">=</span> saturate(L.z);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoH</span> <span class="hljs-operator">=</span> saturate(H.z);</span>
<span class="line"> <span class="hljs-type">float</span> VoH = saturate(<span class="hljs-built_in">dot</span>(V, H));</span>
<span class="line"> <span class="hljs-type">float</span> NoL = saturate(L.z);</span>
<span class="line"> <span class="hljs-type">float</span> NoH = saturate(H.z);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-keyword">if</span> (NoL &gt; <span class="hljs-number">0.0f</span>) {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">G</span> <span class="hljs-operator">=</span> GDFG(NoV, NoL, a);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">Gv</span> <span class="hljs-operator">=</span> G * VoH / NoH;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">Fc</span> <span class="hljs-operator">=</span> pow(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0f</span>);</span>
<span class="line"> <span class="hljs-keyword">if</span> (NoL &gt; <span class="hljs-number">0.0</span>f) {</span>
<span class="line"> <span class="hljs-type">float</span> G = GDFG(NoV, NoL, a);</span>
<span class="line"> <span class="hljs-type">float</span> Gv = G * VoH / NoH;</span>
<span class="line"> <span class="hljs-type">float</span> Fc = <span class="hljs-built_in">pow</span>(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0</span>f);</span>
<span class="line"> r.x += Gv * (<span class="hljs-number">1</span> - Fc);</span>
<span class="line"> r.y += Gv * Fc;</span>
<span class="line"> }</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-keyword">return</span> r * (<span class="hljs-number">1.0f</span> / sampleCount);</span>
<span class="line"> <span class="hljs-keyword">return</span> r * (<span class="hljs-number">1.0</span>f / sampleCount);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde">C++ implementation of the \( L_{DFG} \) term</div></center>
<a class="target" name="sphericalharmonics">&nbsp;</a><a class="target" name="annex/sphericalharmonics">&nbsp;</a><a class="target" name="toc9.6">&nbsp;</a><h2 id="spherical-harmonics"><a class="header" href="#spherical-harmonics">Spherical Harmonics</a></h2>
<p>
@@ -3851,56 +3851,56 @@ sin(m \phi + \phi) &= sin(m \phi) cos(\phi) + cos(m \phi) sin(\phi) \Leftrightar
\end{align*}$$
</p><p>
<a href="#listing_nonnormalizedshbasis">Listing&nbsp;47</a> shows the C++ code to compute the non-normalized SH basis \(\frac{y^m_l(s)}{\sqrt{2} K^m_l}\):
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-keyword">inline</span> <span class="hljs-type">size_t</span> <span class="hljs-title">SHindex</span><span class="hljs-params">(<span class="hljs-type">ssize_t</span> m, <span class="hljs-type">size_t</span> l)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">inline</span> <span class="hljs-keyword">size_t</span> <span class="hljs-title">SHindex</span><span class="hljs-params">(<span class="hljs-keyword">ssize_t</span> m, <span class="hljs-keyword">size_t</span> l)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> l * (l + <span class="hljs-number">1</span>) + m;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">void</span> <span class="hljs-title">computeShBasis</span><span class="hljs-params">(</span>
<span class="line"> <span class="hljs-type">double</span>* <span class="hljs-type">const</span> SHb,</span>
<span class="line"> <span class="hljs-type">size_t</span> numBands,</span>
<span class="line"> <span class="hljs-type">const</span> vec3&amp; s)</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">computeShBasis</span><span class="hljs-params">(</span>
<span class="line"> <span class="hljs-keyword">double</span>* <span class="hljs-keyword">const</span> SHb,</span>
<span class="line"> <span class="hljs-keyword">size_t</span> numBands,</span>
<span class="line"> <span class="hljs-keyword">const</span> vec3&amp; s)</span></span>
<span class="line"></span>{</span>
<span class="line"> <span class="hljs-comment">// handle m=0 separately, since it produces only one coefficient</span></span>
<span class="line"> <span class="hljs-type">double</span> Pml_2 = <span class="hljs-number">0</span>;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_1 = <span class="hljs-number">1</span>;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_2 = <span class="hljs-number">0</span>;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_1 = <span class="hljs-number">1</span>;</span>
<span class="line"> SHb[<span class="hljs-number">0</span>] = Pml_1;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = <span class="hljs-number">1</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-type">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l - <span class="hljs-number">1</span>) * Pml_2) / l;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = <span class="hljs-number">1</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l - <span class="hljs-number">1</span>) * Pml_2) / l;</span>
<span class="line"> Pml_2 = Pml_1;</span>
<span class="line"> Pml_1 = Pml;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(<span class="hljs-number">0</span>, l)] = Pml;</span>
<span class="line"> SHb[SHindex(<span class="hljs-number">0</span>, l)] = Pml;</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-type">double</span> Pmm = <span class="hljs-number">1</span>;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt; numBands ; m++) {</span>
<span class="line"> <span class="hljs-keyword">double</span> Pmm = <span class="hljs-number">1</span>;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt; numBands ; m++) {</span>
<span class="line"> Pmm = (<span class="hljs-number">1</span> - <span class="hljs-number">2</span> * m) * Pmm;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_2 = Pmm;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_1 = (<span class="hljs-number">2</span> * m + <span class="hljs-number">1</span>)*Pmm*s.z;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_2 = Pmm;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_1 = (<span class="hljs-number">2</span> * m + <span class="hljs-number">1</span>)*Pmm*s.z;</span>
<span class="line"> <span class="hljs-comment">// l == m</span></span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, m)] = Pml_2;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, m)] = Pml_2;</span>
<span class="line"> SHb[SHindex(-m, m)] = Pml_2;</span>
<span class="line"> SHb[SHindex( m, m)] = Pml_2;</span>
<span class="line"> <span class="hljs-keyword">if</span> (m + <span class="hljs-number">1</span> &lt; numBands) {</span>
<span class="line"> <span class="hljs-comment">// l == m+1</span></span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = m + <span class="hljs-number">2</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-type">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l + m - <span class="hljs-number">1</span>) * Pml_2)</span>
<span class="line"> SHb[SHindex(-m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> SHb[SHindex( m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = m + <span class="hljs-number">2</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l + m - <span class="hljs-number">1</span>) * Pml_2)</span>
<span class="line"> / (l - m);</span>
<span class="line"> Pml_2 = Pml_1;</span>
<span class="line"> Pml_1 = Pml;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, l)] = Pml;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, l)] = Pml;</span>
<span class="line"> SHb[SHindex(-m, l)] = Pml;</span>
<span class="line"> SHb[SHindex( m, l)] = Pml;</span>
<span class="line"> }</span>
<span class="line"> }</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-type">double</span> Cm = s.x;</span>
<span class="line"> <span class="hljs-type">double</span> Sm = s.y;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt;= numBands ; m++) {</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = m; l &lt; numBands ; l++) {</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, l)] *= Sm;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, l)] *= Cm;</span>
<span class="line"> <span class="hljs-keyword">double</span> Cm = s.x;</span>
<span class="line"> <span class="hljs-keyword">double</span> Sm = s.y;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt;= numBands ; m++) {</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = m; l &lt; numBands ; l++) {</span>
<span class="line"> SHb[SHindex(-m, l)] *= Sm;</span>
<span class="line"> SHb[SHindex( m, l)] *= Cm;</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-type">double</span> Cm1 = Cm * s.x - Sm * s.y;</span>
<span class="line"> <span class="hljs-type">double</span> Sm1 = Sm * s.x + Cm * s.y;</span>
<span class="line"> <span class="hljs-keyword">double</span> Cm1 = Cm * s.x - Sm * s.y;</span>
<span class="line"> <span class="hljs-keyword">double</span> Sm1 = Sm * s.x + Cm * s.y;</span>
<span class="line"> Cm = Cm1;</span>
<span class="line"> Sm = Sm1;</span>
<span class="line"> }</span>
@@ -3979,10 +3979,10 @@ $$\begin{equation}
\end{equation}$$
</p><p>
Here is the C++ code to compute \(\hat{C}_l\):
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-type">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-type">size_t</span> n, <span class="hljs-type">size_t</span> d = <span class="hljs-number">1</span>)</span></span>;</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-keyword">size_t</span> n, <span class="hljs-keyword">size_t</span> d = <span class="hljs-number">1</span>)</span></span>;</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// &lt; cos(theta) &gt; SH coefficients pre-multiplied by 1 / K(0,l)</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">double</span> <span class="hljs-title">computeTruncatedCosSh</span><span class="hljs-params">(<span class="hljs-type">size_t</span> l)</span> </span>{</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">double</span> <span class="hljs-title">computeTruncatedCosSh</span><span class="hljs-params">(<span class="hljs-keyword">size_t</span> l)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">if</span> (l == <span class="hljs-number">0</span>) {</span>
<span class="line"> <span class="hljs-keyword">return</span> M_PI;</span>
<span class="line"> } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (l == <span class="hljs-number">1</span>) {</span>
@@ -3990,17 +3990,17 @@ Here is the C++ code to compute \(\hat{C}_l\):
<span class="line"> } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (l &amp; <span class="hljs-number">1</span>) {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0</span>;</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-type">const</span> <span class="hljs-type">size_t</span> l_2 = l / <span class="hljs-number">2</span>;</span>
<span class="line"> <span class="hljs-type">double</span> A0 = ((l_2 &amp; <span class="hljs-number">1</span>) ? <span class="hljs-number">1.0</span> : <span class="hljs-number">-1.0</span>) / ((l + <span class="hljs-number">2</span>) * (l - <span class="hljs-number">1</span>));</span>
<span class="line"> <span class="hljs-type">double</span> A1 = <span class="hljs-built_in">factorial</span>(l, l_2) / (<span class="hljs-built_in">factorial</span>(l_2) * (<span class="hljs-number">1</span> &lt;&lt; l));</span>
<span class="line"> <span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> l_2 = l / <span class="hljs-number">2</span>;</span>
<span class="line"> <span class="hljs-keyword">double</span> A0 = ((l_2 &amp; <span class="hljs-number">1</span>) ? <span class="hljs-number">1.0</span> : <span class="hljs-number">-1.0</span>) / ((l + <span class="hljs-number">2</span>) * (l - <span class="hljs-number">1</span>));</span>
<span class="line"> <span class="hljs-keyword">double</span> A1 = factorial(l, l_2) / (factorial(l_2) * (<span class="hljs-number">1</span> &lt;&lt; l));</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">2</span> * M_PI * A0 * A1;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// returns n! / d!</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-type">size_t</span> n, <span class="hljs-type">size_t</span> d )</span> </span>{</span>
<span class="line"> d = std::<span class="hljs-built_in">max</span>(<span class="hljs-built_in">size_t</span>(<span class="hljs-number">1</span>), d);</span>
<span class="line"> n = std::<span class="hljs-built_in">max</span>(<span class="hljs-built_in">size_t</span>(<span class="hljs-number">1</span>), n);</span>
<span class="line"> <span class="hljs-type">double</span> r = <span class="hljs-number">1.0</span>;</span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-keyword">size_t</span> n, <span class="hljs-keyword">size_t</span> d )</span> </span>{</span>
<span class="line"> d = <span class="hljs-built_in">std</span>::max(<span class="hljs-keyword">size_t</span>(<span class="hljs-number">1</span>), d);</span>
<span class="line"> n = <span class="hljs-built_in">std</span>::max(<span class="hljs-keyword">size_t</span>(<span class="hljs-number">1</span>), n);</span>
<span class="line"> <span class="hljs-keyword">double</span> r = <span class="hljs-number">1.0</span>;</span>
<span class="line"> <span class="hljs-keyword">if</span> (n == d) {</span>
<span class="line"> <span class="hljs-comment">// intentionally left blank</span></span>
<span class="line"> } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (n &gt; d) {</span>

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File diff suppressed because one or more lines are too long

View File

@@ -1706,6 +1706,8 @@ enum class Workaround : uint16_t {
DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL,
// Emulate an sRGB swapchain in shader code.
EMULATE_SRGB_SWAPCHAIN,
// Workaround for AMD Vulkan drivers on Windows crashing when SSR history is detached.
BLIT_SSR_HISTORY,
};
using StereoscopicType = Platform::StereoscopicType;

View File

@@ -25,6 +25,11 @@
#include <mutex>
#ifdef __ANDROID__
#include <pthread.h>
#endif
namespace filament {
using namespace utils;
@@ -105,8 +110,21 @@ JNIEnv* VirtualMachineEnv::getEnvironmentSlow() {
FILAMENT_CHECK_PRECONDITION(mVirtualMachine)
<< "JNI_OnLoad() has not been called";
#if defined(__ANDROID__)
jint const result = mVirtualMachine->AttachCurrentThread(&mJniEnv, nullptr);
#ifdef __ANDROID__
JavaVMAttachArgs args;
args.version = JNI_VERSION_1_6;
args.group = nullptr;
char threadName[16]; // pthread_getname_np returns at most 16 bytes
if (__builtin_available(android 26, *)) {
if (pthread_getname_np(pthread_self(), threadName, sizeof(threadName)) == 0) {
args.name = threadName;
} else {
args.name = nullptr;
}
} else {
args.name = nullptr;
}
jint const result = mVirtualMachine->AttachCurrentThread(&mJniEnv, &args);
#else
jint const result = mVirtualMachine->AttachCurrentThread(reinterpret_cast<void**>(&mJniEnv), nullptr);
#endif

View File

@@ -121,6 +121,10 @@ public:
return mPhysicalDeviceProperties.properties.vendorID;
}
inline char const* getDriverName() const noexcept {
return mDriverProperties.driverName;
}
/**
* Fetches a list of pre-registered external formats for prewarming the Vulkan
* pipeline cache.
@@ -217,6 +221,9 @@ private:
VkPhysicalDeviceProperties2 mPhysicalDeviceProperties = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2,
};
VkPhysicalDeviceDriverProperties mDriverProperties = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES,
};
VkPhysicalDeviceVulkan11Features mPhysicalDeviceVk11Features = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES,
};

View File

@@ -49,6 +49,7 @@
#include <chrono>
#include <mutex>
#include <string_view>
using namespace bluevk;
@@ -1656,6 +1657,17 @@ bool VulkanDriver::isWorkaroundNeeded(Workaround workaround) {
return false;
case Workaround::DISABLE_BLIT_INTO_TEXTURE_ARRAY:
return false;
case Workaround::BLIT_SSR_HISTORY: {
#if defined(WIN32)
// AMD GPU on windows crashes when SSR is enabled. It's root-caused to be writing to the
// SSR history texture. We blit the history instead of using the linear output of the
// color pass. See Issue #9680.
std::string_view deviceName{ mContext.getDriverName() };
return deviceName.find("AMD proprietary driver") != std::string_view::npos;
#else
return false;
#endif
}
default:
return false;
}

View File

@@ -952,6 +952,9 @@ void VulkanPlatform::queryAndSetDeviceFeatures(Platform::DriverConfig const& dri
chainStruct(&context.mPhysicalDeviceFeatures, &globalPriorityFeatures);
}
// Obtain and store driver info
chainStruct(&context.mPhysicalDeviceProperties, &context.mDriverProperties);
// Initialize the following fields: physicalDeviceProperties, memoryProperties,
// physicalDeviceFeatures.
vkGetPhysicalDeviceProperties2(mImpl->mPhysicalDevice, &context.mPhysicalDeviceProperties);

View File

@@ -271,8 +271,8 @@ std::unique_ptr<MaterialDefinition> MaterialDefinition::create(FEngine& engine,
void MaterialDefinition::terminate(FEngine& engine) {
DriverApi& driver = engine.getDriverApi();
perViewDescriptorSetLayout.terminate(engine.getDescriptorSetLayoutFactory(), driver);
perViewDescriptorSetLayoutVsm.terminate(engine.getDescriptorSetLayoutFactory(), driver);
perViewDescriptorSetLayoutPcf.terminate(engine.getDescriptorSetLayoutFactory(), driver);
perViewDescriptorSetLayoutS2d.terminate(engine.getDescriptorSetLayoutFactory(), driver);
descriptorSetLayout.terminate(engine.getDescriptorSetLayoutFactory(), driver);
}
@@ -607,23 +607,23 @@ void MaterialDefinition::processDescriptorSets(FEngine& engine) {
refractionMode == RefractionMode::SCREEN_SPACE;
bool const hasFog = !(variantFilterMask & UserVariantFilterMask(UserVariantFilterBit::FOG));
this->perViewDescriptorSetLayoutDescription = descriptor_sets::getPerViewDescriptorSetLayout(
this->perViewDescriptorSetLayoutPcfDescription = descriptor_sets::getPerViewDescriptorSetLayout(
materialDomain, isLit, isSSR, hasFog, false);
this->perViewDescriptorSetLayoutVsmDescription = descriptor_sets::getPerViewDescriptorSetLayout(
this->perViewDescriptorSetLayoutS2dDescription = descriptor_sets::getPerViewDescriptorSetLayout(
materialDomain, isLit, isSSR, hasFog, true);
// set the labels
this->descriptorSetLayoutDescription.label = CString{ name }.append("_perMat");
this->perViewDescriptorSetLayoutDescription.label = CString{ name }.append("_perView");
this->perViewDescriptorSetLayoutVsmDescription.label = CString{ name }.append("_perViewVsm");
this->perViewDescriptorSetLayoutPcfDescription.label = CString{ name }.append("_perView");
this->perViewDescriptorSetLayoutS2dDescription.label = CString{ name }.append("_perViewVsm");
// get the PER_RENDERABLE and PER_VIEW descriptor binding info
for (auto&& [bindingPoint, dsl] : {
std::pair{ DescriptorSetBindingPoints::PER_RENDERABLE,
descriptor_sets::getPerRenderableLayout() },
std::pair{ DescriptorSetBindingPoints::PER_VIEW,
this->perViewDescriptorSetLayoutDescription }}) {
this->perViewDescriptorSetLayoutPcfDescription }}) {
Program::DescriptorBindingsInfo& descriptors = programDescriptorBindings[+bindingPoint];
descriptors.reserve(dsl.descriptors.size());
for (auto const& entry: dsl.descriptors) {
@@ -636,17 +636,17 @@ void MaterialDefinition::processDescriptorSets(FEngine& engine) {
descriptorSetLayoutFactory, driver,
this->descriptorSetLayoutDescription };
this->perViewDescriptorSetLayout = {
this->perViewDescriptorSetLayoutPcf = {
descriptorSetLayoutFactory, driver,
this->perViewDescriptorSetLayoutDescription };
this->perViewDescriptorSetLayoutPcfDescription };
this->perViewDescriptorSetLayoutVsm = {
this->perViewDescriptorSetLayoutS2d = {
descriptorSetLayoutFactory, driver,
this->perViewDescriptorSetLayoutVsmDescription };
this->perViewDescriptorSetLayoutS2dDescription };
}
backend::DescriptorSetLayout const& MaterialDefinition::getPerViewDescriptorSetLayoutDescription(
Variant const variant, bool const useVsmDescriptorSetLayout) const noexcept {
Variant const variant, bool const useS2dDescriptorSetLayout) const noexcept {
if (materialDomain == MaterialDomain::SURFACE) {
if (Variant::isValidDepthVariant(variant)) {
// Use the layout description used to create the per view depth variant layout.
@@ -657,10 +657,10 @@ backend::DescriptorSetLayout const& MaterialDefinition::getPerViewDescriptorSetL
return descriptor_sets::getSsrVariantLayout();
}
}
if (useVsmDescriptorSetLayout) {
return perViewDescriptorSetLayoutVsmDescription;
if (useS2dDescriptorSetLayout) {
return perViewDescriptorSetLayoutS2dDescription;
}
return perViewDescriptorSetLayoutDescription;
return perViewDescriptorSetLayoutPcfDescription;
}
Handle<HwProgram> MaterialDefinition::compileProgram(
@@ -689,7 +689,7 @@ Handle<HwProgram> MaterialDefinition::compileProgram(
pb.descriptorLayout(+DescriptorSetBindingPoints::PER_VIEW,
getPerViewDescriptorSetLayoutDescription(
specialization.variant,
Variant::isVSMVariant(specialization.variant)));
Variant::isShadowSampler2DVariant(specialization.variant)));
pb.descriptorLayout(+DescriptorSetBindingPoints::PER_RENDERABLE,
descriptor_sets::getPerRenderableLayout());
pb.descriptorLayout(

View File

@@ -94,17 +94,17 @@ struct MaterialDefinition {
backend::ShaderModel const sm, bool isStereoSupported) const noexcept;
backend::DescriptorSetLayout const& getPerViewDescriptorSetLayoutDescription(
Variant const variant, bool useVsmDescriptorSetLayout) const noexcept;
Variant const variant, bool useS2dDescriptorSetLayout) const noexcept;
// Keep track of the definitions of the descriptor set layouts, as these
// may be used by some backends in parallel compilation of programs.
backend::DescriptorSetLayout perViewDescriptorSetLayoutDescription;
backend::DescriptorSetLayout perViewDescriptorSetLayoutVsmDescription;
backend::DescriptorSetLayout perViewDescriptorSetLayoutPcfDescription;
backend::DescriptorSetLayout perViewDescriptorSetLayoutS2dDescription;
backend::DescriptorSetLayout descriptorSetLayoutDescription;
// try to order by frequency of use
filament::DescriptorSetLayout perViewDescriptorSetLayout;
filament::DescriptorSetLayout perViewDescriptorSetLayoutVsm;
filament::DescriptorSetLayout perViewDescriptorSetLayoutPcf;
filament::DescriptorSetLayout perViewDescriptorSetLayoutS2d;
filament::DescriptorSetLayout descriptorSetLayout;
backend::Program::DescriptorSetInfo programDescriptorBindings;

View File

@@ -802,7 +802,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::ssr(FrameGraph& fg,
// use our special SSR variant, it can only be applied to object that have
// the SCREEN_SPACE ReflectionMode.
passBuilder.variant(Variant{ Variant::SPECIAL_SSR });
passBuilder.variant(Variant{ Variant::SPECIAL_SSR_VARIANT });
// generate all our drawing commands, except blended objects.
passBuilder.commandTypeFlags(RenderPass::CommandTypeFlags::SCREEN_SPACE_REFLECTIONS);

View File

@@ -568,7 +568,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(CommandTypeFlags extraFlag
if constexpr (isDepthPass) {
cmd.info.materialVariant = variant;
cmd.info.rasterState = {};
cmd.info.rasterState.colorWrite = Variant::isPickingVariant(variant) || Variant::isVSMVariant(variant);
cmd.info.rasterState.colorWrite = Variant::isPickingVariant(variant) || Variant::isDepthMomentsVariant(variant);
cmd.info.rasterState.depthWrite = true;
cmd.info.rasterState.depthFunc = RasterState::DepthFunc::GE;
cmd.info.rasterState.alphaToCoverage = false;
@@ -616,7 +616,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(CommandTypeFlags extraFlag
bool const hasSkinningOrMorphing = hasSkinning || hasMorphing;
// if we are already an SSR variant, the SRE bit is already set
static_assert(Variant::SPECIAL_SSR & Variant::SRE);
static_assert(Variant::SPECIAL_SSR_VARIANT & Variant::SRE);
Variant renderableVariant{ variant };
// we can't have SSR and shadowing together by construction

View File

@@ -257,9 +257,9 @@ filament::DescriptorSetLayout const& FMaterial::getPerViewDescriptorSetLayout(
}
// mDefinition.perViewDescriptorSetLayout{Vsm} is already resolved for MaterialDomain
if (useVsmDescriptorSetLayout) {
return mDefinition.perViewDescriptorSetLayoutVsm;
return mDefinition.perViewDescriptorSetLayoutS2d;
}
return mDefinition.perViewDescriptorSetLayout;
return mDefinition.perViewDescriptorSetLayoutPcf;
}
void FMaterial::compile(CompilerPriorityQueue const priority,

View File

@@ -139,7 +139,7 @@ public:
// This is mostly intended to be used for post-process materials; but it's also useful for
// Surface material that behave like post-process material (i.e. that don't really have variants or for
// which VSM is nonsensical, like for unlit materials)
return mDefinition.perViewDescriptorSetLayout;
return mDefinition.perViewDescriptorSetLayoutPcf;
}
DescriptorSetLayout const& getPerViewDescriptorSetLayout(
@@ -378,11 +378,11 @@ private:
Variant variant = {}) const noexcept;
bool isSharedVariant(Variant const variant) const {
// HACK: The default material "should" have VSM | DEP, but then we'd have to compile it as a
// HACK: The default material "should" have MNT | DEP, but then we'd have to compile it as a
// lit material, which would increase binary size. Perhaps we could specially compile it
// with this variant, but with the shader program cache in active development, the days of
// the default material are numbered anyway.
constexpr Variant::type_t vsmAndDep = Variant::VSM | Variant::DEP;
constexpr Variant::type_t vsmAndDep = Variant::MNT | Variant::DEP;
return mDefinition.materialDomain == MaterialDomain::SURFACE && !mIsDefaultMaterial &&
!mDefinition.hasCustomDepthShader && Variant::isValidDepthVariant(variant) &&
(variant.key & vsmAndDep) != vsmAndDep;

View File

@@ -104,6 +104,8 @@ FRenderer::FRenderer(FEngine& engine) :
mIsFrameBufferFetchSupported(false),
mIsFrameBufferFetchMultiSampleSupported(false),
mIsAutoDepthResolveSupported(false),
mWorkaroundBlitSsrHistory(
engine.getDriverApi().isWorkaroundNeeded(Workaround::BLIT_SSR_HISTORY)),
mUserEpoch(engine.getEngineEpoch()),
mResourceAllocator(std::make_unique<TextureCache>(
engine.getSharedResourceAllocatorDisposer(),
@@ -969,10 +971,7 @@ void FRenderer::renderJob(DriverApi& driver, RootArenaScope& rootArenaScope, FVi
variant.setDirectionalLighting(view.hasDirectionalLighting());
variant.setDynamicLighting(view.hasDynamicLighting());
variant.setFog(view.hasFog());
// The VSM bit has a different meaning for STANDARD_VARIANT (as opposed to DEPTH_VARIANT),
// In the STANDARD_VARIANT case, we are *using* the shadow-map, and the VSM only decides which
// type of sampler is used (samplerShadow or sampler2D).
variant.setVsm(view.hasShadowing() && view.getShadowType() != ShadowType::PCF);
variant.setShadowSampler2D(view.hasShadowing() && view.getShadowType() != ShadowType::PCF);
variant.setStereo(view.hasStereo());
/*
@@ -981,10 +980,7 @@ void FRenderer::renderJob(DriverApi& driver, RootArenaScope& rootArenaScope, FVi
if (view.needsShadowMap()) {
Variant shadowVariant(Variant::DEPTH_VARIANT);
// The VSM bit has a different meaning for DEPTH_VARIANT (as opposed to STANDARD_VARIANT),
// In the DEPTH_VARIANT case, we are *generating* the shadow-map, and some computations
// are handled differently. In addition, the color buffer is used.
shadowVariant.setVsm(view.getShadowType() == ShadowType::VSM);
shadowVariant.setDepthMoments(view.getShadowType() == ShadowType::VSM);
auto shadows = view.renderShadowMaps(engine, fg, cameraInfo, mShaderUserTime,
RenderPassBuilder{ commandArena }
@@ -1343,21 +1339,38 @@ void FRenderer::renderJob(DriverApi& driver, RootArenaScope& rootArenaScope, FVi
struct ExportSSRHistoryData {
FrameGraphId<FrameGraphTexture> history;
};
// FIXME: should we use the TAA-modified cameraInfo here or not? (we are).
mat4 const projection = cameraInfo.projection * cameraInfo.getUserViewMatrix();
fg.addPass<ExportSSRHistoryData>("Export SSR history",
// we can't use colorPassOutput here because it could be tonemapped
FrameGraphId<FrameGraphTexture> history = colorPassOutput.linearColor;
if (mWorkaroundBlitSsrHistory) {
history = ppm.blit(fg, false, history,
{ 0, 0, colorBufferDesc.width, colorBufferDesc.height },
{
.width = colorBufferDesc.width,
.height = colorBufferDesc.height,
.format = config.hdrFormat,
},
SamplerMagFilter::LINEAR, SamplerMinFilter::LINEAR);
}
fg.addPass<ExportSSRHistoryData>(
mWorkaroundBlitSsrHistory ? "Export SSR history (Blit Workaround)"
: "Export SSR history",
[&](FrameGraph::Builder& builder, auto& data) {
// We need to use sideEffect here to ensure this pass won't be culled.
// The "output" of this pass is going to be used during the next frame as
// an "import".
builder.sideEffect();
// we can't use colorPassOutput here because it could be tonemapped
data.history = builder.sample(colorPassOutput.linearColor); // FIXME: an access must be declared for detach(), why?
}, [&view, projection](FrameGraphResources const& resources, auto const& data) {
data.history = builder.sample(history);
},
[&view, projection](FrameGraphResources const& resources, auto const& data) {
auto& history = view.getFrameHistory();
auto& current = history.getCurrent();
current.ssr.projection = projection;
// FIXME: an access must be declared for detach(), why?
resources.detach(data.history, &current.ssr.color, &current.ssr.desc);
});
}

View File

@@ -219,6 +219,7 @@ private:
bool mIsFrameBufferFetchSupported : 1;
bool mIsFrameBufferFetchMultiSampleSupported : 1;
bool mIsAutoDepthResolveSupported : 1;
bool const mWorkaroundBlitSsrHistory : 1;
Epoch mUserEpoch;
math::float4 mShaderUserTime{};
DisplayInfo mDisplayInfo;

View File

@@ -36,7 +36,7 @@ backend::DescriptorSetLayout const& getPerRenderableLayout() noexcept;
backend::DescriptorSetLayout getPerViewDescriptorSetLayout(
MaterialDomain domain,
bool isLit, bool isSSR, bool hasFog,
bool isVSM) noexcept;
bool isShadowSampler2D) noexcept;
backend::DescriptorSetLayout getPerViewDescriptorSetLayoutWithVariant(
Variant variant,

View File

@@ -48,20 +48,21 @@ struct Variant {
// SRE: Shadow Receiver
// SKN: Skinning
// DEP: Depth only
// FOG: Fog
// PCK: Picking (depth variant only)
// VSM: Variance shadow maps (depth) / sampler type (standard)
// FOG: Fog (standard)
// PCK: Picking (depth)
// MNT: Output depth moments (depth)
// S2D: Sampler type for shadows (0: samplerShadowArray, 1: sampler2DArray) (standard)
// STE: Instanced stereo rendering
//
// X: either 1 or 0
// +-----+-----+-----+-----+-----+-----+-----+-----+
// Variant | STE | VSM | FOG | DEP | SKN | SRE | DYN | DIR | 256
// Variant | STE | S2D | FOG | DEP | SKN | SRE | DYN | DIR | 256
// +-----+-----+-----+-----+-----+-----+-----+-----+
// PCK
// MNT PCK
//
// Standard variants:
// +-----+-----+-----+-----+-----+-----+-----+-----+
// | STE | VSM | FOG | 0 | SKN | SRE | DYN | DIR | 128 - 44 = 84
// | STE | S2D | FOG | 0 | SKN | SRE | DYN | DIR | 128 - 44 = 84
// +-----+-----+-----+-----+-----+-----+-----+-----+
// Vertex shader X 0 0 0 X X X X
// Fragment shader 0 X X 0 0 X X X
@@ -72,7 +73,7 @@ struct Variant {
//
// Depth variants:
// +-----+-----+-----+-----+-----+-----+-----+-----+
// | STE | VSM | PCK | 1 | SKN | 0 | 0 | 0 | 16 - 4 = 12
// | STE | MNT | PCK | 1 | SKN | 0 | 0 | 0 | 16 - 4 = 12
// +-----+-----+-----+-----+-----+-----+-----+-----+
// Vertex depth X X 0 1 X 0 0 0
// Fragment depth 0 0 X 1 0 0 0 0
@@ -96,13 +97,15 @@ struct Variant {
static constexpr type_t DEP = 0x10; // depth only variants
static constexpr type_t FOG = 0x20; // fog (standard)
static constexpr type_t PCK = 0x20; // picking (depth)
static constexpr type_t VSM = 0x40; // variance shadow maps / sampler type
static constexpr type_t S2D = 0x40; // sampler type
static constexpr type_t MNT = 0x40; // variance shadow maps
static constexpr type_t STE = 0x80; // instanced stereo
static constexpr type_t NO_VARIANT = 0u;
// special variants (variants that use the reserved space)
static constexpr type_t SPECIAL_SSR = VSM | SRE; // screen-space reflections variant
static constexpr type_t SPECIAL_SSR_VARIANT= S2D | SRE ;
static constexpr type_t SPECIAL_SSR_MASK = STE | S2D | DEP | SRE | DYN | DIR;
static constexpr type_t STANDARD_MASK = DEP;
static constexpr type_t STANDARD_VARIANT = 0u;
@@ -127,29 +130,30 @@ struct Variant {
void setSkinning(bool v) noexcept { set(v, SKN); }
void setFog(bool v) noexcept { set(v, FOG); }
void setPicking(bool v) noexcept { set(v, PCK); }
void setVsm(bool v) noexcept { set(v, VSM); }
void setShadowSampler2D(bool v) noexcept { set(v, S2D); }
void setDepthMoments(bool v) noexcept { set(v, MNT); }
void setStereo(bool v) noexcept { set(v, STE); }
static constexpr bool isValidDepthVariant(Variant variant) noexcept {
// Can't have VSM and PICKING together with DEPTH variants
constexpr type_t RESERVED_MASK = VSM | PCK | DEP | SRE | DYN | DIR;
constexpr type_t RESERVED_VALUE = VSM | PCK | DEP;
constexpr type_t RESERVED_MASK = MNT | PCK | DEP | SRE | DYN | DIR;
constexpr type_t RESERVED_VALUE = MNT | PCK | DEP;
return ((variant.key & DEPTH_MASK) == DEPTH_VARIANT) &&
((variant.key & RESERVED_MASK) != RESERVED_VALUE);
}
static constexpr bool isValidStandardVariant(Variant variant) noexcept {
// can't have shadow receiver if we don't have any lighting
constexpr type_t RESERVED0_MASK = VSM | FOG | SRE | DYN | DIR;
constexpr type_t RESERVED0_VALUE = VSM | FOG | SRE;
constexpr type_t RESERVED0_MASK = S2D | FOG | SRE | DYN | DIR;
constexpr type_t RESERVED0_VALUE = S2D | FOG | SRE;
// can't have shadow receiver if we don't have any lighting
constexpr type_t RESERVED1_MASK = VSM | SRE | DYN | DIR;
constexpr type_t RESERVED1_MASK = S2D | SRE | DYN | DIR;
constexpr type_t RESERVED1_VALUE = SRE;
// can't have VSM without shadow receiver
constexpr type_t RESERVED2_MASK = VSM | SRE;
constexpr type_t RESERVED2_VALUE = VSM;
constexpr type_t RESERVED2_MASK = S2D | SRE;
constexpr type_t RESERVED2_VALUE = S2D;
return ((variant.key & STANDARD_MASK) == STANDARD_VARIANT) &&
((variant.key & RESERVED0_MASK) != RESERVED0_VALUE) &&
@@ -174,11 +178,15 @@ struct Variant {
}
static constexpr bool isSSRVariant(Variant variant) noexcept {
return (variant.key & (STE | VSM | DEP | SRE | DYN | DIR)) == (VSM | SRE);
return (variant.key & SPECIAL_SSR_MASK) == SPECIAL_SSR_VARIANT;
}
static constexpr bool isVSMVariant(Variant variant) noexcept {
return !isSSRVariant(variant) && ((variant.key & VSM) == VSM);
static constexpr bool isShadowSampler2DVariant(Variant variant) noexcept {
return !isSSRVariant(variant) && ((variant.key & (S2D | DEP)) == S2D);
}
static constexpr bool isDepthMomentsVariant(Variant variant) noexcept {
return !isSSRVariant(variant) && ((variant.key & (MNT | DEP)) == (MNT | DEP));
}
static constexpr bool isShadowReceiverVariant(Variant variant) noexcept {
@@ -202,13 +210,13 @@ struct Variant {
// vertex shader.
if ((variant.key & STANDARD_MASK) == STANDARD_VARIANT) {
if (isSSRVariant(variant)) {
variant.key &= ~(VSM | SRE);
variant.key &= ~SPECIAL_SSR_VARIANT;
}
return variant & (STE | SKN | SRE | DYN | DIR);
}
if ((variant.key & DEPTH_MASK) == DEPTH_VARIANT) {
// Only VSM, skinning, and stereo affect the vertex shader's DEPTH variant
return variant & (STE | VSM | SKN | DEP);
// Only MNT, skinning, and stereo affect the vertex shader's DEPTH variant
return variant & (STE | MNT | SKN | DEP);
}
return {};
}
@@ -217,11 +225,11 @@ struct Variant {
// filter out fragment variants that are not needed. For e.g. skinning doesn't
// affect the fragment shader.
if ((variant.key & STANDARD_MASK) == STANDARD_VARIANT) {
return variant & (VSM | FOG | SRE | DYN | DIR);
return variant & (S2D | FOG | SRE | DYN | DIR);
}
if ((variant.key & DEPTH_MASK) == DEPTH_VARIANT) {
// Only VSM & PICKING affects the fragment shader's DEPTH variant
return variant & (VSM | PCK | DEP);
return variant & (MNT | PCK | DEP);
}
return {};
}
@@ -230,8 +238,8 @@ struct Variant {
// special case for depth variant
if (isValidDepthVariant(variant)) {
if (!isLit) {
// if we're unlit, we never need the VSM variant
return variant & ~VSM;
// if we're unlit, we never need the MNT variant
return variant & ~MNT;
}
return variant;
}
@@ -242,9 +250,9 @@ struct Variant {
// when the shading mode is unlit, remove all the lighting variants
return variant & UNLIT_MASK;
}
// if shadow receiver is disabled, turn off VSM
// if shadow receiver is disabled, we pick the shadow sampler
if (!(variant.key & SRE)) {
return variant & ~VSM;
return variant & ~S2D;
}
return variant;
}

View File

@@ -216,7 +216,7 @@ utils::CString getDescriptorName(DescriptorSetBindingPoints const set,
DescriptorSetLayout getPerViewDescriptorSetLayout(
MaterialDomain const domain,
bool const isLit, bool const isSSR, bool const hasFog,
bool const isVSM) noexcept {
bool const isShadowSampler2D) noexcept {
switch (domain) {
case MaterialDomain::SURFACE: {
@@ -255,7 +255,7 @@ DescriptorSetLayout getPerViewDescriptorSetLayout(
}
// change the SHADOW_MAP descriptor type for VSM
if (isVSM) {
if (isShadowSampler2D) {
auto const pos = std::find_if(layout.descriptors.begin(), layout.descriptors.end(),
[](auto const& v) {
return v.binding == PerViewBindingPoints::SHADOW_MAP;
@@ -285,8 +285,7 @@ DescriptorSetLayout getPerViewDescriptorSetLayoutWithVariant(
return ssrVariantDescriptorSetLayout;
}
// We need to filter out all the descriptors not included in the "resolved" layout below
return getPerViewDescriptorSetLayout(domain, isLit, isSSR, hasFog,
Variant::isVSMVariant(variant));
return getPerViewDescriptorSetLayout(domain, isLit, isSSR, hasFog, Variant::isShadowSampler2DVariant(variant));
}
DescriptorType getDescriptorType(SamplerType const type, SamplerFormat const format) {

View File

@@ -32,41 +32,46 @@ namespace filament {
Variant Variant::filterUserVariant(
Variant variant, UserVariantFilterMask filterMask) noexcept {
// these are easy to filter by just removing the corresponding bit
if (filterMask & (uint32_t)UserVariantFilterBit::DIRECTIONAL_LIGHTING) {
if (filterMask & uint32_t(UserVariantFilterBit::DIRECTIONAL_LIGHTING)) {
variant.key &= ~DIR;
}
if (filterMask & (uint32_t)UserVariantFilterBit::DYNAMIC_LIGHTING) {
if (filterMask & uint32_t(UserVariantFilterBit::DYNAMIC_LIGHTING)) {
variant.key &= ~DYN;
}
if (filterMask & (uint32_t)UserVariantFilterBit::SKINNING) {
if (filterMask & uint32_t(UserVariantFilterBit::SKINNING)) {
variant.key &= ~SKN;
}
if (filterMask & (uint32_t)UserVariantFilterBit::STE) {
if (filterMask & uint32_t(UserVariantFilterBit::STE)) {
variant.key &= ~(filterMask & STE);
}
if (!isValidDepthVariant(variant)) {
// we can't remove FOG from depth variants, this would, in fact, remove picking
if (filterMask & (uint32_t)UserVariantFilterBit::FOG) {
variant.key &= ~FOG;
if (isValidDepthVariant(variant)) {
// depth variants can have their MNT bit filtered
if (filterMask & uint32_t(UserVariantFilterBit::VSM)) {
variant.key &= ~MNT;
}
} else {
// depth variants can have their VSM bit filtered
if (filterMask & (uint32_t)UserVariantFilterBit::VSM) {
variant.key &= ~VSM;
// we can't remove FOG from depth variants, this would, in fact, remove picking
if (filterMask & uint32_t(UserVariantFilterBit::FOG)) {
variant.key &= ~FOG;
}
}
if (!isSSRVariant(variant)) {
// SSR variant needs to be handled separately
if (filterMask & (uint32_t)UserVariantFilterBit::SHADOW_RECEIVER) {
if (filterMask & uint32_t(UserVariantFilterBit::SHADOW_RECEIVER)) {
variant.key &= ~SRE;
}
if (filterMask & (uint32_t)UserVariantFilterBit::VSM) {
variant.key &= ~VSM;
if (filterMask & uint32_t(UserVariantFilterBit::VSM)) {
variant.key &= ~S2D;
}
} else {
// see if we need to filter out the SSR variants
if (filterMask & (uint32_t)UserVariantFilterBit::SSR) {
variant.key &= ~SPECIAL_SSR;
if (filterMask & uint32_t(UserVariantFilterBit::SSR)) {
variant.key &= ~SPECIAL_SSR_VARIANT;
}
}
return variant;

View File

@@ -60,7 +60,8 @@ void ShaderGenerator::generateSurfaceMaterialVariantDefines(io::sstream& out,
CodeGenerator::generateDefine(out, "VARIANT_HAS_SHADOWING",
litVariants && filament::Variant::isShadowReceiverVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_VSM",
filament::Variant::isVSMVariant(variant));
filament::Variant::isShadowSampler2DVariant(variant) ||
filament::Variant::isDepthMomentsVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_STEREO",
hasStereo(variant, featureLevel));
CodeGenerator::generateDefine(out, "VARIANT_DEPTH",

View File

@@ -49,7 +49,7 @@ SamplerInterfaceBlock const& SibGenerator::getPerViewSib(Variant variant) noexce
// reason we name them "unused*" to ensure we're not using them by mistake (type/format don't
// matter).
static SamplerInterfaceBlock const sibPcf{ SamplerInterfaceBlock::Builder()
static SamplerInterfaceBlock const sibShadowSamplerPcf{ SamplerInterfaceBlock::Builder()
.name("sampler0")
.stageFlags(backend::ShaderStageFlags::FRAGMENT)
.add( {{ "shadowMap", +PerViewBindingPoints::SHADOW_MAP, Type::SAMPLER_2D_ARRAY, Format::SHADOW, Precision::MEDIUM, FILTERABLE, !MULTISAMPLE, ALL_STAGES },
@@ -62,7 +62,7 @@ SamplerInterfaceBlock const& SibGenerator::getPerViewSib(Variant variant) noexce
)
.build() };
static SamplerInterfaceBlock const sibVsm{ SamplerInterfaceBlock::Builder()
static SamplerInterfaceBlock const sibShadowSampler2D{ SamplerInterfaceBlock::Builder()
.name("sampler0")
.stageFlags(backend::ShaderStageFlags::FRAGMENT)
.add( {{ "shadowMap", +PerViewBindingPoints::SHADOW_MAP, Type::SAMPLER_2D_ARRAY, Format::FLOAT, Precision::HIGH, FILTERABLE, !MULTISAMPLE, ALL_STAGES },
@@ -85,10 +85,10 @@ SamplerInterfaceBlock const& SibGenerator::getPerViewSib(Variant variant) noexce
if (Variant::isSSRVariant(variant)) {
return sibSsr;
} else if (Variant::isVSMVariant(variant)) {
return sibVsm;
} else if (Variant::isShadowSampler2DVariant(variant)) {
return sibShadowSampler2D;
} else {
return sibPcf;
return sibShadowSamplerPcf;
}
}

View File

@@ -48,10 +48,11 @@ std::string formatVariantString(Variant variant, MaterialDomain domain) noexcept
if (variant.key & Variant::DEP) variantString += "DEP|";
if (variant.key & Variant::DEP) {
if (variant.key & Variant::PCK) variantString += "PCK|";
if (variant.key & Variant::MNT) variantString += "MNT|";
} else {
if (variant.key & Variant::FOG) variantString += "FOG|";
if (variant.key & Variant::S2D) variantString += "S2D|";
}
if (variant.key & Variant::VSM) variantString += "VSM|";
if (variant.key & Variant::STE) variantString += "STE|";
variantString = variantString.substr(0, variantString.length() - 1);
}

View File

@@ -17,6 +17,7 @@
// TODO: Clean-up. We shouldn't need this #ifndef here, but a client has requested that perfetto be
// disabled due to size increase. In their case, this flag would be defined across targets. Hence
// we guard below with an #ifndef.
#include <cstring>
#ifndef FILAMENT_TRACING_ENABLED
// Note: The overhead of TRACING is not negligible especially with parallel_for().
#define FILAMENT_TRACING_ENABLED false
@@ -98,7 +99,11 @@ namespace utils {
void JobSystem::setThreadName(const char* name) noexcept {
#if defined(__linux__)
pthread_setname_np(pthread_self(), name);
constexpr size_t MAX_PTHREAD_NAME_LEN = 16;
char buf[MAX_PTHREAD_NAME_LEN];
strncpy(buf, name, MAX_PTHREAD_NAME_LEN - 1);
buf[MAX_PTHREAD_NAME_LEN - 1] = '\0';
pthread_setname_np(pthread_self(), buf);
#elif defined(__APPLE__)
pthread_setname_np(name);
#elif defined(WIN32)

View File

@@ -76,7 +76,7 @@ into **branch** of `filament-assets`. This branch is paired with a PR or commit
As an example, imagine I am working on a PR, and I've uploaded my change, which is in a
branch called `my-pr-branch`, to `filament`. This PR requires updating the golden. We would do
it in the following fashion
it in the following fashion on a macOS machine:
### Using a script to update the golden repo

View File

@@ -54,6 +54,8 @@
{
"name": "Transimssion",
"description": "transmission",
// Disable transmission for webgpu because it seems flaky (b/488070152)
"backends": ["opengl", "vulkan"],
"apply_presets": ["base", "transmission_models"],
"rendering": {
"camera.focalLength": 52.0