Compare commits
15 Commits
pf/renderd
...
rc/1.70.0
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48
.github/workflows/release.yml
vendored
48
.github/workflows/release.yml
vendored
@@ -188,6 +188,54 @@ jobs:
|
||||
const globber = await glob.create(['out/*.aar', 'out/*.apk', 'out/*.tgz'].join('\n'));
|
||||
await upload({ github, context }, await globber.glob(), TAG);
|
||||
|
||||
sonatype-publish:
|
||||
name: sonatype-publish
|
||||
runs-on: 'ubuntu-24.04-16core'
|
||||
# Depends on the the Android build for the Android binaries.
|
||||
# Depends on the Mac, Linux, and Windows builds for host tools.
|
||||
needs: [build-mac, build-linux, build-windows, build-android]
|
||||
if: github.event_name == 'release' || github.event.inputs.platform == 'android'
|
||||
|
||||
steps:
|
||||
- name: Decide Git ref
|
||||
id: git_ref
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- uses: actions/setup-java@v3
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
java-version: '17'
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Download Android Release
|
||||
run: |
|
||||
gh release download ${TAG} \
|
||||
--repo ${{ github.repository }} \
|
||||
--pattern 'filament-*-android-native.tgz'
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
- name: Unzip Android Release
|
||||
run: |
|
||||
mkdir -p out/android-release
|
||||
tar -xzvf filament-${TAG}-android-native.tgz -C out/android-release/
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
- name: Publish To Sonatype
|
||||
run: |
|
||||
cd android
|
||||
./gradlew publishToSonatype closeSonatypeStagingRepository
|
||||
env:
|
||||
ORG_GRADLE_PROJECT_sonatypeUsername: ${{ secrets.SONATYPE_USERNAME }}
|
||||
ORG_GRADLE_PROJECT_sonatypePassword: ${{ secrets.SONATYPE_PASSWORD }}
|
||||
ORG_GRADLE_PROJECT_signingKey: ${{ secrets.MAVEN_SIGNING_KEY }}
|
||||
ORG_GRADLE_PROJECT_signingPassword: ${{ secrets.MAVEN_SIGNING_PASSWORD }}
|
||||
|
||||
build-ios:
|
||||
name: build-ios
|
||||
runs-on: macos-14-xlarge
|
||||
|
||||
@@ -6,6 +6,3 @@
|
||||
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
|
||||
|
||||
## Release notes for next branch cut
|
||||
|
||||
- engine: fix crash when using variance shadow maps
|
||||
- materials: better shadow normal-bias calculations [⚠️ **New Material Version**]
|
||||
|
||||
@@ -31,7 +31,7 @@ repositories {
|
||||
}
|
||||
|
||||
dependencies {
|
||||
implementation 'com.google.android.filament:filament-android:1.69.4'
|
||||
implementation 'com.google.android.filament:filament-android:1.70.0'
|
||||
}
|
||||
```
|
||||
|
||||
@@ -50,7 +50,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
|
||||
iOS projects can use CocoaPods to install the latest release:
|
||||
|
||||
```shell
|
||||
pod 'Filament', '~> 1.69.4'
|
||||
pod 'Filament', '~> 1.70.0'
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
@@ -7,6 +7,11 @@ A new header is inserted each time a *tag* is created.
|
||||
Instead, if you are authoring a PR for the main branch, add your release note to
|
||||
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
|
||||
|
||||
## v1.70.0
|
||||
|
||||
- engine: fix crash when using variance shadow maps
|
||||
- materials: better shadow normal-bias calculations [⚠️ **New Material Version**]
|
||||
|
||||
## v1.69.5
|
||||
|
||||
- engine: fix crash when using variance shadow maps
|
||||
|
||||
@@ -40,15 +40,21 @@
|
||||
// - Build and upload artifacts with ./gradlew publish
|
||||
// - Close and release staging repo on Nexus with ./gradlew closeAndReleaseStagingRepository
|
||||
//
|
||||
// The following is needed in ~/gradle/gradle.properties:
|
||||
// The following properties need to be set (either in ~/gradle/gradle.properties, on the command
|
||||
// line, or as environment variables, e.g.: ORG_GRADLE_PROJECT_property=value):
|
||||
//
|
||||
// sonatypeUsername=nexus_user
|
||||
// sonatypePassword=nexus_password
|
||||
//
|
||||
// To sign with a key ring file:
|
||||
// signing.keyId=pgp_key_id
|
||||
// signing.password=pgp_key_password
|
||||
// signing.secretKeyRingFile=/Users/user/.gnupg/maven_signing.key
|
||||
//
|
||||
// To sign with in-memory keys (useful for CI):,
|
||||
// signingKey=ASCII armored key (begins with -----BEGIN PGP PRIVATE KEY BLOCK-----)
|
||||
// signingPassword=key password
|
||||
//
|
||||
|
||||
buildscript {
|
||||
def path = providers
|
||||
|
||||
@@ -2121,7 +2121,7 @@ public class View {
|
||||
*/
|
||||
public boolean highPrecision = false;
|
||||
/**
|
||||
* VSM minimum variance scale, must be positive.
|
||||
* @deprecated has no effect.
|
||||
*/
|
||||
public float minVarianceScale = 0.5f;
|
||||
/**
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
GROUP=com.google.android.filament
|
||||
VERSION_NAME=1.69.4
|
||||
VERSION_NAME=1.70.0
|
||||
|
||||
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
||||
|
||||
|
||||
@@ -94,6 +94,13 @@ afterEvaluate { project ->
|
||||
}
|
||||
|
||||
signing {
|
||||
def signingKey = findProperty("signingKey")
|
||||
def signingPassword = findProperty("signingPassword")
|
||||
if (signingKey && signingPassword) {
|
||||
println("Signing with in-memory keys")
|
||||
useInMemoryPgpKeys(signingKey, signingPassword)
|
||||
}
|
||||
|
||||
publishing.publications.all { publication ->
|
||||
sign publication
|
||||
}
|
||||
|
||||
@@ -26,7 +26,8 @@ tasks.register('copyDamagedHelmetGltf', Copy) {
|
||||
preBuild.dependsOn copyDamagedHelmetGltf
|
||||
|
||||
clean.doFirst {
|
||||
delete "src/main/assets"
|
||||
delete "src/main/assets/envs"
|
||||
delete "src/main/assets/models"
|
||||
}
|
||||
|
||||
android {
|
||||
@@ -48,6 +49,7 @@ android {
|
||||
dependencies {
|
||||
implementation deps.kotlin
|
||||
implementation 'androidx.constraintlayout:constraintlayout:2.1.4'
|
||||
implementation 'com.google.android.material:material:1.10.0'
|
||||
implementation deps.coroutines.core
|
||||
implementation project(':filament-android')
|
||||
implementation project(':gltfio-android')
|
||||
|
||||
@@ -12,10 +12,11 @@
|
||||
android:supportsRtl="true"
|
||||
android:largeHeap="true"
|
||||
android:requestLegacyExternalStorage="true"
|
||||
android:theme="@android:style/Theme.NoTitleBar">
|
||||
android:theme="@style/Theme.Material3.DayNight.NoActionBar">
|
||||
<activity
|
||||
android:name=".MainActivity"
|
||||
android:exported="true"
|
||||
android:launchMode="singleTop"
|
||||
android:configChanges="orientation|screenSize|screenLayout|keyboardHidden"
|
||||
android:screenOrientation="fullSensor">
|
||||
<intent-filter>
|
||||
|
||||
@@ -0,0 +1,899 @@
|
||||
{
|
||||
"name": "Default Test",
|
||||
"backends": [
|
||||
"opengl"
|
||||
],
|
||||
"models": {
|
||||
"DamagedHelmet": "helmet.glb"
|
||||
},
|
||||
"presets": [
|
||||
{
|
||||
"name": "base",
|
||||
"models": [
|
||||
"DamagedHelmet"
|
||||
],
|
||||
"rendering": {
|
||||
"camera": {
|
||||
"enabled": true,
|
||||
"horizontalFov": 45.0,
|
||||
"center": [
|
||||
0,
|
||||
0,
|
||||
0
|
||||
],
|
||||
"lookAt": [
|
||||
0,
|
||||
0,
|
||||
-1
|
||||
]
|
||||
},
|
||||
"view": {
|
||||
"postProcessingEnabled": true,
|
||||
"dithering": "NONE"
|
||||
},
|
||||
"tolerance": {
|
||||
"maxAbsDiff": 0.1,
|
||||
"maxFailingPixelsFraction": 0.0
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "tilted",
|
||||
"rendering": {
|
||||
"camera": {
|
||||
"enabled": true,
|
||||
"horizontalFov": 45.0,
|
||||
"center": [
|
||||
-4,
|
||||
-2,
|
||||
-3
|
||||
],
|
||||
"lookAt": [
|
||||
0,
|
||||
0,
|
||||
-4
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
"tests": [
|
||||
{
|
||||
"name": "basic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "rotated",
|
||||
"apply_presets": [
|
||||
"base",
|
||||
"tilted"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "ssao",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "msaa",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.msaa.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom",
|
||||
"apply_presets": [
|
||||
"base",
|
||||
"tilted"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "aa_none",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.antiAliasing": "NONE"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "aa_fxaa",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.antiAliasing": "FXAA"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dithering_none",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dithering": "NONE"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "msaa_8",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.msaa.enabled": true,
|
||||
"view.msaa.sampleCount": 8
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "taa_custom",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.taa.enabled": true,
|
||||
"view.taa.feedback": 0.2,
|
||||
"view.taa.jitterPattern": "HALTON_23_X16"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_gtao",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.aoType": "GTAO"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_sao",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.aoType": "SAO"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_radius_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.radius": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_radius_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.radius": 0.1
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_power_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.power": 2.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_power_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.power": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_bias_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.bias": 0.05
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_resolution_half",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.resolution": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_resolution_full",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.resolution": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_intensity_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.intensity": 2.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_bent_normals",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.bentNormals": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_quality_ultra",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.quality": "ULTRA"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_quality_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.quality": "LOW"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_lowPassFilter_ultra",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.lowPassFilter": "ULTRA"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssao_upsampling_ultra",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.ssao.enabled": true,
|
||||
"view.ssao.upsampling": "ULTRA"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_basic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_thickness_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.thickness": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_bias_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.bias": 0.1
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_maxDistance_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.maxDistance": 5.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_stride_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.stride": 4.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_stride_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.stride": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_thickness_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.thickness": 0.01
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_maxDistance_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.maxDistance": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_bias_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.bias": 0.001
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ssr_quality_combo",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.screenSpaceReflections.enabled": true,
|
||||
"view.screenSpaceReflections.thickness": 0.2,
|
||||
"view.screenSpaceReflections.stride": 2.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_levels_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.levels": 8
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_levels_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.levels": 4
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_resolution_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.resolution": 1024
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_strength_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.strength": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_strength_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.strength": 0.01
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_blendMode_interpolate",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.blendMode": "INTERPOLATE"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_no_threshold",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.threshold": false
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_quality_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.quality": "HIGH"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_lensflare",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_lensflare_no_starburst",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true,
|
||||
"view.bloom.starburst": false
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_lensflare_chromatic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true,
|
||||
"view.bloom.chromaticAberration": 0.05
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_lensflare_ghosts",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true,
|
||||
"view.bloom.ghostCount": 8
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_lensflare_ghostSpacing",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true,
|
||||
"view.bloom.ghostSpacing": 0.8
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_halo_thick",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true,
|
||||
"view.bloom.haloThickness": 0.2
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "bloom_halo_radius",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.bloom.enabled": true,
|
||||
"view.bloom.lensFlare": true,
|
||||
"view.bloom.haloRadius": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_basic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_cocScale_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.cocScale": 2.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_cocScale_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.cocScale": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_cocAspectRatio",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.cocAspectRatio": 2.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_maxApertureDiameter",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.maxApertureDiameter": 0.05
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_filter_none",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.filter": "NONE"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_nativeResolution",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.nativeResolution": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_rings_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.foregroundRingCount": 5,
|
||||
"view.dof.backgroundRingCount": 5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_rings_low",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.foregroundRingCount": 3,
|
||||
"view.dof.backgroundRingCount": 3
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "dof_max_coc",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.dof.enabled": true,
|
||||
"view.dof.maxForegroundCOC": 16,
|
||||
"view.dof.maxBackgroundCOC": 16
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_basic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_distance",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.distance": 10.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_cutOffDistance",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.cutOffDistance": 100.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_maximumOpacity",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.maximumOpacity": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_height",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.height": 5.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_heightFalloff",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.heightFalloff": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_density_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.density": 0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_inScatteringStart",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.inScatteringStart": 5.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_inScatteringSize",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.inScatteringSize": 10.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "fog_fogColorFromIbl",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.fog.enabled": true,
|
||||
"view.fog.fogColorFromIbl": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "vignette_basic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.vignette.enabled": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "vignette_midPoint",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.vignette.enabled": true,
|
||||
"view.vignette.midPoint": 0.8
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "vignette_roundness_circle",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.vignette.enabled": true,
|
||||
"view.vignette.roundness": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "vignette_roundness_rect",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.vignette.enabled": true,
|
||||
"view.vignette.roundness": 0.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "vignette_feather_sharp",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.vignette.enabled": true,
|
||||
"view.vignette.feather": 0.1
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_filmic",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.toneMapping": "FILMIC"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_aces",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.toneMapping": "ACES"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_agx",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.toneMapping": "AGX"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_pbr_neutral",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.toneMapping": "PBR_NEUTRAL"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_contrast_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.contrast": 1.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_saturation_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.saturation": 1.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "cg_exposure_high",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.colorGrading.exposure": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "shadow_vsm",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.shadowType": "VSM"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "shadow_vsm_anisotropy",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.shadowType": "VSM",
|
||||
"view.vsmShadowOptions.anisotropy": 2
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "shadow_vsm_highPrecision",
|
||||
"apply_presets": [
|
||||
"base"
|
||||
],
|
||||
"rendering": {
|
||||
"view.shadowType": "VSM",
|
||||
"view.vsmShadowOptions.highPrecision": true
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -17,36 +17,35 @@
|
||||
package com.google.android.filament.validation
|
||||
|
||||
import android.app.Activity
|
||||
import android.app.AlertDialog
|
||||
import android.content.Intent
|
||||
import android.graphics.Bitmap
|
||||
import android.graphics.Color
|
||||
import android.os.Bundle
|
||||
import android.text.Html
|
||||
import android.util.Log
|
||||
import android.view.Choreographer
|
||||
import android.view.SurfaceView
|
||||
import android.view.View
|
||||
import android.view.WindowManager
|
||||
import android.widget.ArrayAdapter
|
||||
import android.widget.Button
|
||||
import android.widget.ImageView
|
||||
import android.widget.LinearLayout
|
||||
import android.widget.ScrollView
|
||||
import android.widget.Spinner
|
||||
import android.widget.TextView
|
||||
import com.google.android.filament.utils.KTX1Loader
|
||||
import com.google.android.filament.utils.ModelViewer
|
||||
import com.google.android.filament.utils.Utils
|
||||
import kotlinx.coroutines.CoroutineScope
|
||||
import kotlinx.coroutines.Dispatchers
|
||||
import kotlinx.coroutines.launch
|
||||
import kotlinx.coroutines.withContext
|
||||
import com.google.android.filament.utils.KTX1Loader
|
||||
import com.google.android.filament.IndirectLight
|
||||
import com.google.android.filament.Skybox
|
||||
import android.graphics.Color
|
||||
import java.io.File
|
||||
import java.io.FileOutputStream
|
||||
import java.net.HttpURLConnection
|
||||
import java.net.URL
|
||||
import java.nio.ByteBuffer
|
||||
import android.widget.ArrayAdapter
|
||||
import android.widget.Button
|
||||
import android.widget.Spinner
|
||||
import android.widget.AdapterView
|
||||
import java.text.SimpleDateFormat
|
||||
import java.util.Date
|
||||
import java.util.Locale
|
||||
|
||||
class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
|
||||
@@ -62,13 +61,17 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
private lateinit var choreographer: Choreographer
|
||||
private lateinit var modelViewer: ModelViewer
|
||||
private lateinit var statusTextView: TextView
|
||||
private lateinit var testResultsHeader: TextView
|
||||
private lateinit var resultsContainer: LinearLayout
|
||||
private lateinit var inputManager: ValidationInputManager
|
||||
private var currentInput: ValidationInputManager.ValidationInput? = null
|
||||
private lateinit var modeSpinner: Spinner
|
||||
private lateinit var runButton: Button
|
||||
private var resultManager: ValidationResultManager? = null
|
||||
|
||||
// UI Elements
|
||||
private lateinit var runButton: Button
|
||||
private lateinit var loadButton: Button
|
||||
private lateinit var optionsButton: Button
|
||||
|
||||
private var resultManager: ValidationResultManager? = null
|
||||
private var validationRunner: ValidationRunner? = null
|
||||
|
||||
// Frame callback
|
||||
@@ -89,25 +92,53 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
surfaceView.holder.setFixedSize(512, 512)
|
||||
|
||||
statusTextView = findViewById(R.id.status_text)
|
||||
modeSpinner = findViewById(R.id.mode_spinner)
|
||||
runButton = findViewById(R.id.run_button)
|
||||
testResultsHeader = findViewById(R.id.test_results_header)
|
||||
resultsContainer = findViewById(R.id.results_container)
|
||||
|
||||
// Setup Spinner
|
||||
val modes = arrayOf("Run Validation", "Generate Goldens")
|
||||
val adapter = ArrayAdapter(this, android.R.layout.simple_spinner_item, modes)
|
||||
adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item)
|
||||
modeSpinner.adapter = adapter
|
||||
runButton = findViewById(R.id.run_button)
|
||||
loadButton = findViewById(R.id.load_button)
|
||||
optionsButton = findViewById(R.id.options_button)
|
||||
|
||||
// Setup Run Button
|
||||
runButton.setOnClickListener {
|
||||
currentInput?.let { input ->
|
||||
val generateGoldens = modeSpinner.selectedItemPosition == 1
|
||||
val newInput = input.copy(generateGoldens = generateGoldens)
|
||||
startValidation(newInput)
|
||||
// Always use the generateGoldens flag from the intent/input
|
||||
startValidation(input)
|
||||
}
|
||||
}
|
||||
|
||||
// Setup Load Button
|
||||
loadButton.setOnClickListener {
|
||||
showLoadDialog()
|
||||
}
|
||||
|
||||
// Setup Options Menu Button
|
||||
optionsButton.setOnClickListener { view ->
|
||||
val popup = android.widget.PopupMenu(this, view)
|
||||
popup.menu.add(0, 1, 0, "Generate Golden")
|
||||
popup.menu.add(0, 2, 0, "Export Test")
|
||||
popup.menu.add(0, 3, 0, "Export Result")
|
||||
popup.menu.add(0, 4, 0, "Test ADB Info")
|
||||
popup.menu.add(0, 5, 0, "Result ADB Info")
|
||||
|
||||
popup.setOnMenuItemClickListener { item ->
|
||||
when (item.itemId) {
|
||||
1 -> {
|
||||
currentInput?.let { input ->
|
||||
val goldenInput = input.copy(generateGoldens = true)
|
||||
startValidation(goldenInput)
|
||||
}
|
||||
}
|
||||
2 -> exportTestBundleAction()
|
||||
3 -> exportTestResultsAction()
|
||||
4 -> showTestAdbInfo()
|
||||
5 -> showResultAdbInfo()
|
||||
}
|
||||
true
|
||||
}
|
||||
popup.show()
|
||||
}
|
||||
|
||||
window.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
|
||||
|
||||
choreographer = Choreographer.getInstance()
|
||||
@@ -120,6 +151,134 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
handleIntent()
|
||||
}
|
||||
|
||||
private fun showLoadDialog() {
|
||||
val exportDir = getExternalFilesDir(null) ?: filesDir
|
||||
// Filter out result zips (starting with "results_") to only show test bundles
|
||||
val zips = exportDir.listFiles { _, name ->
|
||||
name.endsWith(".zip") && !name.startsWith("results_")
|
||||
}?.sortedByDescending { it.lastModified() } ?: emptyList()
|
||||
|
||||
if (zips.isEmpty()) {
|
||||
AlertDialog.Builder(this)
|
||||
.setTitle("Load Test")
|
||||
.setMessage("No test bundles found.")
|
||||
.setPositiveButton("OK", null)
|
||||
.show()
|
||||
return
|
||||
}
|
||||
|
||||
val builder = AlertDialog.Builder(this)
|
||||
builder.setTitle("Select Test Bundle")
|
||||
|
||||
val items = zips.map { it.name }.toTypedArray()
|
||||
|
||||
builder.setItems(items) { dialog, which ->
|
||||
val selectedFile = zips[which]
|
||||
loadZipBundle(selectedFile)
|
||||
dialog.dismiss()
|
||||
}
|
||||
|
||||
builder.setNegativeButton("Cancel", null)
|
||||
builder.show()
|
||||
}
|
||||
|
||||
private fun showTestAdbInfo() {
|
||||
val exportDir = getExternalFilesDir(null) ?: filesDir
|
||||
val path = exportDir.absolutePath
|
||||
val isInternal = path.startsWith(filesDir.absolutePath)
|
||||
val message = StringBuilder()
|
||||
|
||||
message.append("Storage Path: $path<br><br>")
|
||||
|
||||
message.append("<b>--- PULL FROM DEVICE ---</b><br>")
|
||||
if (isInternal) {
|
||||
message.append("<tt>adb shell \"run-as $packageName cat files/<filename>\" > <filename></tt><br><br>")
|
||||
} else {
|
||||
message.append("<tt>adb pull $path/<filename> .</tt><br><br>")
|
||||
}
|
||||
|
||||
message.append("<b>--- PUSH TO DEVICE ---</b><br>")
|
||||
if (isInternal) {
|
||||
message.append("1. <tt>adb push <filename> /sdcard/Download/</tt><br>")
|
||||
message.append("2. <tt>adb shell \"run-as $packageName cp /sdcard/Download/<filename> files/\"</tt><br>")
|
||||
} else {
|
||||
message.append("<tt>adb push <filename> $path/</tt><br>")
|
||||
}
|
||||
message.append("<br>Note: Use underscores instead of spaces in <filename>.")
|
||||
|
||||
AlertDialog.Builder(this)
|
||||
.setTitle("Test Bundle ADB Info")
|
||||
.setMessage(Html.fromHtml(message.toString(), Html.FROM_HTML_MODE_LEGACY))
|
||||
.setPositiveButton("OK", null)
|
||||
.show()
|
||||
}
|
||||
|
||||
private fun showResultAdbInfo() {
|
||||
val exportDir = getExternalFilesDir(null) ?: filesDir
|
||||
val path = exportDir.absolutePath
|
||||
val isInternal = path.startsWith(filesDir.absolutePath)
|
||||
val message = StringBuilder()
|
||||
|
||||
message.append("<b>--- PULL RESULTS ---</b><br>")
|
||||
if (isInternal) {
|
||||
message.append("<tt>adb shell \"run-as $packageName cat files/<filename>\" > <filename></tt><br><br>")
|
||||
} else {
|
||||
message.append("<tt>adb pull $path/<filename> .</tt><br><br>")
|
||||
}
|
||||
|
||||
message.append("<b>--- AVAILABLE RESULTS ---</b><br>")
|
||||
val zips = exportDir.listFiles { _, name ->
|
||||
name.endsWith(".zip") && name.startsWith("results_")
|
||||
}?.sortedByDescending { it.lastModified() } ?: emptyList()
|
||||
|
||||
if (zips.isEmpty()) {
|
||||
message.append("No result zips found.<br>")
|
||||
} else {
|
||||
zips.forEach { file ->
|
||||
message.append("${file.name}<br>")
|
||||
}
|
||||
}
|
||||
|
||||
AlertDialog.Builder(this)
|
||||
.setTitle("Result ADB Info")
|
||||
.setMessage(Html.fromHtml(message.toString(), Html.FROM_HTML_MODE_LEGACY))
|
||||
.setPositiveButton("OK", null)
|
||||
.show()
|
||||
}
|
||||
|
||||
private fun loadZipBundle(file: File) {
|
||||
statusTextView.text = "Loading ${file.name}..."
|
||||
CoroutineScope(Dispatchers.Main).launch {
|
||||
try {
|
||||
val config = inputManager.loadFromZip(file)
|
||||
val baseDir = getExternalFilesDir(null) ?: filesDir
|
||||
val outputDir = File(baseDir, "validation_results").apply { mkdirs() }
|
||||
|
||||
// Clear existing results UI and state
|
||||
resultsContainer.removeAllViews()
|
||||
resultManager = null
|
||||
|
||||
val newInput = ValidationInputManager.ValidationInput(
|
||||
config = config,
|
||||
outputDir = outputDir,
|
||||
generateGoldens = false,
|
||||
autoRun = false,
|
||||
autoExport = false,
|
||||
autoExportResults = false,
|
||||
sourceZip = file
|
||||
)
|
||||
|
||||
currentInput = newInput
|
||||
statusTextView.text = "Loaded ${config.name}"
|
||||
Log.i(TAG, "Setting header to: Test Results: ${config.name}")
|
||||
testResultsHeader.text = "${config.name}"
|
||||
} catch (e: Exception) {
|
||||
Log.e(TAG, "Failed to load zip", e)
|
||||
statusTextView.text = "Error: ${e.message}"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun createIndirectLight() {
|
||||
try {
|
||||
val engine = modelViewer.engine
|
||||
@@ -156,12 +315,18 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
CoroutineScope(Dispatchers.Main).launch {
|
||||
try {
|
||||
val input = inputManager.resolveConfig(intent)
|
||||
|
||||
// Update header
|
||||
Log.i(TAG, "handleIntent: Setting header to: Test Results: ${input.config.name}")
|
||||
testResultsHeader.text = "${input.config.name}"
|
||||
currentInput = input
|
||||
|
||||
// Sync spinner with intent
|
||||
modeSpinner.setSelection(if (input.generateGoldens) 1 else 0)
|
||||
|
||||
startValidation(input)
|
||||
if (input.autoRun) {
|
||||
startValidation(input)
|
||||
} else {
|
||||
// Just show status
|
||||
statusTextView.text = "Ready: ${input.config.name}"
|
||||
}
|
||||
} catch (e: Exception) {
|
||||
Log.e(TAG, "Failed to resolve config", e)
|
||||
statusTextView.text = "Error: ${e.message}"
|
||||
@@ -175,6 +340,8 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
Log.i(TAG, "Starting validation with config: ${input.config.name}")
|
||||
Log.i(TAG, "Output dir: ${input.outputDir.absolutePath}")
|
||||
|
||||
testResultsHeader.text = "${input.config.name}"
|
||||
|
||||
resultManager = ValidationResultManager(input.outputDir)
|
||||
|
||||
validationRunner = ValidationRunner(this, modelViewer, input.config, resultManager!!)
|
||||
@@ -182,9 +349,6 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
validationRunner?.generateGoldens = input.generateGoldens
|
||||
validationRunner?.start()
|
||||
|
||||
// Sync spinner in case it was called programmatically or changed implicitly
|
||||
modeSpinner.setSelection(if (input.generateGoldens) 1 else 0)
|
||||
|
||||
} catch (e: Exception) {
|
||||
Log.e(TAG, "Failed to start validation", e)
|
||||
statusTextView.text = "Error: ${e.message}"
|
||||
@@ -196,6 +360,12 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
choreographer.postFrameCallback(frameScheduler)
|
||||
}
|
||||
|
||||
override fun onNewIntent(intent: Intent) {
|
||||
super.onNewIntent(intent)
|
||||
setIntent(intent)
|
||||
handleIntent()
|
||||
}
|
||||
|
||||
override fun onPause() {
|
||||
super.onPause()
|
||||
choreographer.removeFrameCallback(frameScheduler)
|
||||
@@ -221,13 +391,30 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
resultContainer.orientation = LinearLayout.VERTICAL
|
||||
resultContainer.setPadding(0, 10, 0, 20)
|
||||
|
||||
// Header
|
||||
val resultView = TextView(this)
|
||||
resultView.text = "${result.testName}: ${if(result.passed) "PASS" else "FAIL"} (Diff: ${result.diffMetric})"
|
||||
resultView.setTextColor(if(result.passed) Color.GREEN else Color.RED)
|
||||
resultView.textSize = 16f
|
||||
resultView.setTypeface(null, android.graphics.Typeface.BOLD)
|
||||
resultContainer.addView(resultView)
|
||||
// Header Layout
|
||||
val headerRow = LinearLayout(this)
|
||||
headerRow.orientation = LinearLayout.HORIZONTAL
|
||||
headerRow.gravity = android.view.Gravity.CENTER_VERTICAL
|
||||
|
||||
// Status Icon + Name
|
||||
val statusView = TextView(this)
|
||||
val icon = if (result.passed) "✔" else "✖"
|
||||
|
||||
statusView.text = "$icon ${result.testName}"
|
||||
statusView.setTextColor(
|
||||
if (result.passed) Color.parseColor("#4CAF50") else Color.parseColor("#F44336")
|
||||
)
|
||||
statusView.textSize = 12f
|
||||
statusView.setTypeface(null, android.graphics.Typeface.BOLD)
|
||||
headerRow.addView(statusView)
|
||||
|
||||
// Diff Metric (only show if it's relevant/there's a diff or we just always show it like before)
|
||||
val diffView = TextView(this)
|
||||
diffView.text = " (Diff: ${result.diffMetric})"
|
||||
diffView.textSize = 12f
|
||||
diffView.setTextColor(Color.GRAY)
|
||||
headerRow.addView(diffView)
|
||||
resultContainer.addView(headerRow)
|
||||
|
||||
// Images Row
|
||||
val imagesRow = LinearLayout(this)
|
||||
@@ -241,7 +428,7 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
|
||||
val labelView = TextView(this)
|
||||
labelView.text = label
|
||||
labelView.textSize = 12f
|
||||
labelView.textSize = 9f
|
||||
container.addView(labelView)
|
||||
|
||||
val iv = ImageView(this)
|
||||
@@ -274,7 +461,46 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
override fun onAllTestsFinished() {
|
||||
runOnUiThread {
|
||||
statusTextView.text = "All tests finished!"
|
||||
Log.i(TAG, "All tests finished")
|
||||
Log.i(TAG, "All tests finished " + if (currentInput?.autoExport == true) "Exporting bundle" else "x")
|
||||
|
||||
if (currentInput?.autoExport == true) {
|
||||
exportTestBundleAction()
|
||||
}
|
||||
if (currentInput?.autoExportResults == true) {
|
||||
exportTestResultsAction()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun exportTestBundleAction() {
|
||||
currentInput?.let { input ->
|
||||
val timestamp = SimpleDateFormat("yyyyMMdd_HHmmss", Locale.US).format(Date())
|
||||
val rm = resultManager ?: ValidationResultManager(input.outputDir)
|
||||
val zip = rm.exportTestBundle(input.config, timestamp)
|
||||
if (zip != null) {
|
||||
val msg = "Exported Bundle: ${zip.name}"
|
||||
statusTextView.text = msg
|
||||
Log.i(TAG, "Exported test bundle to ${zip.absolutePath}")
|
||||
} else {
|
||||
statusTextView.text = "Export Bundle failed"
|
||||
Log.e(TAG, "Export Bundle failed")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun exportTestResultsAction() {
|
||||
currentInput?.let { input ->
|
||||
val timestamp = SimpleDateFormat("yyyyMMdd_HHmmss", Locale.US).format(Date())
|
||||
val rm = resultManager ?: ValidationResultManager(input.outputDir)
|
||||
val zip = rm.exportTestResults(input.sourceZip, timestamp)
|
||||
if (zip != null) {
|
||||
val msg = "Exported Results: ${zip.name}"
|
||||
statusTextView.text = msg
|
||||
Log.i(TAG, "Exported results to ${zip.absolutePath}")
|
||||
} else {
|
||||
statusTextView.text = "Export Results failed"
|
||||
Log.e(TAG, "Export Results failed")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -301,50 +527,3 @@ class MainActivity : Activity(), ValidationRunner.Callback {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Scripts for reference:
|
||||
*
|
||||
* generate_goldens.sh:
|
||||
* --------------------
|
||||
* #!/bin/bash
|
||||
* set -e
|
||||
*
|
||||
* # Config path (on device)
|
||||
* CONFIG_PATH=$1
|
||||
* if [ -z "$CONFIG_PATH" ]; then
|
||||
* echo "Usage: $0 <device_config_path>"
|
||||
* echo "Example: $0 /sdcard/Android/data/com.google.android.filament.validation/files/default_test.json"
|
||||
* exit 1
|
||||
* fi
|
||||
*
|
||||
* echo "Starting Golden Generation for $CONFIG_PATH..."
|
||||
* adb shell am force-stop com.google.android.filament.validation
|
||||
* adb shell am start -n com.google.android.filament.validation/.MainActivity \
|
||||
* -e test_config "$CONFIG_PATH" \
|
||||
* --ez generate_goldens true
|
||||
*
|
||||
* echo "Check device or logcat for progress."
|
||||
* echo "adb logcat -s FilamentValidation:I ValidationRunner:I"
|
||||
* echo "To pull results: ./samples/sample-render-validation/pull_goldens.sh"
|
||||
*
|
||||
* pull_goldens.sh:
|
||||
* ----------------
|
||||
* #!/bin/bash
|
||||
* set -e
|
||||
*
|
||||
* # Default destination is local golden directory relative to script
|
||||
* SCRIPT_DIR=$(cd $(dirname $0); pwd)
|
||||
* DEST_DIR=${1:-"$SCRIPT_DIR/golden"}
|
||||
*
|
||||
* echo "Pulling goldens to $DEST_DIR..."
|
||||
* mkdir -p "$DEST_DIR"
|
||||
*
|
||||
* # Path on device
|
||||
* DEVICE_GOLDEN_DIR="/storage/emulated/0/Android/data/com.google.android.filament.validation/files/golden/."
|
||||
*
|
||||
* adb pull "$DEVICE_GOLDEN_DIR" "$DEST_DIR"
|
||||
*
|
||||
* echo "Done."
|
||||
* ls -l "$DEST_DIR"
|
||||
*/
|
||||
|
||||
@@ -26,6 +26,7 @@ import java.io.File
|
||||
import java.io.FileOutputStream
|
||||
import java.net.HttpURLConnection
|
||||
import java.net.URL
|
||||
import java.util.zip.ZipFile
|
||||
|
||||
/**
|
||||
* Handles the retrieval and preparation of test configuration and assets.
|
||||
@@ -42,7 +43,11 @@ class ValidationInputManager(private val context: Context) {
|
||||
data class ValidationInput(
|
||||
val config: RenderTestConfig,
|
||||
val outputDir: File,
|
||||
val generateGoldens: Boolean
|
||||
val generateGoldens: Boolean,
|
||||
val autoRun: Boolean = false,
|
||||
val autoExport: Boolean = false,
|
||||
val autoExportResults: Boolean = false,
|
||||
val sourceZip: File? = null
|
||||
)
|
||||
|
||||
/**
|
||||
@@ -53,22 +58,111 @@ class ValidationInputManager(private val context: Context) {
|
||||
val testConfigPath = intent.getStringExtra("test_config")
|
||||
val urlConfig = intent.getStringExtra("url_config")
|
||||
val urlModelsBase = intent.getStringExtra("url_models_base")
|
||||
val zipPath = intent.getStringExtra("zip_path")
|
||||
val generateGoldens = intent.getBooleanExtra("generate_goldens", false)
|
||||
val autoRun = intent.getBooleanExtra("auto_run", false)
|
||||
val autoExport = intent.getBooleanExtra("auto_export", false)
|
||||
val autoExportResults = intent.getBooleanExtra("auto_export_results", false)
|
||||
val outputPath = intent.getStringExtra("output_path")
|
||||
|
||||
val outputDir = if (outputPath != null) {
|
||||
File(outputPath).apply { mkdirs() }
|
||||
Log.i(TAG, "Resolving config with outputPath: $outputPath")
|
||||
|
||||
val baseDir = context.getExternalFilesDir(null) ?: context.filesDir
|
||||
Log.i(TAG, "Base directory for resolution: ${baseDir.absolutePath}")
|
||||
|
||||
val outputDir = if (!outputPath.isNullOrBlank()) {
|
||||
val file = File(outputPath)
|
||||
val resolved = if (file.isAbsolute) {
|
||||
file
|
||||
} else {
|
||||
File(baseDir, outputPath)
|
||||
}
|
||||
|
||||
// Critical check: if resolved is root or very short, it's likely wrong
|
||||
if (resolved.absolutePath == "/" || resolved.parent == null) {
|
||||
Log.w(TAG, "Resolved outputDir is root ($resolved), defaulting to app-specific dir")
|
||||
File(baseDir, "validation_results")
|
||||
} else {
|
||||
resolved
|
||||
}
|
||||
} else {
|
||||
File(context.getExternalFilesDir(null), "validation_results").apply { mkdirs() }
|
||||
File(baseDir, "validation_results")
|
||||
}
|
||||
|
||||
if (!outputDir.exists() && !outputDir.mkdirs()) {
|
||||
Log.e(TAG, "Failed to create outputDir: ${outputDir.absolutePath}")
|
||||
}
|
||||
Log.i(TAG, "Final outputDir: ${outputDir.absolutePath}")
|
||||
|
||||
val sourceZipFile = if (zipPath != null) {
|
||||
val file = File(zipPath)
|
||||
if (file.isAbsolute) {
|
||||
file
|
||||
} else {
|
||||
File(baseDir, zipPath)
|
||||
}
|
||||
} else {
|
||||
null
|
||||
}
|
||||
|
||||
val config = when {
|
||||
sourceZipFile != null && sourceZipFile.exists() -> loadFromZip(sourceZipFile)
|
||||
urlConfig != null -> downloadConfig(urlConfig, urlModelsBase)
|
||||
testConfigPath != null -> ConfigParser.parseFromPath(testConfigPath)
|
||||
else -> extractDefaultAssets()
|
||||
}
|
||||
|
||||
return@withContext ValidationInput(config, outputDir, generateGoldens)
|
||||
return@withContext ValidationInput(config, outputDir, generateGoldens, autoRun, autoExport, autoExportResults, sourceZipFile)
|
||||
}
|
||||
|
||||
suspend fun loadFromZip(zipFile: File): RenderTestConfig {
|
||||
Log.i(TAG, "Unzipping validation bundle: ${zipFile.absolutePath}")
|
||||
// Use a unique cache dir based on timestamp or just overwrite a common one
|
||||
// Overwriting is safer to avoid filling up disk, but we must ensure we don't conflict with current run
|
||||
val baseCacheDir = context.externalCacheDir ?: context.cacheDir
|
||||
val cacheDir = File(baseCacheDir, "unzipped_validation")
|
||||
if (cacheDir.exists()) cacheDir.deleteRecursively()
|
||||
cacheDir.mkdirs()
|
||||
|
||||
Log.i(TAG, "Using cacheDir: ${cacheDir.absolutePath}")
|
||||
|
||||
ZipFile(zipFile).use { zip ->
|
||||
val entries = zip.entries()
|
||||
while (entries.hasMoreElements()) {
|
||||
val entry = entries.nextElement()
|
||||
val entryFile = File(cacheDir, entry.name)
|
||||
// specific check to avoid zip slip vulnerability (though low risk here)
|
||||
if (!entryFile.canonicalPath.startsWith(cacheDir.canonicalPath)) {
|
||||
throw SecurityException("Zip entry is outside of the target dir: ${entry.name}")
|
||||
}
|
||||
|
||||
if (entry.isDirectory) {
|
||||
entryFile.mkdirs()
|
||||
} else {
|
||||
entryFile.parentFile?.mkdirs()
|
||||
zip.getInputStream(entry).use { input ->
|
||||
FileOutputStream(entryFile).use { output ->
|
||||
input.copyTo(output)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find config.json
|
||||
// We look for a file ending in .json within the unzipped structure
|
||||
// Exclude results.json if it happened to be there
|
||||
val jsonFiles = cacheDir.walkTopDown()
|
||||
.filter { it.isFile && it.extension == "json" && it.name != "results.json" }
|
||||
.toList()
|
||||
|
||||
if (jsonFiles.isEmpty()) throw IllegalStateException("No config.json found in zip")
|
||||
|
||||
// Prefer one named config.json or take the first one
|
||||
val configFile = jsonFiles.find { it.name == "config.json" } ?: jsonFiles.first()
|
||||
|
||||
Log.i(TAG, "Parsed config from ${configFile.absolutePath}")
|
||||
return ConfigParser.parseFromPath(configFile.absolutePath)
|
||||
}
|
||||
|
||||
private suspend fun extractDefaultAssets(): RenderTestConfig {
|
||||
@@ -90,9 +184,9 @@ class ValidationInputManager(private val context: Context) {
|
||||
// Copy DamagedHelmet.glb
|
||||
val modelsDir = File(filesDir, "models")
|
||||
modelsDir.mkdirs()
|
||||
val modelOut = File(modelsDir, "DamagedHelmet.glb")
|
||||
val modelOut = File(modelsDir, "helmet.glb")
|
||||
|
||||
assetManager.open("DamagedHelmet.glb").use { input ->
|
||||
assetManager.open("models/helmet.glb").use { input ->
|
||||
FileOutputStream(modelOut).use { output ->
|
||||
input.copyTo(output)
|
||||
}
|
||||
|
||||
@@ -67,22 +67,201 @@ class ValidationResultManager(private val outputDir: File) {
|
||||
fun finalizeResults(): File? {
|
||||
// Write results JSON
|
||||
writeResultsJson()
|
||||
return null
|
||||
}
|
||||
|
||||
/**
|
||||
* Exports a zip containing:
|
||||
* - results.json
|
||||
* - input test bundle (as nested zip), if provided
|
||||
* - diff images (if any failure)
|
||||
*/
|
||||
fun exportTestResults(sourceZip: File?, timestamp: String): File? {
|
||||
// Safe parent dir resolution
|
||||
val parentDir = outputDir.canonicalFile.parentFile ?: outputDir.parentFile
|
||||
if (parentDir == null) return null
|
||||
|
||||
val resultZipName = "results_$timestamp"
|
||||
val zipFile = File(parentDir, "$resultZipName.zip")
|
||||
|
||||
Log.i(TAG, "Exporting results to ${zipFile.absolutePath}")
|
||||
|
||||
// Zip results
|
||||
val zipFile = File(outputDir, "results.zip")
|
||||
try {
|
||||
ZipOutputStream(FileOutputStream(zipFile)).use { zos ->
|
||||
outputDir.walkTopDown().filter { it.isFile && it.name != "results.zip" }.forEach { file ->
|
||||
val entryName = file.relativeTo(outputDir).path
|
||||
zos.putNextEntry(ZipEntry(entryName))
|
||||
file.inputStream().use { it.copyTo(zos) }
|
||||
// 1. Add results.json
|
||||
val resultsJson = File(outputDir, "results.json")
|
||||
if (resultsJson.exists()) {
|
||||
zos.putNextEntry(ZipEntry("results.json"))
|
||||
resultsJson.inputStream().use { it.copyTo(zos) }
|
||||
zos.closeEntry()
|
||||
}
|
||||
|
||||
// 2. Add source zip if exists
|
||||
if (sourceZip != null && sourceZip.exists()) {
|
||||
zos.putNextEntry(ZipEntry(sourceZip.name))
|
||||
sourceZip.inputStream().use { it.copyTo(zos) }
|
||||
zos.closeEntry()
|
||||
}
|
||||
|
||||
// 3. Add diff images (any file ending in _diff.png in outputDir)
|
||||
outputDir.listFiles { _, name -> name.endsWith("_diff.png") }?.forEach { diffFile ->
|
||||
zos.putNextEntry(ZipEntry(diffFile.name))
|
||||
diffFile.inputStream().use { it.copyTo(zos) }
|
||||
zos.closeEntry()
|
||||
}
|
||||
}
|
||||
Log.i(TAG, "Zipped results to ${zipFile.absolutePath}")
|
||||
Log.i(TAG, "Exported results to ${zipFile.absolutePath}")
|
||||
return zipFile
|
||||
} catch (e: Exception) {
|
||||
Log.e(TAG, "Failed to zip results", e)
|
||||
Log.e(TAG, "Failed to export results", e)
|
||||
return null
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Exports a zip bundle containing:
|
||||
* - Modified config.json (with updated name and relative paths)
|
||||
* - Models (in models/ subdirectory)
|
||||
* - Golden images (in goldens/ subdirectory)
|
||||
*
|
||||
* Structure:
|
||||
* test_name_TIMESTAMP/
|
||||
* config.json
|
||||
* models/
|
||||
* model.glb
|
||||
* goldens/
|
||||
* test_result.png
|
||||
*/
|
||||
fun exportTestBundle(config: RenderTestConfig, timestamp: String): File? {
|
||||
Log.i(TAG, "Starting exportTestBundle for ${config.name} at $timestamp")
|
||||
Log.i(TAG, "OutputDir: ${outputDir.absolutePath}")
|
||||
|
||||
val parentDir = outputDir.canonicalFile.parentFile ?: outputDir.parentFile
|
||||
if (parentDir == null) {
|
||||
Log.e(TAG, "OutputDir parent is null: ${outputDir.absolutePath}")
|
||||
return null
|
||||
}
|
||||
Log.i(TAG, "Using parentDir for export: ${parentDir.absolutePath}")
|
||||
|
||||
val testNameWithTimestamp = "${config.name}_$timestamp"
|
||||
val exportNameNoSpaces = testNameWithTimestamp.replace(" ", "_")
|
||||
|
||||
val exportDir = File(parentDir, "export_temp_$timestamp")
|
||||
|
||||
Log.i(TAG, "Creating export temp dir: ${exportDir.absolutePath}")
|
||||
if (exportDir.exists()) exportDir.deleteRecursively()
|
||||
if (!exportDir.mkdirs()) {
|
||||
Log.e(TAG, "Failed to create export dir: ${exportDir.absolutePath}")
|
||||
return null
|
||||
}
|
||||
|
||||
val rootDir = File(exportDir, exportNameNoSpaces)
|
||||
rootDir.mkdirs()
|
||||
|
||||
val modelsDir = File(rootDir, "models")
|
||||
modelsDir.mkdirs()
|
||||
|
||||
val goldensDir = File(rootDir, "goldens")
|
||||
goldensDir.mkdirs()
|
||||
|
||||
try {
|
||||
// 1. Copy Models and update config map
|
||||
val newModelsMap = mutableMapOf<String, String>()
|
||||
Log.i(TAG, "Copying models...")
|
||||
for ((modelName, modelPath) in config.models) {
|
||||
val sourceFile = File(modelPath)
|
||||
if (sourceFile.exists()) {
|
||||
val destFile = File(modelsDir, sourceFile.name)
|
||||
Log.d(TAG, "Copying model $modelName: $modelPath -> ${destFile.name}")
|
||||
sourceFile.copyTo(destFile, overwrite = true)
|
||||
// Use relative path for the new config
|
||||
newModelsMap[modelName] = "models/${sourceFile.name}"
|
||||
} else {
|
||||
Log.w(TAG, "Model file not found: $modelPath")
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Copy Golden Images
|
||||
// We assume goldens are in outputDir with .png extension
|
||||
Log.i(TAG, "Copying goldens from ${outputDir.absolutePath}...")
|
||||
outputDir.listFiles { _, name -> name.endsWith(".png") }?.forEach { file ->
|
||||
Log.d(TAG, "Copying golden: ${file.name}")
|
||||
file.copyTo(File(goldensDir, file.name), overwrite = true)
|
||||
}
|
||||
|
||||
// 3. Create modified config JSON
|
||||
Log.i(TAG, "Creating config.json...")
|
||||
val newConfigJson = JSONObject()
|
||||
newConfigJson.put("name", testNameWithTimestamp) // Keep spaces in JSON name
|
||||
|
||||
// Reconstruct backends
|
||||
val backendsArray = JSONArray()
|
||||
config.backends.forEach { backendsArray.put(it) }
|
||||
newConfigJson.put("backends", backendsArray)
|
||||
|
||||
// Reconstruct models
|
||||
val modelsJson = JSONObject()
|
||||
for ((k, v) in newModelsMap) {
|
||||
modelsJson.put(k, v)
|
||||
}
|
||||
newConfigJson.put("models", modelsJson)
|
||||
|
||||
// Reconstruct tests
|
||||
val testsArray = JSONArray()
|
||||
for (test in config.tests) {
|
||||
val testJson = JSONObject()
|
||||
testJson.put("name", test.name)
|
||||
if (test.description != null) testJson.put("description", test.description)
|
||||
|
||||
// Models for this test (set of strings)
|
||||
val testModelsArray = JSONArray()
|
||||
test.models.forEach { testModelsArray.put(it) }
|
||||
testJson.put("models", testModelsArray)
|
||||
|
||||
// Rendering settings
|
||||
testJson.put("rendering", test.rendering)
|
||||
|
||||
// Tolerance
|
||||
if (test.tolerance != null) {
|
||||
testJson.put("tolerance", test.tolerance)
|
||||
}
|
||||
|
||||
// Backends (optional override)
|
||||
val testBackends = JSONArray()
|
||||
test.backends.forEach { testBackends.put(it) }
|
||||
testJson.put("backends", testBackends)
|
||||
|
||||
testsArray.put(testJson)
|
||||
}
|
||||
newConfigJson.put("tests", testsArray)
|
||||
|
||||
// Write config.json
|
||||
File(rootDir, "config.json").writeText(newConfigJson.toString(4))
|
||||
|
||||
// 4. Zip it
|
||||
val zipFile = File(parentDir, "$exportNameNoSpaces.zip")
|
||||
Log.i(TAG, "Zipping to ${zipFile.absolutePath}...")
|
||||
|
||||
ZipOutputStream(FileOutputStream(zipFile)).use { zos ->
|
||||
rootDir.walkTopDown().forEach { file ->
|
||||
if (file.isFile) {
|
||||
val entryName = file.relativeTo(exportDir).path
|
||||
zos.putNextEntry(ZipEntry(entryName))
|
||||
file.inputStream().use { it.copyTo(zos) }
|
||||
zos.closeEntry()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup temp dir
|
||||
exportDir.deleteRecursively()
|
||||
|
||||
Log.i(TAG, "Exported test bundle to ${zipFile.absolutePath}")
|
||||
return zipFile
|
||||
|
||||
} catch (e: Exception) {
|
||||
Log.e(TAG, "Failed to export test bundle", e)
|
||||
exportDir.deleteRecursively()
|
||||
return null
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,18 +41,13 @@ class ValidationRunner(
|
||||
private var currentTestConfig: TestConfig? = null
|
||||
private var currentModelName: String? = null
|
||||
|
||||
private var loadStartFence: com.google.android.filament.Fence? = null
|
||||
private var loadStartTime = 0L
|
||||
private var frameCounter = 0
|
||||
|
||||
enum class State {
|
||||
IDLE,
|
||||
LOADING_MODEL,
|
||||
WAITING_FOR_FENCE,
|
||||
WAITING_FOR_RESOURCES,
|
||||
WARMUP,
|
||||
RUNNING_TEST,
|
||||
COMPARING
|
||||
RUNNING_TEST
|
||||
}
|
||||
|
||||
interface Callback {
|
||||
@@ -93,8 +88,6 @@ class ValidationRunner(
|
||||
nextModel()
|
||||
return
|
||||
}
|
||||
|
||||
currentState = State.LOADING_MODEL
|
||||
callback?.onStatusChanged("Loading $modelName for ${currentTestConfig?.name}")
|
||||
|
||||
// Load model on main thread (required by ModelViewer)
|
||||
@@ -110,51 +103,24 @@ class ValidationRunner(
|
||||
Log.i("ValidationRunner", "Loading GLB buffer... (${bytes.size} bytes)")
|
||||
val buffer = ByteBuffer.wrap(bytes)
|
||||
modelViewer.loadModelGlb(buffer)
|
||||
Log.i("ValidationRunner", "Model loaded. initializing fence.")
|
||||
Log.i("ValidationRunner", "Model loaded.")
|
||||
modelViewer.transformToUnitCube()
|
||||
loadStartFence = modelViewer.engine.createFence()
|
||||
loadStartTime = System.nanoTime()
|
||||
currentState = State.WAITING_FOR_FENCE
|
||||
frameCounter = 0 // Reset for fence timeout tracking
|
||||
Log.i("ValidationRunner", "State set to WAITING_FOR_FENCE")
|
||||
currentState = State.WAITING_FOR_RESOURCES
|
||||
frameCounter = 0
|
||||
Log.i("ValidationRunner", "State set to WAITING_FOR_RESOURCES")
|
||||
} catch (e: Exception) {
|
||||
Log.e("ValidationRunner", "Failed to load $path", e)
|
||||
nextModel()
|
||||
Log.e("ValidationRunner", "Failed to load $path", e)
|
||||
nextModel()
|
||||
}
|
||||
}
|
||||
|
||||
fun onFrame(frameTimeNanos: Long) {
|
||||
if (frameCounter % 60 == 0) {
|
||||
Log.i("ValidationRunner", "onFrame: $currentState (frame: $frameCounter)")
|
||||
Log.i("ValidationRunner", "onFrame: $currentState (frame: $frameCounter)")
|
||||
}
|
||||
|
||||
when (currentState) {
|
||||
State.IDLE -> {}
|
||||
State.WAITING_FOR_FENCE -> {
|
||||
frameCounter++
|
||||
if (frameCounter > 600) {
|
||||
Log.w("ValidationRunner", "Fence timed out after 600 frames! Forcing proceed.")
|
||||
modelViewer.engine.destroyFence(loadStartFence!!)
|
||||
loadStartFence = null
|
||||
currentState = State.WAITING_FOR_RESOURCES
|
||||
return
|
||||
}
|
||||
|
||||
loadStartFence?.let { fence ->
|
||||
if (fence.wait(com.google.android.filament.Fence.Mode.FLUSH, 0) ==
|
||||
com.google.android.filament.Fence.FenceStatus.CONDITION_SATISFIED) {
|
||||
modelViewer.engine.destroyFence(fence)
|
||||
loadStartFence = null
|
||||
|
||||
// Compile materials (simplified)
|
||||
modelViewer.scene.forEach { entity ->
|
||||
// ... existing material compilation logic ...
|
||||
}
|
||||
|
||||
currentState = State.WAITING_FOR_RESOURCES
|
||||
}
|
||||
}
|
||||
}
|
||||
State.WAITING_FOR_RESOURCES -> {
|
||||
val progress = modelViewer.progress
|
||||
if (progress >= 1.0f) {
|
||||
@@ -166,12 +132,12 @@ class ValidationRunner(
|
||||
State.WARMUP -> {
|
||||
frameCounter++
|
||||
if (frameCounter > 5) { // 5 frames warmup
|
||||
startAutomation()
|
||||
startAutomation()
|
||||
}
|
||||
}
|
||||
State.RUNNING_TEST -> {
|
||||
// Log.i("ValidationRunner", "Running test...")
|
||||
currentEngine?.let { engine ->
|
||||
// Log.i("ValidationRunner", "Running test...")
|
||||
currentEngine?.let { engine ->
|
||||
val content = AutomationEngine.ViewerContent()
|
||||
content.view = modelViewer.view
|
||||
content.renderer = modelViewer.renderer
|
||||
@@ -186,13 +152,11 @@ class ValidationRunner(
|
||||
if (engine.shouldClose()) {
|
||||
Log.i("ValidationRunner", "Finishing test (frames: $frameCounter)")
|
||||
// Test finished (for this spec)
|
||||
currentState = State.COMPARING
|
||||
currentState = State.IDLE
|
||||
captureAndCompare()
|
||||
}
|
||||
}
|
||||
}
|
||||
State.COMPARING -> {} // Busy
|
||||
State.LOADING_MODEL -> {}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -233,7 +197,36 @@ class ValidationRunner(
|
||||
|
||||
// Golden path
|
||||
val modelFile = File(config.models.get(modelName)!!)
|
||||
val goldenFile = modelFile.parentFile!!.parentFile!!.resolve("golden/${testFullName}.png")
|
||||
val modelParent = modelFile.parentFile!!
|
||||
|
||||
// Search for golden in:
|
||||
// 1. ../golden/ (standard structure)
|
||||
// 2. ../goldens/ (exported structure, sibling of models)
|
||||
// 3. ./goldens/ (backup)
|
||||
|
||||
val searchPaths = mutableListOf<File>()
|
||||
modelParent.parentFile?.let {
|
||||
searchPaths.add(it.resolve("golden"))
|
||||
searchPaths.add(it.resolve("goldens"))
|
||||
}
|
||||
searchPaths.add(modelParent.resolve("goldens"))
|
||||
|
||||
var goldenFile: File? = null
|
||||
for (path in searchPaths) {
|
||||
val f = path.resolve("${testFullName}.png")
|
||||
if (f.exists()) {
|
||||
goldenFile = f
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if (goldenFile != null) {
|
||||
Log.i("ValidationRunner", "Found golden at ${goldenFile.absolutePath}")
|
||||
} else {
|
||||
Log.w("ValidationRunner", "Golden not found for $testFullName. Searched in: ${searchPaths.joinToString { it.absolutePath }}")
|
||||
// Fallback to old behavior for reference if everything else fails
|
||||
goldenFile = modelParent.parentFile?.resolve("golden/${testFullName}.png") ?: File("nonexistent")
|
||||
}
|
||||
|
||||
Thread {
|
||||
try {
|
||||
@@ -245,14 +238,15 @@ class ValidationRunner(
|
||||
var diffMetric = 0f
|
||||
|
||||
if (generateGoldens) {
|
||||
goldenFile.parentFile?.mkdirs()
|
||||
FileOutputStream(goldenFile).use { out ->
|
||||
val targetGolden = goldenFile ?: modelParent.parentFile?.resolve("golden/${testFullName}.png") ?: File(modelParent, "golden/${testFullName}.png")
|
||||
targetGolden.parentFile?.mkdirs()
|
||||
FileOutputStream(targetGolden).use { out ->
|
||||
flipped.compress(Bitmap.CompressFormat.PNG, 100, out)
|
||||
}
|
||||
passed = true // Generating goldens always passes if successful
|
||||
callback?.onStatusChanged("Golden generated")
|
||||
} else {
|
||||
if (goldenFile.exists()) {
|
||||
if (goldenFile != null && goldenFile.exists()) {
|
||||
val golden = android.graphics.BitmapFactory.decodeFile(goldenFile.absolutePath)
|
||||
if (golden != null) {
|
||||
callback?.onImageResult("Golden", golden)
|
||||
@@ -273,7 +267,7 @@ class ValidationRunner(
|
||||
callback?.onStatusChanged("Failed to load golden")
|
||||
}
|
||||
} else {
|
||||
Log.w("ValidationRunner", "Golden not found: ${goldenFile.absolutePath}")
|
||||
Log.w("ValidationRunner", "Golden not found: ${goldenFile?.absolutePath}")
|
||||
callback?.onStatusChanged("Golden not found")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<androidx.constraintlayout.widget.ConstraintLayout
|
||||
<androidx.constraintlayout.widget.ConstraintLayout
|
||||
xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
xmlns:app="http://schemas.android.com/apk/res-auto"
|
||||
android:layout_width="match_parent"
|
||||
@@ -10,6 +10,8 @@
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
app:layout_constraintDimensionRatio="1:1"
|
||||
app:layout_constraintWidth_percent="0.6"
|
||||
android:layout_marginTop="32dp"
|
||||
app:layout_constraintTop_toTopOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent">
|
||||
@@ -20,10 +22,83 @@
|
||||
android:layout_height="match_parent" />
|
||||
</FrameLayout>
|
||||
|
||||
<LinearLayout
|
||||
android:id="@+id/controls_container"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="vertical"
|
||||
android:paddingStart="20dp"
|
||||
android:paddingEnd="20dp"
|
||||
android:paddingTop="20dp"
|
||||
android:paddingBottom="0dp"
|
||||
app:layout_constraintTop_toBottomOf="@id/surface_container"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent">
|
||||
|
||||
<TextView
|
||||
android:id="@+id/status_text"
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Initializing..."
|
||||
android:textSize="12sp" />
|
||||
|
||||
<LinearLayout
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="vertical"
|
||||
android:paddingTop="10dp"
|
||||
android:paddingBottom="10dp">
|
||||
|
||||
<LinearLayout
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="horizontal"
|
||||
android:gravity="center_vertical"
|
||||
android:paddingBottom="8dp">
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
android:id="@+id/run_button"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="wrap_content"
|
||||
android:layout_weight="1"
|
||||
style="@style/Widget.Material3.Button"
|
||||
android:text="Run Test" />
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
android:id="@+id/load_button"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
style="@style/Widget.Material3.Button.TonalButton"
|
||||
android:text="Load Test"
|
||||
android:layout_marginStart="8dp"/>
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
android:id="@+id/options_button"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
style="@style/Widget.Material3.Button.IconButton.Outlined"
|
||||
app:icon="@android:drawable/ic_menu_more"
|
||||
android:contentDescription="More Options"
|
||||
android:layout_marginStart="8dp"/>
|
||||
</LinearLayout>
|
||||
</LinearLayout>
|
||||
|
||||
<TextView
|
||||
android:id="@+id/test_results_header"
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Test Results"
|
||||
android:gravity="center"
|
||||
android:textSize="14sp"
|
||||
android:paddingTop="0dp"
|
||||
android:paddingBottom="8dp" />
|
||||
|
||||
</LinearLayout>
|
||||
|
||||
<ScrollView
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
app:layout_constraintTop_toBottomOf="@id/surface_container"
|
||||
app:layout_constraintTop_toBottomOf="@id/controls_container"
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent">
|
||||
@@ -32,41 +107,9 @@
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="vertical"
|
||||
android:padding="20dp">
|
||||
|
||||
<TextView
|
||||
android:id="@+id/status_text"
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Initializing..."
|
||||
android:textSize="14sp" />
|
||||
|
||||
<LinearLayout
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="horizontal"
|
||||
android:paddingTop="10dp"
|
||||
android:paddingBottom="10dp">
|
||||
|
||||
<Spinner
|
||||
android:id="@+id/mode_spinner"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content" />
|
||||
|
||||
<Button
|
||||
android:id="@+id/run_button"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Run" />
|
||||
</LinearLayout>
|
||||
|
||||
<TextView
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Test Results"
|
||||
android:textSize="18sp"
|
||||
android:paddingTop="20dp"
|
||||
android:paddingBottom="10dp" />
|
||||
android:paddingStart="20dp"
|
||||
android:paddingEnd="20dp"
|
||||
android:paddingBottom="20dp">
|
||||
|
||||
<LinearLayout
|
||||
android:id="@+id/results_container"
|
||||
@@ -74,7 +117,6 @@
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="vertical" />
|
||||
|
||||
|
||||
</LinearLayout>
|
||||
</ScrollView>
|
||||
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -504,9 +504,9 @@ D_{GGX}(h,\alpha) = \frac{\aa}{\pi ( (\NoH)^2 (\aa - 1) + 1)^2}
|
||||
\end{equation}$$
|
||||
</p><p>
|
||||
The GLSL implementation of the NDF, shown in <a href="#listing_speculard">listing 1</a>, is simple and efficient.
|
||||
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_GGX</span><span class="hljs-params">(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
|
||||
<span class="line"> <span class="hljs-type">float</span> a = NoH * roughness;</span>
|
||||
<span class="line"> <span class="hljs-type">float</span> k = roughness / (<span class="hljs-number">1.0</span> - NoH * NoH + a * a);</span>
|
||||
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">D_GGX</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> NoH, <span class="hljs-built_in">float</span> roughness</span>)</span> {</span>
|
||||
<span class="line"> <span class="hljs-built_in">float</span> a = NoH * roughness;</span>
|
||||
<span class="line"> <span class="hljs-built_in">float</span> k = roughness / (<span class="hljs-number">1.0</span> - NoH * NoH + a * a);</span>
|
||||
<span class="line"> <span class="hljs-keyword">return</span> k * k * (<span class="hljs-number">1.0</span> / PI);</span>
|
||||
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_speculard"> </a><b style="font-style:normal;">Listing 1:</b> Implementation of the specular D term in GLSL</div></center>
|
||||
<p>
|
||||
@@ -590,10 +590,10 @@ V(v,l,\alpha) = \frac{0.5}{\NoL \sqrt{(\NoV)^2 (1 - \aa) + \aa} + \NoV \sqrt{(\N
|
||||
\end{equation}$$
|
||||
</p><p>
|
||||
The GLSL implementation of the visibility term, shown in <a href="#listing_specularv">listing 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"> </a><b style="font-style:normal;">Listing 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 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"> </a><b style="font-style:normal;">Listing 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 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"> </a><b style="font-style:normal;">Listing 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 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"> </a><b style="font-style:normal;">Listing 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 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"> </a><b style="font-style:normal;">Listing 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"> </a><b style="font-style:normal;">Listing 12:</b> Computing \(\fNormal\) for dielectric and metallic materials in GLSL</div></center>
|
||||
<a class="target" name="roughnessremappingandclamping"> </a><a class="target" name="materialsystem/parameterization/remapping/roughnessremappingandclamping"> </a><a class="target" name="toc4.8.3.3"> </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 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"> </a><b style="font-style:normal;">Listing 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"> </a><b style="font-style:normal;">Figure 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 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 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, "Distribution-based BRDFs"</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 > 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 > 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"> </a><b style="font-style:normal;">Listing 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 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, "Production Friendly Microfacet Sheen BRDF"</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 > 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 > 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"> </a><b style="font-style:normal;">Listing 18:</b> Implementation of the “Charlie” NDF in GLSL</div></center>
|
||||
<a class="target" name="sheencolor"> </a><a class="target" name="materialsystem/clothmodel/clothspecularbrdf/sheencolor"> </a><a class="target" name="toc4.12.1.1"> </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"> </a><b style="font-style:normal;">Listing 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"> </a><b style="font-style:normal;">Listing 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"> </a><b style="font-style:normal;">Listing 23:</b> Computing the intensity of a photometric light on the CPU</div></center>
|
||||
<p>
|
||||
<div class="endnote"><a class="target" name="endnote-xarrowintensity"> </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"> </a><b style="font-style:normal;">Figure 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"> </a><b style="font-style:normal;">Listing 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"> </a><b style="font-style:normal;">Listing 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'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"> </a><b style="font-style:normal;">Listing 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"> </a><b style="font-style:normal;">Listing 31:</b> GLSL implementation of the clear coat specular lobe for image-based lighting</div></center>
|
||||
<a class="target" name="anisotropy"> </a><a class="target" name="lighting/imagebasedlights/anisotropy"> </a><a class="target" name="toc5.3.6"> </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"> </a><b style="font-style:normal;">Figure 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) && 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) && 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"> </a><b style="font-style:normal;">Listing 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'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"> </a><b style="font-style:normal;">Listing 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<<span class="hljs-type">float</span>> 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><<span class="hljs-keyword">float</span>> 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><(<span class="hljs-type">const</span> Sample& lhs, <span class="hljs-type">const</span> Sample& rhs) {</span>
|
||||
<span class="line"><span class="hljs-keyword">bool</span> <span class="hljs-keyword">operator</span><(<span class="hljs-keyword">const</span> Sample& lhs, <span class="hljs-keyword">const</span> Sample& rhs) {</span>
|
||||
<span class="line"> <span class="hljs-keyword">return</span> lhs.w < 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<<span class="hljs-type">float</span>> <span class="hljs-title">findSample</span><span class="hljs-params">(<span class="hljs-type">const</span> std::vector<sample>& 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><<span class="hljs-keyword">float</span>> <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><sample>& 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->w) / (i1->w - i0->w);</span>
|
||||
<span class="line"> <span class="hljs-type">float</span> n = <span class="hljs-built_in">lerp</span>(i0->ior.<span class="hljs-built_in">real</span>(), i1->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->ior.<span class="hljs-built_in">imag</span>(), i1->ior.<span class="hljs-built_in">imag</span>(), t);</span>
|
||||
<span class="line"> <span class="hljs-keyword">float</span> t = (w - i0->w) / (i1->w - i0->w);</span>
|
||||
<span class="line"> <span class="hljs-keyword">float</span> n = lerp(i0->ior.real(), i1->ior.real(), t);</span>
|
||||
<span class="line"> <span class="hljs-keyword">float</span> k = lerp(i0->ior.imag(), i1->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<<span class="hljs-type">float</span>>& 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><<span class="hljs-keyword">float</span>>& 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& 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& 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<sample>& 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><sample>& 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 < 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 < 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"> </a><b style="font-style:normal;">Listing 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 << <span class="hljs-string">16) | (bits >> 16</span>);</span>
|
||||
<span class="line"> bits = ((bits & <span class="hljs-number">0</span>x55555555) << <span class="hljs-number">1</span>) | ((bits & <span class="hljs-number">0</span>xAAAAAAAA) >> <span class="hljs-number">1</span>);</span>
|
||||
<span class="line"> bits = ((bits & <span class="hljs-number">0</span>x33333333) << <span class="hljs-number">2</span>) | ((bits & <span class="hljs-number">0</span>xCCCCCCCC) >> <span class="hljs-number">2</span>);</span>
|
||||
<span class="line"> bits = ((bits & <span class="hljs-number">0</span>x0F0F0F0F) << <span class="hljs-number">4</span>) | ((bits & <span class="hljs-number">0</span>xF0F0F0F0) >> <span class="hljs-number">4</span>);</span>
|
||||
<span class="line"> bits = ((bits & <span class="hljs-number">0</span>x00FF00FF) << <span class="hljs-number">8</span>) | ((bits & <span class="hljs-number">0</span>xFF00FF00) >> <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 & 0x55555555) << <span class="hljs-string">1) | ((bits & 0xAAAAAAAA) >> 1</span>);</span>
|
||||
<span class="line"> bits = ((bits & 0x33333333) << <span class="hljs-string">2) | ((bits & 0xCCCCCCCC) >> 2</span>);</span>
|
||||
<span class="line"> bits = ((bits & 0x0F0F0F0F) << <span class="hljs-string">4) | ((bits & 0xF0F0F0F0) >> 4</span>);</span>
|
||||
<span class="line"> bits = ((bits & 0x00FF00FF) << <span class="hljs-string">8) | ((bits & 0xFF00FF00) >> 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"> </a><a class="target" name="annex/precomputinglforimage-basedlighting"> </a><a class="target" name="toc9.5"> </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 < 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 < 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 > <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 > <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"> </a><a class="target" name="annex/sphericalharmonics"> </a><a class="target" name="toc9.6"> </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 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& 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& 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 < 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 < 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 < 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 < 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> < 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 < 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 < 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 <= numBands ; m++) {</span>
|
||||
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = m; l < 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 <= numBands ; m++) {</span>
|
||||
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = m; l < 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">// < cos(theta) > 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 & <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 & <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> << 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 & <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> << 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 > d) {</span>
|
||||
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -564,170 +564,170 @@ endif()
|
||||
# ==================================================================================================
|
||||
# Test
|
||||
# ==================================================================================================
|
||||
option(INSTALL_BACKEND_TEST "Install the backend test library so it can be consumed on iOS" OFF)
|
||||
if (FILAMENT_BUILD_TESTING)
|
||||
option(INSTALL_BACKEND_TEST "Install the backend test library so it can be consumed on iOS" OFF)
|
||||
|
||||
if (APPLE OR LINUX)
|
||||
set(BACKEND_TEST_SRC
|
||||
test/BackendTest.cpp
|
||||
test/ShaderGenerator.cpp
|
||||
test/TrianglePrimitive.cpp
|
||||
test/Arguments.cpp
|
||||
test/ImageExpectations.cpp
|
||||
test/Lifetimes.cpp
|
||||
test/PlatformRunner.cpp
|
||||
test/Shader.cpp
|
||||
test/SharedShaders.cpp
|
||||
test/Skip.cpp
|
||||
test/test_Autoresolve.cpp
|
||||
test/test_FeedbackLoops.cpp
|
||||
test/test_Blit.cpp
|
||||
test/test_MissingRequiredAttributes.cpp
|
||||
test/test_ReadPixels.cpp
|
||||
test/test_ReadTexture.cpp
|
||||
test/test_BufferUpdates.cpp
|
||||
test/test_Callbacks.cpp
|
||||
test/test_JobQueue.cpp
|
||||
test/test_MemoryMappedBuffer.cpp
|
||||
test/test_MsaaSwapChain.cpp
|
||||
test/test_MRT.cpp
|
||||
test/test_PushConstants.cpp
|
||||
test/test_LoadImage.cpp
|
||||
test/test_StencilBuffer.cpp
|
||||
test/test_Scissor.cpp
|
||||
test/test_MipLevels.cpp
|
||||
test/test_Handles.cpp
|
||||
test/test_CircularBuffer.cpp
|
||||
test/test_CommandBufferQueue.cpp
|
||||
test/test_Template.cpp
|
||||
)
|
||||
if (FILAMENT_SUPPORTS_WEBGPU)
|
||||
list(APPEND BACKEND_TEST_SRC
|
||||
test/test_WebGPUAsyncTaskCounter.cpp
|
||||
test/test_WebGPUComposeSwizzle.cpp)
|
||||
endif()
|
||||
if (APPLE)
|
||||
# Metal-specific tests
|
||||
list(APPEND BACKEND_TEST_SRC
|
||||
test/test_MetalBlitter.mm
|
||||
if (APPLE OR LINUX)
|
||||
set(BACKEND_TEST_SRC
|
||||
test/BackendTest.cpp
|
||||
test/ShaderGenerator.cpp
|
||||
test/TrianglePrimitive.cpp
|
||||
test/Arguments.cpp
|
||||
test/ImageExpectations.cpp
|
||||
test/Lifetimes.cpp
|
||||
test/PlatformRunner.cpp
|
||||
test/Shader.cpp
|
||||
test/SharedShaders.cpp
|
||||
test/Skip.cpp
|
||||
test/test_Autoresolve.cpp
|
||||
test/test_FeedbackLoops.cpp
|
||||
test/test_Blit.cpp
|
||||
test/test_MissingRequiredAttributes.cpp
|
||||
test/test_ReadPixels.cpp
|
||||
test/test_ReadTexture.cpp
|
||||
test/test_BufferUpdates.cpp
|
||||
test/test_Callbacks.cpp
|
||||
test/test_JobQueue.cpp
|
||||
test/test_MemoryMappedBuffer.cpp
|
||||
test/test_MsaaSwapChain.cpp
|
||||
test/test_MRT.cpp
|
||||
test/test_PushConstants.cpp
|
||||
test/test_LoadImage.cpp
|
||||
test/test_StencilBuffer.cpp
|
||||
test/test_Scissor.cpp
|
||||
test/test_MipLevels.cpp
|
||||
test/test_Handles.cpp
|
||||
test/test_CircularBuffer.cpp
|
||||
test/test_CommandBufferQueue.cpp
|
||||
test/test_Template.cpp
|
||||
)
|
||||
endif()
|
||||
set(BACKEND_TEST_LIBS
|
||||
absl::str_format
|
||||
backend
|
||||
getopt
|
||||
gtest
|
||||
imageio
|
||||
filamat
|
||||
SPIRV
|
||||
spirv-cross-glsl)
|
||||
# Create input/output directories for test result images.
|
||||
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/actual_images)
|
||||
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/diff_images)
|
||||
file(COPY test/expected_images DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/images)
|
||||
endif()
|
||||
|
||||
# TODO: Disabling IOS test due to breakage wrt glslang update
|
||||
if (APPLE AND NOT IOS)
|
||||
# TODO: we should expand this test to Linux and other platforms.
|
||||
list(APPEND BACKEND_TEST_SRC
|
||||
test/test_RenderExternalImage.cpp)
|
||||
add_library(backend_test STATIC ${BACKEND_TEST_SRC})
|
||||
target_link_libraries(backend_test PUBLIC ${BACKEND_TEST_LIBS})
|
||||
target_compile_options(backend_test PRIVATE "-fobjc-arc")
|
||||
|
||||
set(BACKEND_TEST_DEPS
|
||||
OSDependent
|
||||
SPIRV
|
||||
SPIRV-Tools
|
||||
SPIRV-Tools-opt
|
||||
backend_test
|
||||
if (FILAMENT_SUPPORTS_WEBGPU)
|
||||
list(APPEND BACKEND_TEST_SRC
|
||||
test/test_WebGPUAsyncTaskCounter.cpp
|
||||
test/test_WebGPUComposeSwizzle.cpp)
|
||||
endif()
|
||||
if (APPLE)
|
||||
# Metal-specific tests
|
||||
list(APPEND BACKEND_TEST_SRC
|
||||
test/test_MetalBlitter.mm
|
||||
)
|
||||
endif()
|
||||
set(BACKEND_TEST_LIBS
|
||||
absl::str_format
|
||||
backend
|
||||
getopt
|
||||
gtest
|
||||
glslang
|
||||
spirv-cross-core
|
||||
spirv-cross-glsl
|
||||
spirv-cross-msl)
|
||||
|
||||
if (NOT IOS)
|
||||
target_link_libraries(backend_test PRIVATE image imageio)
|
||||
list(APPEND BACKEND_TEST_DEPS image)
|
||||
endif()
|
||||
if (FILAMENT_SUPPORTS_WEBGPU)
|
||||
target_link_libraries(backend_test PRIVATE webgpu_dawn dawncpp_headers)
|
||||
list(APPEND BACKEND_TEST_DEPS webgpu_dawn dawncpp_headers)
|
||||
imageio
|
||||
filamat
|
||||
SPIRV
|
||||
spirv-cross-glsl)
|
||||
# Create input/output directories for test result images.
|
||||
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/actual_images)
|
||||
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/diff_images)
|
||||
file(COPY test/expected_images DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/images)
|
||||
endif()
|
||||
|
||||
set(BACKEND_TEST_COMBINED_OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/libbackendtest_combined.a")
|
||||
combine_static_libs(backend_test "${BACKEND_TEST_COMBINED_OUTPUT}" "${BACKEND_TEST_DEPS}")
|
||||
# TODO: Disabling IOS test due to breakage wrt glslang update
|
||||
if (APPLE AND NOT IOS)
|
||||
# TODO: we should expand this test to Linux and other platforms.
|
||||
list(APPEND BACKEND_TEST_SRC
|
||||
test/test_RenderExternalImage.cpp)
|
||||
add_library(backend_test STATIC ${BACKEND_TEST_SRC})
|
||||
target_link_libraries(backend_test PUBLIC ${BACKEND_TEST_LIBS})
|
||||
target_compile_options(backend_test PRIVATE "-fobjc-arc")
|
||||
|
||||
set(BACKEND_TEST_LIB_NAME ${CMAKE_STATIC_LIBRARY_PREFIX}backend_test${CMAKE_STATIC_LIBRARY_SUFFIX})
|
||||
set(BACKEND_TEST_DEPS
|
||||
OSDependent
|
||||
SPIRV
|
||||
SPIRV-Tools
|
||||
SPIRV-Tools-opt
|
||||
backend_test
|
||||
getopt
|
||||
gtest
|
||||
glslang
|
||||
spirv-cross-core
|
||||
spirv-cross-glsl
|
||||
spirv-cross-msl)
|
||||
|
||||
if (INSTALL_BACKEND_TEST)
|
||||
install(FILES "${BACKEND_TEST_COMBINED_OUTPUT}" DESTINATION lib/${DIST_DIR} RENAME ${BACKEND_TEST_LIB_NAME})
|
||||
install(FILES test/PlatformRunner.h DESTINATION include/backend_test)
|
||||
if (NOT IOS)
|
||||
target_link_libraries(backend_test PRIVATE image imageio)
|
||||
list(APPEND BACKEND_TEST_DEPS image)
|
||||
endif()
|
||||
if (FILAMENT_SUPPORTS_WEBGPU)
|
||||
target_link_libraries(backend_test PRIVATE webgpu_dawn dawncpp_headers)
|
||||
list(APPEND BACKEND_TEST_DEPS webgpu_dawn dawncpp_headers)
|
||||
endif()
|
||||
|
||||
set(BACKEND_TEST_COMBINED_OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/libbackendtest_combined.a")
|
||||
combine_static_libs(backend_test "${BACKEND_TEST_COMBINED_OUTPUT}" "${BACKEND_TEST_DEPS}")
|
||||
|
||||
set(BACKEND_TEST_LIB_NAME ${CMAKE_STATIC_LIBRARY_PREFIX}backend_test${CMAKE_STATIC_LIBRARY_SUFFIX})
|
||||
|
||||
if (INSTALL_BACKEND_TEST)
|
||||
install(FILES "${BACKEND_TEST_COMBINED_OUTPUT}" DESTINATION lib/${DIST_DIR} RENAME ${BACKEND_TEST_LIB_NAME})
|
||||
install(FILES test/PlatformRunner.h DESTINATION include/backend_test)
|
||||
endif()
|
||||
|
||||
set_target_properties(backend_test PROPERTIES FOLDER Tests)
|
||||
|
||||
if (APPLE AND NOT IOS)
|
||||
add_executable(backend_test_mac test/mac_runner.mm)
|
||||
target_link_libraries(backend_test_mac PRIVATE "-framework Metal -framework AppKit -framework QuartzCore")
|
||||
# Because each test case is a separate file, the -force_load flag is necessary to prevent the
|
||||
# linker from removing "unused" symbols.
|
||||
target_link_libraries(backend_test_mac PRIVATE -force_load backend_test)
|
||||
set_target_properties(backend_test_mac PROPERTIES FOLDER Tests)
|
||||
|
||||
# This is needed after XCode 15.3
|
||||
set_target_properties(backend_test_mac PROPERTIES BUILD_WITH_INSTALL_RPATH TRUE)
|
||||
set_target_properties(backend_test_mac PROPERTIES INSTALL_RPATH /usr/local/lib)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
set_target_properties(backend_test PROPERTIES FOLDER Tests)
|
||||
if (LINUX)
|
||||
add_executable(backend_test_linux test/linux_runner.cpp ${BACKEND_TEST_SRC})
|
||||
target_link_libraries(backend_test_linux PRIVATE ${BACKEND_TEST_LIBS})
|
||||
set_target_properties(backend_test_linux PROPERTIES FOLDER Tests)
|
||||
if (FILAMENT_SUPPORTS_WEBGPU)
|
||||
target_link_libraries(backend_test_linux PRIVATE webgpu_dawn dawncpp_headers)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# ==================================================================================================
|
||||
# Compute tests
|
||||
#
|
||||
#if (NOT IOS AND NOT WEBGL)
|
||||
#
|
||||
#add_executable(compute_test
|
||||
# test/ComputeTest.cpp
|
||||
# test/Arguments.cpp
|
||||
# test/test_ComputeBasic.cpp
|
||||
# )
|
||||
#
|
||||
#target_link_libraries(compute_test PRIVATE
|
||||
# backend
|
||||
# getopt
|
||||
# gtest
|
||||
# )
|
||||
#
|
||||
#set_target_properties(compute_test PROPERTIES FOLDER Tests)
|
||||
#
|
||||
#endif()
|
||||
|
||||
# ==================================================================================================
|
||||
# Metal utils tests
|
||||
|
||||
if (APPLE AND NOT IOS)
|
||||
add_executable(backend_test_mac test/mac_runner.mm)
|
||||
target_link_libraries(backend_test_mac PRIVATE "-framework Metal -framework AppKit -framework QuartzCore")
|
||||
# Because each test case is a separate file, the -force_load flag is necessary to prevent the
|
||||
# linker from removing "unused" symbols.
|
||||
target_link_libraries(backend_test_mac PRIVATE -force_load backend_test)
|
||||
set_target_properties(backend_test_mac PROPERTIES FOLDER Tests)
|
||||
add_executable(metal_utils_test test/MetalTest.mm)
|
||||
|
||||
# This is needed after XCode 15.3
|
||||
set_target_properties(backend_test_mac PROPERTIES BUILD_WITH_INSTALL_RPATH TRUE)
|
||||
set_target_properties(backend_test_mac PROPERTIES INSTALL_RPATH /usr/local/lib)
|
||||
target_compile_options(metal_utils_test PRIVATE "-fobjc-arc")
|
||||
|
||||
target_link_libraries(metal_utils_test PRIVATE
|
||||
backend
|
||||
getopt
|
||||
gtest
|
||||
)
|
||||
|
||||
set_target_properties(metal_utils_test PROPERTIES FOLDER Tests)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (LINUX)
|
||||
add_executable(backend_test_linux test/linux_runner.cpp ${BACKEND_TEST_SRC})
|
||||
target_link_libraries(backend_test_linux PRIVATE ${BACKEND_TEST_LIBS})
|
||||
set_target_properties(backend_test_linux PROPERTIES FOLDER Tests)
|
||||
if (FILAMENT_SUPPORTS_WEBGPU)
|
||||
target_link_libraries(backend_test_linux PRIVATE webgpu_dawn dawncpp_headers)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# ==================================================================================================
|
||||
# Compute tests
|
||||
#
|
||||
#if (NOT IOS AND NOT WEBGL)
|
||||
#
|
||||
#add_executable(compute_test
|
||||
# test/ComputeTest.cpp
|
||||
# test/Arguments.cpp
|
||||
# test/test_ComputeBasic.cpp
|
||||
# )
|
||||
#
|
||||
#target_link_libraries(compute_test PRIVATE
|
||||
# backend
|
||||
# getopt
|
||||
# gtest
|
||||
# )
|
||||
#
|
||||
#set_target_properties(compute_test PROPERTIES FOLDER Tests)
|
||||
#
|
||||
#endif()
|
||||
|
||||
# ==================================================================================================
|
||||
# Metal utils tests
|
||||
|
||||
if (APPLE AND NOT IOS)
|
||||
|
||||
add_executable(metal_utils_test test/MetalTest.mm)
|
||||
|
||||
target_compile_options(metal_utils_test PRIVATE "-fobjc-arc")
|
||||
|
||||
target_link_libraries(metal_utils_test PRIVATE
|
||||
backend
|
||||
getopt
|
||||
gtest
|
||||
)
|
||||
|
||||
set_target_properties(metal_utils_test PROPERTIES FOLDER Tests)
|
||||
|
||||
endif()
|
||||
endif()
|
||||
@@ -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
|
||||
|
||||
@@ -29,6 +29,12 @@ using namespace bluevk;
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
std::shared_ptr<VulkanCmdFence> VulkanCmdFence::completed() noexcept {
|
||||
auto cmdFence = std::make_shared<VulkanCmdFence>(VK_NULL_HANDLE);
|
||||
cmdFence->mStatus = VK_SUCCESS;
|
||||
return cmdFence;
|
||||
}
|
||||
|
||||
FenceStatus VulkanCmdFence::wait(VkDevice device, uint64_t const timeout,
|
||||
std::chrono::steady_clock::time_point const until) {
|
||||
|
||||
|
||||
@@ -40,6 +40,13 @@ struct VulkanCmdFence {
|
||||
explicit VulkanCmdFence(VkFence fence) : mFence(fence) { }
|
||||
~VulkanCmdFence() = default;
|
||||
|
||||
// Creates a VulkanCmdFence with its status set to VK_SUCCESS. It holds
|
||||
// a null handle; it is assumed that any user of this object will avoid
|
||||
// using the fence handle directly if getStatus() returns VK_SUCCESS, as
|
||||
// in that case, it's likely the fence is being reused for other passes,
|
||||
// and is not in the expected state anyway.
|
||||
static std::shared_ptr<VulkanCmdFence> completed() noexcept;
|
||||
|
||||
void setStatus(VkResult const value) {
|
||||
std::lock_guard const l(mLock);
|
||||
mStatus = value;
|
||||
|
||||
@@ -277,7 +277,11 @@ private:
|
||||
fvkmemory::resource_ptr<VulkanSemaphore> mLastSubmit;
|
||||
|
||||
VkFence mLastFence = VK_NULL_HANDLE;
|
||||
std::shared_ptr<VulkanCmdFence> mLastFenceStatus;
|
||||
// Start out with a completed fence, because if no commands have
|
||||
// been queued or submited, then by definition, all pending work
|
||||
// is complete.
|
||||
std::shared_ptr<VulkanCmdFence> mLastFenceStatus =
|
||||
VulkanCmdFence::completed();
|
||||
|
||||
VkPipelineStageFlags mInjectedDependencyWaitStage = 0;
|
||||
};
|
||||
|
||||
@@ -1913,9 +1913,6 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
|
||||
|
||||
auto rt = resource_ptr<VulkanRenderTarget>::cast(&mResourceManager, rth);
|
||||
|
||||
VulkanCommandBuffer* commandBuffer = rt->isProtected() ?
|
||||
&mCommands.getProtected() : &mCommands.get();
|
||||
|
||||
// Filament has the expectation that the contents of the swap chain are not preserved on the
|
||||
// first render pass. Note however that its contents are often preserved on subsequent render
|
||||
// passes, due to multiple views.
|
||||
@@ -1930,6 +1927,11 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
|
||||
}
|
||||
}
|
||||
|
||||
// Note that this needs to come after the acquireNextswapchainImage() above because that path
|
||||
// might flush the current command buffer.
|
||||
VulkanCommandBuffer* commandBuffer =
|
||||
rt->isProtected() ? &mCommands.getProtected() : &mCommands.get();
|
||||
|
||||
// Note that retrieving the extent must come after the acquireNextSwapchainImage() above;
|
||||
// otherwise it might be 0.
|
||||
VkExtent2D const extent = rt->getExtent();
|
||||
|
||||
@@ -372,7 +372,7 @@ public:
|
||||
} vsm;
|
||||
|
||||
/**
|
||||
* Light bulb radius used for soft shadows. Currently this is only used when DPCF or PCSS is
|
||||
* Light bulb radius used for soft shadows. Currently, this is only used when DPCF or PCSS is
|
||||
* enabled. (2cm by default).
|
||||
*/
|
||||
float shadowBulbRadius = 0.02f;
|
||||
|
||||
@@ -735,7 +735,7 @@ struct VsmShadowOptions {
|
||||
bool highPrecision = false;
|
||||
|
||||
/**
|
||||
* VSM minimum variance scale, must be positive.
|
||||
* @deprecated has no effect.
|
||||
*/
|
||||
float minVarianceScale = 0.5f;
|
||||
|
||||
|
||||
@@ -19,90 +19,61 @@
|
||||
|
||||
#include "details/Engine.h"
|
||||
#include "details/Material.h"
|
||||
#include "details/MaterialInstance.h"
|
||||
|
||||
#include <utils/debug.h>
|
||||
|
||||
#include <iterator>
|
||||
#include <utility>
|
||||
|
||||
#include <stdint.h>
|
||||
#include <cstdint>
|
||||
|
||||
namespace filament {
|
||||
|
||||
using Record = MaterialInstanceManager::Record;
|
||||
using namespace utils;
|
||||
|
||||
std::pair<FMaterialInstance*, int32_t> Record::getInstance() {
|
||||
if (mAvailable < mInstances.size()) {
|
||||
auto index = mAvailable++;
|
||||
return { mInstances[index], index };
|
||||
}
|
||||
assert_invariant(mAvailable == mInstances.size());
|
||||
auto& name = mMaterial->getName();
|
||||
FMaterialInstance* inst = mMaterial->createInstance(name.c_str_safe());
|
||||
mInstances.push_back(inst);
|
||||
return { inst, mAvailable++ };
|
||||
}
|
||||
MaterialInstanceManager::MaterialInstanceManager() noexcept = default;
|
||||
|
||||
FMaterialInstance* Record::getInstance(int32_t const fixedInstanceindex) const {
|
||||
assert_invariant(fixedInstanceindex >= 0 && fixedInstanceindex < int32_t(mInstances.size()));
|
||||
return mInstances[fixedInstanceindex];
|
||||
}
|
||||
|
||||
// Defined in cpp to avoid inlining
|
||||
Record::Record(Record const& rhs) noexcept = default;
|
||||
Record& Record::operator=(Record const& rhs) noexcept = default;
|
||||
Record::Record(Record&& rhs) noexcept = default;
|
||||
Record& Record::operator=(Record&& rhs) noexcept = default;
|
||||
|
||||
void Record::terminate(FEngine& engine) {
|
||||
std::for_each(mInstances.begin(), mInstances.end(),
|
||||
[&engine](auto instance) { engine.destroy(instance); });
|
||||
}
|
||||
|
||||
MaterialInstanceManager::MaterialInstanceManager() noexcept {}
|
||||
|
||||
MaterialInstanceManager::MaterialInstanceManager(
|
||||
MaterialInstanceManager const& rhs) noexcept = default;
|
||||
MaterialInstanceManager::MaterialInstanceManager(MaterialInstanceManager&& rhs) noexcept = default;
|
||||
MaterialInstanceManager& MaterialInstanceManager::operator=(
|
||||
MaterialInstanceManager const& rhs) noexcept = default;
|
||||
MaterialInstanceManager& MaterialInstanceManager::operator=(
|
||||
MaterialInstanceManager&& rhs) noexcept = default;
|
||||
|
||||
MaterialInstanceManager& MaterialInstanceManager::operator=(MaterialInstanceManager&& rhs) noexcept = default;
|
||||
MaterialInstanceManager::~MaterialInstanceManager() = default;
|
||||
|
||||
void MaterialInstanceManager::terminate(FEngine& engine) {
|
||||
std::for_each(mMaterials.begin(), mMaterials.end(), [&engine](auto& record) {
|
||||
record.terminate(engine);
|
||||
});
|
||||
for (auto const& [key, instance] : mMaterialInstances) {
|
||||
engine.destroy(instance);
|
||||
}
|
||||
mMaterialInstances.clear();
|
||||
|
||||
for (auto const& [material, pool] : mAnonymousMaterialInstances) {
|
||||
for (auto instance : pool.instances) {
|
||||
engine.destroy(instance);
|
||||
}
|
||||
}
|
||||
mAnonymousMaterialInstances.clear();
|
||||
}
|
||||
|
||||
Record& MaterialInstanceManager::getRecord(FMaterial const* const ma) const {
|
||||
auto itr = std::find_if(mMaterials.begin(), mMaterials.end(), [ma](auto& record) {
|
||||
return ma == record.mMaterial;
|
||||
});
|
||||
if (itr == mMaterials.end()) {
|
||||
mMaterials.emplace_back(ma);
|
||||
itr = std::prev(mMaterials.end());
|
||||
void MaterialInstanceManager::reset() {
|
||||
for (auto& [material, pool] : mAnonymousMaterialInstances) {
|
||||
pool.highWaterMark = 0;
|
||||
}
|
||||
return *itr;
|
||||
}
|
||||
|
||||
FMaterialInstance* MaterialInstanceManager::getMaterialInstance(FMaterial const* ma, uint32_t tag) const {
|
||||
Key const key{ma, tag};
|
||||
auto it = mMaterialInstances.find(key);
|
||||
if (it != mMaterialInstances.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
FMaterialInstance* const instance = ma->createInstance(ma->getName().c_str_safe());
|
||||
mMaterialInstances.emplace(key, instance);
|
||||
return instance;
|
||||
}
|
||||
|
||||
FMaterialInstance* MaterialInstanceManager::getMaterialInstance(FMaterial const* ma) const {
|
||||
auto [inst, index] = getRecord(ma).getInstance();
|
||||
return inst;
|
||||
}
|
||||
AnonymousPool& pool = mAnonymousMaterialInstances[ma];
|
||||
if (pool.highWaterMark < pool.instances.size()) {
|
||||
return pool.instances[pool.highWaterMark++];
|
||||
}
|
||||
|
||||
FMaterialInstance* MaterialInstanceManager::getMaterialInstance(FMaterial const* ma,
|
||||
int32_t const fixedIndex) const {
|
||||
return getRecord(ma).getInstance(fixedIndex);
|
||||
FMaterialInstance* const instance = ma->createInstance(ma->getName().c_str_safe());
|
||||
pool.instances.push_back(instance);
|
||||
pool.highWaterMark++;
|
||||
return instance;
|
||||
}
|
||||
|
||||
std::pair<FMaterialInstance*, int32_t> MaterialInstanceManager::getFixedMaterialInstance(
|
||||
FMaterial const* ma) {
|
||||
return getRecord(ma).getInstance();
|
||||
}
|
||||
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -16,10 +16,13 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <utils/bitset.h>
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <utils/Hash.h>
|
||||
|
||||
namespace filament {
|
||||
|
||||
class FMaterial;
|
||||
@@ -30,37 +33,10 @@ class FEngine;
|
||||
// re-use instances across frames.
|
||||
class MaterialInstanceManager {
|
||||
public:
|
||||
class Record {
|
||||
public:
|
||||
Record(FMaterial const* material)
|
||||
: mMaterial(material),
|
||||
mAvailable(0) {}
|
||||
~Record() = default;
|
||||
|
||||
Record(Record const& rhs) noexcept;
|
||||
Record& operator=(Record const& rhs) noexcept;
|
||||
Record(Record&& rhs) noexcept;
|
||||
Record& operator=(Record&& rhs) noexcept;
|
||||
|
||||
void terminate(FEngine& engine);
|
||||
void reset() { mAvailable = 0; }
|
||||
std::pair<FMaterialInstance*, int32_t> getInstance();
|
||||
FMaterialInstance* getInstance(int32_t fixedInstanceindex) const;
|
||||
|
||||
private:
|
||||
FMaterial const* mMaterial = nullptr;
|
||||
std::vector<FMaterialInstance*> mInstances;
|
||||
uint32_t mAvailable;
|
||||
|
||||
friend class MaterialInstanceManager;
|
||||
};
|
||||
|
||||
constexpr static int32_t INVALID_FIXED_INDEX = -1;
|
||||
|
||||
MaterialInstanceManager() noexcept;
|
||||
MaterialInstanceManager(MaterialInstanceManager const& rhs) noexcept;
|
||||
MaterialInstanceManager(MaterialInstanceManager const& rhs) = delete;
|
||||
MaterialInstanceManager(MaterialInstanceManager&& rhs) noexcept;
|
||||
MaterialInstanceManager& operator=(MaterialInstanceManager const& rhs) noexcept;
|
||||
MaterialInstanceManager& operator=(MaterialInstanceManager const& rhs) = delete;
|
||||
MaterialInstanceManager& operator=(MaterialInstanceManager&& rhs) noexcept;
|
||||
|
||||
~MaterialInstanceManager();
|
||||
@@ -71,40 +47,60 @@ public:
|
||||
*/
|
||||
void terminate(FEngine& engine);
|
||||
|
||||
/*
|
||||
* This returns a material instance given a material. The implementation will try to find an
|
||||
* available instance in the cache. If one is not found, then a new instance will be created and
|
||||
* added to the cache.
|
||||
/**
|
||||
* Resets the anonymous material instances cache.
|
||||
*/
|
||||
void reset();
|
||||
|
||||
/**
|
||||
* This returns a material instance given a material and a tag.
|
||||
*
|
||||
* If the material instance doesn't exist in the cache, it is created and cached.
|
||||
*
|
||||
* @param ma FMaterial to get a MaterialInstance for
|
||||
* @param tag A unique tag identifying the MaterialInstance
|
||||
* @return A FMaterialInstance pointer
|
||||
*/
|
||||
FMaterialInstance* getMaterialInstance(FMaterial const* ma, uint32_t tag) const;
|
||||
|
||||
/**
|
||||
* This returns a material instance given a material from a cache.
|
||||
*
|
||||
* If the material instance doesn't exist in the cache, it is created and cached.
|
||||
*
|
||||
* It is permissible to call the method several times, in which case a different MaterialInstance will be returned.
|
||||
* It is guaranteed to be different from MaterialInstances returned with a tag.
|
||||
*
|
||||
* @param ma FMaterial to get a MaterialInstance for
|
||||
* @return A FMaterialInstance pointer
|
||||
*/
|
||||
FMaterialInstance* getMaterialInstance(FMaterial const* ma) const;
|
||||
|
||||
/*
|
||||
* This returns a material instance given a material and an index. The `fixedIndex` should be
|
||||
* a value returned by getiFixedMaterialInstance.
|
||||
*/
|
||||
FMaterialInstance* getMaterialInstance(FMaterial const* ma, int32_t const fixedIndex) const;
|
||||
|
||||
/*
|
||||
* This returns a material instance and an index given a material. This is needed for the
|
||||
* case when two framegraph passes need to refer to the same material instance.
|
||||
* The returned index can be used with `getFixedMaterialInstance` to get a specific instance
|
||||
* of a material (and not a random entry in the record cache).
|
||||
*/
|
||||
std::pair<FMaterialInstance*, int32_t> getFixedMaterialInstance(FMaterial const* ma);
|
||||
|
||||
|
||||
/*
|
||||
* Marks all of the material instances as unused. Typically, you'd call this at the beginning of
|
||||
* a frame.
|
||||
*/
|
||||
void reset() {
|
||||
std::for_each(mMaterials.begin(), mMaterials.end(), [](auto& record) { record.reset(); });
|
||||
}
|
||||
|
||||
private:
|
||||
Record& getRecord(FMaterial const* material) const;
|
||||
struct Key {
|
||||
FMaterial const* material;
|
||||
uint32_t tag;
|
||||
bool operator==(Key const& rhs) const noexcept {
|
||||
return material == rhs.material && tag == rhs.tag;
|
||||
}
|
||||
};
|
||||
|
||||
mutable std::vector<Record> mMaterials;
|
||||
struct Hasher {
|
||||
std::size_t operator()(Key const& key) const noexcept {
|
||||
std::size_t seed = 0;
|
||||
utils::hash::combine(seed, key.material);
|
||||
utils::hash::combine(seed, key.tag);
|
||||
return seed;
|
||||
}
|
||||
};
|
||||
|
||||
struct AnonymousPool {
|
||||
std::vector<FMaterialInstance*> instances;
|
||||
uint32_t highWaterMark = 0;
|
||||
};
|
||||
|
||||
mutable std::unordered_map<Key, FMaterialInstance*, Hasher> mMaterialInstances;
|
||||
mutable std::unordered_map<FMaterial const*, AnonymousPool> mAnonymousMaterialInstances;
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -225,7 +225,6 @@ const PostProcessManager::JitterSequence<32>
|
||||
|
||||
PostProcessManager::PostProcessManager(FEngine& engine) noexcept
|
||||
: mEngine(engine),
|
||||
mFixedMaterialInstanceIndex {},
|
||||
mWorkaroundSplitEasu(false),
|
||||
mWorkaroundAllowReadOnlyAncillaryFeedbackLoop(false) {
|
||||
// don't use Engine here, it's not fully initialized yet
|
||||
@@ -455,7 +454,6 @@ Handle<HwTexture> PostProcessManager::getZeroTextureArray() const {
|
||||
|
||||
void PostProcessManager::resetForRender() {
|
||||
mMaterialInstanceManager.reset();
|
||||
mFixedMaterialInstanceIndex = {};
|
||||
}
|
||||
|
||||
void PostProcessManager::unbindAllDescriptorSets(DriverApi& driver) noexcept {
|
||||
@@ -2552,11 +2550,7 @@ void PostProcessManager::colorGradingSubpass(DriverApi& driver,
|
||||
auto const& material = getPostProcessMaterial("colorGradingAsSubpass");
|
||||
FMaterial const* const ma = material.getMaterial(mEngine, driver, variant);
|
||||
// the UBO has been set and committed in colorGradingPrepareSubpass()
|
||||
int32_t const fixedIndex = colorGradingConfig.translucent
|
||||
? mFixedMaterialInstanceIndex.colorGradingTranslucent
|
||||
: mFixedMaterialInstanceIndex.colorGradingOpaque;
|
||||
|
||||
FMaterialInstance const* mi = mMaterialInstanceManager.getMaterialInstance(ma, fixedIndex);
|
||||
FMaterialInstance const* mi = mMaterialInstanceManager.getMaterialInstance(ma, colorGradingConfig.translucent);
|
||||
mi->use(driver);
|
||||
auto const pipeline = getPipelineState(ma, variant);
|
||||
driver.nextSubpass();
|
||||
@@ -2567,8 +2561,7 @@ void PostProcessManager::colorGradingSubpass(DriverApi& driver,
|
||||
void PostProcessManager::customResolvePrepareSubpass(DriverApi& driver, CustomResolveOp const op) noexcept {
|
||||
auto const& material = getPostProcessMaterial("customResolveAsSubpass");
|
||||
auto const ma = material.getMaterial(mEngine, driver, PostProcessVariant::OPAQUE);
|
||||
auto [mi, fixedIndex] = mMaterialInstanceManager.getFixedMaterialInstance(ma);
|
||||
mFixedMaterialInstanceIndex.customResolve = fixedIndex;
|
||||
auto* const mi = mMaterialInstanceManager.getMaterialInstance(ma, 0);
|
||||
mi->setParameter("direction", op == CustomResolveOp::COMPRESS ? 1.0f : -1.0f),
|
||||
mi->commit(driver, getUboManager());
|
||||
}
|
||||
@@ -2580,8 +2573,7 @@ void PostProcessManager::customResolveSubpass(DriverApi& driver) noexcept {
|
||||
auto const& material = getPostProcessMaterial("customResolveAsSubpass");
|
||||
FMaterial const* const ma = material.getMaterial(mEngine, driver);
|
||||
// the UBO has been set and committed in customResolvePrepareSubpass()
|
||||
FMaterialInstance const* mi = mMaterialInstanceManager.getMaterialInstance(ma,
|
||||
mFixedMaterialInstanceIndex.customResolve);
|
||||
FMaterialInstance const* mi = mMaterialInstanceManager.getMaterialInstance(ma, 0);
|
||||
mi->use(driver);
|
||||
|
||||
auto const pipeline = getPipelineState(ma);
|
||||
@@ -2620,9 +2612,8 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::customResolveUncompressPass(
|
||||
void PostProcessManager::clearAncillaryBuffersPrepare(DriverApi& driver,
|
||||
Variant::type_t variant) noexcept {
|
||||
auto const& material = getPostProcessMaterial("clearDepth");
|
||||
auto ma = material.getMaterial(mEngine, driver, variant);
|
||||
auto [mi, fixedIndex] = mMaterialInstanceManager.getFixedMaterialInstance(ma);
|
||||
mFixedMaterialInstanceIndex.clearDepth = fixedIndex;
|
||||
auto const ma = material.getMaterial(mEngine, driver, variant);
|
||||
auto const mi = mMaterialInstanceManager.getMaterialInstance(ma, 0);
|
||||
mi->commit(driver, getUboManager());
|
||||
}
|
||||
|
||||
@@ -2640,8 +2631,7 @@ void PostProcessManager::clearAncillaryBuffers(DriverApi& driver,
|
||||
FMaterial const* const ma = material.getMaterial(mEngine, driver, variant);
|
||||
|
||||
// the UBO has been set and committed in clearAncillaryBuffersPrepare()
|
||||
FMaterialInstance const* const mi = mMaterialInstanceManager.getMaterialInstance(ma,
|
||||
mFixedMaterialInstanceIndex.clearDepth);
|
||||
FMaterialInstance const* const mi = mMaterialInstanceManager.getMaterialInstance(ma, 0);
|
||||
mi->use(driver);
|
||||
|
||||
auto pipeline = getPipelineState(ma, variant);
|
||||
@@ -2960,11 +2950,7 @@ FMaterialInstance* PostProcessManager::configureColorGradingMaterial(backend::Dr
|
||||
? PostProcessVariant::TRANSLUCENT
|
||||
: PostProcessVariant::OPAQUE;
|
||||
ma = material.getMaterial(mEngine, driver, variant);
|
||||
FMaterialInstance* mi = nullptr;
|
||||
int32_t& fixedIndex = colorGradingConfig.translucent
|
||||
? mFixedMaterialInstanceIndex.colorGradingTranslucent
|
||||
: mFixedMaterialInstanceIndex.colorGradingOpaque;
|
||||
std::tie(mi, fixedIndex) = mMaterialInstanceManager.getFixedMaterialInstance(ma);
|
||||
FMaterialInstance* mi = mMaterialInstanceManager.getMaterialInstance(ma, colorGradingConfig.translucent);
|
||||
|
||||
const SamplerParams params = SamplerParams{
|
||||
.filterMag = SamplerMagFilter::LINEAR,
|
||||
@@ -3823,15 +3809,13 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::vsmMipmapPass(FrameGraph& fg
|
||||
auto const& inDesc = resources.getDescriptor(data.in);
|
||||
auto width = inDesc.width;
|
||||
assert_invariant(width == inDesc.height);
|
||||
int const dim = width >> (level + 1);
|
||||
uint32_t const dim = std::max(1u, width >> (level + 1));
|
||||
|
||||
auto& material = getPostProcessMaterial("vsmMipmap");
|
||||
FMaterial const* const ma = material.getMaterial(mEngine, driver);
|
||||
|
||||
// When generating shadow map mip levels, we want to preserve the 1 texel border.
|
||||
// (note clearing never respects the scissor in Filament)
|
||||
auto const pipeline = getPipelineState(ma);
|
||||
backend::Viewport const scissor = { 1u, 1u, dim - 2u, dim - 2u };
|
||||
backend::Viewport const scissor = { 0, 0, dim, dim };
|
||||
|
||||
FMaterialInstance* const mi = getMaterialInstance(ma);
|
||||
mi->setParameter("color", in, SamplerParams{
|
||||
|
||||
@@ -486,13 +486,6 @@ private:
|
||||
|
||||
MaterialInstanceManager mMaterialInstanceManager;
|
||||
|
||||
struct {
|
||||
int32_t colorGradingTranslucent = MaterialInstanceManager::INVALID_FIXED_INDEX;
|
||||
int32_t colorGradingOpaque = MaterialInstanceManager::INVALID_FIXED_INDEX;
|
||||
int32_t customResolve = MaterialInstanceManager::INVALID_FIXED_INDEX;
|
||||
int32_t clearDepth = MaterialInstanceManager::INVALID_FIXED_INDEX;
|
||||
} mFixedMaterialInstanceIndex;
|
||||
|
||||
backend::Handle<backend::HwTexture> mStarburstTexture;
|
||||
|
||||
std::uniform_real_distribution<float> mUniformDistribution{0.0f, 1.0f};
|
||||
|
||||
@@ -62,6 +62,8 @@ ShadowMap::ShadowMap(FEngine& engine) noexcept
|
||||
: mPerShadowMapUniforms(engine),
|
||||
mShadowType(ShadowType::DIRECTIONAL),
|
||||
mHasVisibleShadows(false),
|
||||
mVsm(false),
|
||||
mReservedBit(false),
|
||||
mFace(0) {
|
||||
Entity entities[2];
|
||||
engine.getEntityManager().create(2, entities);
|
||||
@@ -85,7 +87,7 @@ void ShadowMap::terminate(FEngine& engine) {
|
||||
|
||||
ShadowMap::~ShadowMap() = default;
|
||||
|
||||
void ShadowMap::initialize(size_t const lightIndex, ShadowType const shadowType,
|
||||
void ShadowMap::initialize(size_t const lightIndex, ShadowType const shadowType, bool const vsm,
|
||||
uint16_t const shadowIndex, uint8_t const face,
|
||||
LightManager::ShadowOptions const* options) {
|
||||
mLightIndex = lightIndex;
|
||||
@@ -93,6 +95,7 @@ void ShadowMap::initialize(size_t const lightIndex, ShadowType const shadowType,
|
||||
mOptions = options;
|
||||
mShadowType = shadowType;
|
||||
mFace = face;
|
||||
mVsm = vsm;
|
||||
}
|
||||
|
||||
mat4f ShadowMap::getDirectionalLightViewMatrix(float3 direction, float3 up,
|
||||
@@ -1181,9 +1184,8 @@ float2 ShadowMap::texelSizeWorldSpace(mat4f const& S, uint16_t const shadowDimen
|
||||
return s;
|
||||
}
|
||||
|
||||
template<typename Casters, typename Receivers>
|
||||
void ShadowMap::visitScene(const FScene& scene, uint32_t const visibleLayers,
|
||||
Casters casters, Receivers receivers) noexcept {
|
||||
template<typename Visitor>
|
||||
void ShadowMap::visitScene(const FScene& scene, uint32_t const visibleLayers, Visitor visitor) noexcept {
|
||||
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||
|
||||
using State = FRenderableManager::Visibility;
|
||||
@@ -1196,14 +1198,11 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t const visibleLayers,
|
||||
size_t const c = soa.size();
|
||||
for (size_t i = 0; i < c; i++) {
|
||||
if (layers[i] & visibleLayers) {
|
||||
const Aabb aabb{ worldAABBCenter[i] - worldAABBExtent[i],
|
||||
worldAABBCenter[i] + worldAABBExtent[i] };
|
||||
if (visibility[i].castShadows) {
|
||||
casters(aabb, visibleMasks[i]);
|
||||
}
|
||||
if (visibility[i].receiveShadows) {
|
||||
receivers(aabb, visibleMasks[i]);
|
||||
}
|
||||
Aabb const aabb{
|
||||
worldAABBCenter[i] - worldAABBExtent[i],
|
||||
worldAABBCenter[i] + worldAABBExtent[i]
|
||||
};
|
||||
visitor(aabb, visibleMasks[i], visibility[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1222,13 +1221,15 @@ ShadowMap::SceneInfo::SceneInfo(
|
||||
wsShadowCastersVolume = {};
|
||||
wsShadowReceiversVolume = {};
|
||||
visitScene(scene, visibleLayers,
|
||||
[&](Aabb caster, Culler::result_type) {
|
||||
wsShadowCastersVolume.min = min(wsShadowCastersVolume.min, caster.min);
|
||||
wsShadowCastersVolume.max = max(wsShadowCastersVolume.max, caster.max);
|
||||
},
|
||||
[&](Aabb receiver, Culler::result_type) {
|
||||
wsShadowReceiversVolume.min = min(wsShadowReceiversVolume.min, receiver.min);
|
||||
wsShadowReceiversVolume.max = max(wsShadowReceiversVolume.max, receiver.max);
|
||||
[this](Aabb const& aabb, Culler::result_type, FRenderableManager::Visibility const visibility) {
|
||||
if (visibility.castShadows) {
|
||||
wsShadowCastersVolume.min = min(wsShadowCastersVolume.min, aabb.min);
|
||||
wsShadowCastersVolume.max = max(wsShadowCastersVolume.max, aabb.max);
|
||||
}
|
||||
if (visibility.receiveShadows) {
|
||||
wsShadowReceiversVolume.min = min(wsShadowReceiversVolume.min, aabb.min);
|
||||
wsShadowReceiversVolume.max = max(wsShadowReceiversVolume.max, aabb.max);
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
@@ -1242,18 +1243,20 @@ void ShadowMap::updateSceneInfoDirectional(mat4f const& Mv, FScene const& scene,
|
||||
sceneInfo.lsCastersNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
sceneInfo.lsReceiversNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
visitScene(scene, sceneInfo.visibleLayers,
|
||||
[&](Aabb caster, Culler::result_type) {
|
||||
auto r = Aabb::transform(Mv.upperLeft(), Mv[3].xyz, caster);
|
||||
sceneInfo.lsCastersNearFar.x = max(sceneInfo.lsCastersNearFar.x, r.max.z);
|
||||
sceneInfo.lsCastersNearFar.y = min(sceneInfo.lsCastersNearFar.y, r.min.z);
|
||||
},
|
||||
[&](Aabb receiver, Culler::result_type const vis) {
|
||||
// account only for objects that are visible by the camera
|
||||
auto mask = 1u << VISIBLE_RENDERABLE_BIT;
|
||||
if ((vis & mask) == mask) {
|
||||
auto r = Aabb::transform(Mv.upperLeft(), Mv[3].xyz, receiver);
|
||||
sceneInfo.lsReceiversNearFar.x = max(sceneInfo.lsReceiversNearFar.x, r.max.z);
|
||||
sceneInfo.lsReceiversNearFar.y = min(sceneInfo.lsReceiversNearFar.y, r.min.z);
|
||||
[&](Aabb const& aabb, Culler::result_type const vis, FRenderableManager::Visibility const visibility) {
|
||||
if (visibility.castShadows) {
|
||||
auto const r = Aabb::transform(Mv.upperLeft(), Mv[3].xyz, aabb);
|
||||
sceneInfo.lsCastersNearFar.x = max(sceneInfo.lsCastersNearFar.x, r.max.z);
|
||||
sceneInfo.lsCastersNearFar.y = min(sceneInfo.lsCastersNearFar.y, r.min.z);
|
||||
}
|
||||
if (visibility.castShadows) {
|
||||
// account only for objects that are visible by the camera
|
||||
constexpr auto mask = 1u << VISIBLE_RENDERABLE_BIT;
|
||||
if ((vis & mask) == mask) {
|
||||
auto r = Aabb::transform(Mv.upperLeft(), Mv[3].xyz, aabb);
|
||||
sceneInfo.lsReceiversNearFar.x = max(sceneInfo.lsReceiversNearFar.x, r.max.z);
|
||||
sceneInfo.lsReceiversNearFar.y = min(sceneInfo.lsReceiversNearFar.y, r.min.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
);
|
||||
@@ -1268,15 +1271,15 @@ void ShadowMap::updateSceneInfoSpot(mat4f const& Mv, FScene const& scene,
|
||||
sceneInfo.lsCastersNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
// account only for objects that are visible by both the camera and the light
|
||||
visitScene(scene, sceneInfo.visibleLayers,
|
||||
[&](Aabb caster, Culler::result_type const vis) {
|
||||
auto mask = VISIBLE_DYN_SHADOW_RENDERABLE;
|
||||
if ((vis & mask) == mask) {
|
||||
auto r = Aabb::transform(Mv.upperLeft(), Mv[3].xyz, caster);
|
||||
sceneInfo.lsCastersNearFar.x = std::max(sceneInfo.lsCastersNearFar.x, r.max.z); // near
|
||||
sceneInfo.lsCastersNearFar.y = std::min(sceneInfo.lsCastersNearFar.y, r.min.z); // far
|
||||
[&](Aabb const& aabb, Culler::result_type const vis, FRenderableManager::Visibility const visibility) {
|
||||
if (visibility.castShadows) {
|
||||
constexpr auto mask = VISIBLE_DYN_SHADOW_RENDERABLE;
|
||||
if ((vis & mask) == mask) {
|
||||
auto const r = Aabb::transform(Mv.upperLeft(), Mv[3].xyz, aabb);
|
||||
sceneInfo.lsCastersNearFar.x = std::max(sceneInfo.lsCastersNearFar.x, r.max.z); // near
|
||||
sceneInfo.lsCastersNearFar.y = std::min(sceneInfo.lsCastersNearFar.y, r.min.z); // far
|
||||
}
|
||||
}
|
||||
},
|
||||
[&](Aabb receiver, Culler::result_type) {
|
||||
}
|
||||
);
|
||||
}
|
||||
@@ -1286,47 +1289,56 @@ void ShadowMap::setAllocation(uint8_t const layer, backend::Viewport viewport) n
|
||||
}
|
||||
|
||||
backend::Viewport ShadowMap::getViewport() const noexcept {
|
||||
// We set a viewport with a 1-texel border for when we index outside the texture.
|
||||
// This happens only for directional lights when "focus shadow casters" is used,
|
||||
// or when shadowFar is smaller than the camera far.
|
||||
// For spot- and point-lights we also use a 1-texel border, so that bilinear filtering
|
||||
// can work properly if the shadowmap is in an atlas (and we can't rely on h/w clamp).
|
||||
// This is used for calculating the light space; in particular, if the shadowmap is in a 2D atlas, this
|
||||
// returns the valid area of the shadowmap. By definition all values must be integer.
|
||||
|
||||
// We set a viewport with a 1-texel border for when we index outside the texture, which should only happen for
|
||||
// directional lights when "focus shadow casters" is used, or when shadowFar is smaller than the camera far.
|
||||
// For directional lights, the border is filed with "fully lit".
|
||||
//
|
||||
// For point-lights, we also use a 1-texel border, but for a different reason; the border is filled with data
|
||||
// so that bilinear (PCF) filtering works properly.
|
||||
//
|
||||
// Spot-light a treated like point lights (the border will be filled with "fully-lit" anyways)
|
||||
|
||||
const uint32_t dim = mOptions->mapSize;
|
||||
const uint16_t border = 1u;
|
||||
return { mOffset.x + border, mOffset.y + border, dim - 2u * border, dim - 2u * border };
|
||||
}
|
||||
|
||||
backend::Viewport ShadowMap::getScissor() const noexcept {
|
||||
// We set a viewport with a 1-texel border for when we index outside the texture.
|
||||
// This happens only for directional lights when "focus shadow casters" is used,
|
||||
// or when shadowFar is smaller than the camera far.
|
||||
// For spot- and point-lights we also use a 1-texel border, so that bilinear filtering
|
||||
// can work properly if the shadowmap is in an atlas (and we can't rely on h/w clamp), so we
|
||||
// don't scissor the border, so it gets filled with correct neighboring texels.
|
||||
// This is used while rendering the shadowmap.
|
||||
|
||||
const uint32_t dim = mOptions->mapSize;
|
||||
const uint16_t border = 1u;
|
||||
switch (mShadowType) {
|
||||
case ShadowType::DIRECTIONAL:
|
||||
return { mOffset.x + border, mOffset.y + border, dim - 2u * border, dim - 2u * border };
|
||||
switch (mShadowType) { // NOLINT(*-multiway-paths-covered)
|
||||
case ShadowType::DIRECTIONAL: {
|
||||
// Don't render anything into the border; it's already filled with "fully lit".
|
||||
return {mOffset.x + border, mOffset.y + border, dim - 2u * border, dim - 2u * border};
|
||||
}
|
||||
case ShadowType::SPOT:
|
||||
case ShadowType::POINT:
|
||||
return { mOffset.x, mOffset.y, dim, dim };
|
||||
case ShadowType::POINT: {
|
||||
// Render into the border (which will get the adjacent faces texels)
|
||||
return {mOffset.x, mOffset.y, dim, dim};
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
float4 ShadowMap::getClampToEdgeCoords(ShadowMapInfo const& shadowMapInfo) const noexcept {
|
||||
float border; // shadowmap border in texels
|
||||
switch (mShadowType) {
|
||||
// This is used to clamp the texture coordinates when sampling the shadowmap
|
||||
|
||||
float border = 0; // shadowmap border in texels
|
||||
switch (mShadowType) { // NOLINT(*-multiway-paths-covered)
|
||||
case ShadowType::DIRECTIONAL:
|
||||
// For directional lights, we need to allow the sampling to reach the border, it
|
||||
// happens when "focus shadow casters" is used for instance.
|
||||
// For directional lights, we need to allow the sampling to reach the center of border texels,
|
||||
// but no further, so we don't read into the adjacent texture in the 2D atlas (taking bilinear filtering
|
||||
// into account).
|
||||
border = 0.5f;
|
||||
break;
|
||||
case ShadowType::SPOT:
|
||||
case ShadowType::POINT:
|
||||
// For spot and point light, this is equal to the viewport. i.e. the valid
|
||||
// texels are inside the viewport (w/ 1-texel border), the border will be used
|
||||
// for bilinear filtering.
|
||||
// For point-light, the border is only needed for bilinear filtering (of the other faces)
|
||||
border = 1.0f;
|
||||
break;
|
||||
}
|
||||
@@ -1355,8 +1367,8 @@ void ShadowMap::prepareCamera(Transaction const& transaction,
|
||||
}
|
||||
|
||||
void ShadowMap::prepareViewport(Transaction const& transaction,
|
||||
backend::Viewport const& viewport) noexcept {
|
||||
ShadowMapDescriptorSet::prepareViewport(transaction, viewport);
|
||||
backend::Viewport const& physicalViewport, backend::Viewport const& logicalViewport) noexcept {
|
||||
ShadowMapDescriptorSet::prepareViewport(transaction, physicalViewport, logicalViewport);
|
||||
}
|
||||
|
||||
void ShadowMap::prepareTime(Transaction const& transaction,
|
||||
@@ -1370,8 +1382,8 @@ void ShadowMap::prepareMaterialGlobals(Transaction const& transaction,
|
||||
}
|
||||
|
||||
void ShadowMap::prepareShadowMapping(Transaction const& transaction,
|
||||
bool const highPrecision) noexcept {
|
||||
ShadowMapDescriptorSet::prepareShadowMapping(transaction, highPrecision);
|
||||
float const vsmExponent, float const vsmMaxMoment) noexcept {
|
||||
ShadowMapDescriptorSet::prepareShadowMapping(transaction, vsmExponent, vsmMaxMoment);
|
||||
}
|
||||
|
||||
ShadowMapDescriptorSet::Transaction ShadowMap::open(DriverApi& driver) noexcept {
|
||||
|
||||
@@ -128,7 +128,7 @@ public:
|
||||
static math::mat4f getPointLightViewMatrix(backend::TextureCubemapFace face,
|
||||
math::float3 position) noexcept;
|
||||
|
||||
void initialize(size_t lightIndex, ShadowType shadowType, uint16_t shadowIndex, uint8_t face,
|
||||
void initialize(size_t lightIndex, ShadowType shadowType, bool vsm, uint16_t shadowIndex, uint8_t face,
|
||||
LightManager::ShadowOptions const* options);
|
||||
|
||||
struct ShaderParameters {
|
||||
@@ -173,7 +173,10 @@ public:
|
||||
static void updateSceneInfoSpot(const math::mat4f& Mv, FScene const& scene,
|
||||
SceneInfo& sceneInfo);
|
||||
|
||||
LightManager::ShadowOptions const* getShadowOptions() const noexcept { return mOptions; }
|
||||
LightManager::ShadowOptions const& getShadowOptions() const noexcept {
|
||||
assert_invariant(mOptions);
|
||||
return *mOptions;
|
||||
}
|
||||
size_t getLightIndex() const { return mLightIndex; }
|
||||
uint16_t getShadowIndex() const { return mShadowIndex; }
|
||||
void setAllocation(uint8_t layer, backend::Viewport viewport) noexcept;
|
||||
@@ -193,13 +196,13 @@ public:
|
||||
static void prepareCamera(Transaction const& transaction,
|
||||
FEngine const& engine, const CameraInfo& cameraInfo) noexcept;
|
||||
static void prepareViewport(Transaction const& transaction,
|
||||
backend::Viewport const& viewport) noexcept;
|
||||
backend::Viewport const& physicalViewport, backend::Viewport const& logicalViewport) noexcept;
|
||||
static void prepareTime(Transaction const& transaction,
|
||||
FEngine const& engine, math::float4 const& userTime) noexcept;
|
||||
static void prepareMaterialGlobals(Transaction const& transaction,
|
||||
std::array<math::float4, 4> const& materialGlobals) noexcept;
|
||||
static void prepareShadowMapping(Transaction const& transaction,
|
||||
bool highPrecision) noexcept;
|
||||
float vsmExponent, float vsmMaxMoment) noexcept;
|
||||
static ShadowMapDescriptorSet::Transaction open(backend::DriverApi& driver) noexcept;
|
||||
void commit(Transaction& transaction, FEngine& engine, backend::DriverApi& driver) const noexcept;
|
||||
void bind(backend::DriverApi& driver) const noexcept;
|
||||
@@ -273,9 +276,8 @@ private:
|
||||
static inline math::float4 computeBoundingSphere(
|
||||
math::float3 const* vertices, size_t count) noexcept;
|
||||
|
||||
template<typename Casters, typename Receivers>
|
||||
static void visitScene(FScene const& scene, uint32_t visibleLayers,
|
||||
Casters casters, Receivers receivers) noexcept;
|
||||
template<typename Visitor>
|
||||
static void visitScene(FScene const& scene, uint32_t visibleLayers, Visitor visitor) noexcept;
|
||||
|
||||
static inline Aabb compute2DBounds(const math::mat4f& lightView,
|
||||
math::float3 const* wsVertices, size_t count) noexcept;
|
||||
@@ -349,9 +351,11 @@ private:
|
||||
uint8_t mLayer = 0; // our layer in the shadowMap texture // 1
|
||||
ShadowType mShadowType : 2; // :2
|
||||
bool mHasVisibleShadows : 1; // :1
|
||||
bool mVsm : 1; // :1
|
||||
UTILS_UNUSED bool mReservedBit : 1; // :1
|
||||
uint8_t mFace : 3; // :3
|
||||
math::ushort2 mOffset{}; // 4
|
||||
UTILS_UNUSED uint8_t reserved[4]; // 4
|
||||
UTILS_UNUSED uint8_t reserved[4] = {}; // 4
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -151,12 +151,14 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::update(
|
||||
|
||||
mDirectionalShadowMapCount = builder.mDirectionalShadowMapCount;
|
||||
mSpotShadowMapCount = builder.mSpotShadowMapCount;
|
||||
const bool vsm = view.hasVSM();
|
||||
|
||||
for (auto const& entry : builder.mShadowMaps) {
|
||||
auto& shadowMap = getShadowMap(entry.shadowIndex);
|
||||
shadowMap.initialize(
|
||||
entry.lightIndex,
|
||||
entry.shadowType,
|
||||
vsm,
|
||||
entry.shadowIndex,
|
||||
entry.face,
|
||||
entry.options);
|
||||
@@ -230,15 +232,12 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
FView& view, CameraInfo const& mainCameraInfo,
|
||||
float4 const& userTime) noexcept {
|
||||
|
||||
const float moment2 = std::numeric_limits<half>::max();
|
||||
const float moment1 = std::sqrt(moment2);
|
||||
const float4 vsmClearColor{ moment1, moment2, -moment1, moment2 };
|
||||
|
||||
FScene* scene = view.getScene();
|
||||
assert_invariant(scene);
|
||||
|
||||
// make a copy here, because it's a very small structure
|
||||
const TextureAtlasRequirements textureRequirements = mTextureAtlasRequirements;
|
||||
VsmShadowOptions const& vsmShadowOptions = view.getVsmShadowOptions();
|
||||
TextureAtlasRequirements const textureRequirements = mTextureAtlasRequirements;
|
||||
assert_invariant(textureRequirements.layers <= CONFIG_MAX_SHADOW_LAYERS);
|
||||
|
||||
// -------------------------------------------------------------------------------------------
|
||||
@@ -258,8 +257,6 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
utils::FixedCapacityVector<ShadowPass> passList;
|
||||
};
|
||||
|
||||
VsmShadowOptions const& vsmShadowOptions = view.getVsmShadowOptions();
|
||||
|
||||
auto& prepareShadowPass = fg.addPass<PrepareShadowPassData>("Prepare Shadow Pass",
|
||||
[&](FrameGraph::Builder& builder, auto& data) {
|
||||
data.passList.reserve(getMaxShadowMapCount());
|
||||
@@ -392,16 +389,18 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
|
||||
auto transaction = ShadowMap::open(driver);
|
||||
ShadowMap::prepareCamera(transaction, engine, cameraInfo);
|
||||
ShadowMap::prepareViewport(transaction, shadowMap.getViewport());
|
||||
ShadowMap::prepareViewport(transaction,
|
||||
{ 0, 0, textureRequirements.size, textureRequirements.size },
|
||||
shadowMap.getViewport());
|
||||
ShadowMap::prepareTime(transaction, engine, userTime);
|
||||
ShadowMap::prepareMaterialGlobals(transaction, view.getMaterialGlobals());
|
||||
ShadowMap::prepareShadowMapping(transaction,
|
||||
vsmShadowOptions.highPrecision);
|
||||
getWrapExponentEVSM(vsmShadowOptions, shadowMap.getShadowOptions()),
|
||||
getMaxMomentEVSM(vsmShadowOptions));
|
||||
shadowMap.commit(transaction, engine, driver);
|
||||
|
||||
// updatePrimitivesLod must be run before RenderPass::appendCommands.
|
||||
FView::updatePrimitivesLod(scene->getRenderableData(),
|
||||
engine, cameraInfo, entry.range);
|
||||
FView::updatePrimitivesLod(scene->getRenderableData(), engine, cameraInfo, entry.range);
|
||||
|
||||
// generate and sort the commands for rendering the shadow map
|
||||
|
||||
@@ -430,10 +429,10 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
entry.executor = pass.getExecutor();
|
||||
|
||||
if (!view.hasVSM()) {
|
||||
auto const* options = shadowMap.getShadowOptions();
|
||||
auto const& options = shadowMap.getShadowOptions();
|
||||
PolygonOffset const polygonOffset = { // handle reversed Z
|
||||
.slope = -options->polygonOffsetSlope,
|
||||
.constant = -options->polygonOffsetConstant
|
||||
.slope = -options.polygonOffsetSlope,
|
||||
.constant = -options.polygonOffsetConstant
|
||||
};
|
||||
entry.executor.overridePolygonOffset(&polygonOffset);
|
||||
}
|
||||
@@ -465,10 +464,10 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
auto const& entry = *first;
|
||||
|
||||
const uint8_t layer = entry.shadowMap->getLayer();
|
||||
const auto* options = entry.shadowMap->getShadowOptions();
|
||||
const auto& options = entry.shadowMap->getShadowOptions();
|
||||
const auto msaaSamples = textureRequirements.msaaSamples;
|
||||
const bool blur = entry.shadowMap->hasVisibleShadows() &&
|
||||
view.hasVSM() && options->vsm.blurWidth > 0.0f;
|
||||
view.hasVSM() && options.vsm.blurWidth > 0.0f;
|
||||
|
||||
auto last = first;
|
||||
// loop over each shadow pass to find its layer range
|
||||
@@ -508,10 +507,9 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
|
||||
renderTargetDesc.attachments.color[0] = data.output;
|
||||
renderTargetDesc.attachments.depth = depth;
|
||||
renderTargetDesc.clearFlags =
|
||||
TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH;
|
||||
renderTargetDesc.clearFlags = TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH;
|
||||
// we need to clear the shadow map with the max EVSM moments
|
||||
renderTargetDesc.clearColor = vsmClearColor;
|
||||
renderTargetDesc.clearColor = textureRequirements.clearColor;
|
||||
renderTargetDesc.samples = msaaSamples;
|
||||
|
||||
if (UTILS_UNLIKELY(blur)) {
|
||||
@@ -530,16 +528,14 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
.attachments = {
|
||||
.color = { data.tempBlurSrc },
|
||||
.depth = depth },
|
||||
.clearColor = vsmClearColor,
|
||||
.clearColor = textureRequirements.clearColor,
|
||||
.samples = msaaSamples,
|
||||
.clearFlags = TargetBufferFlags::COLOR
|
||||
| TargetBufferFlags::DEPTH
|
||||
.clearFlags = TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// the shadowmap layer
|
||||
data.output = builder.write(data.output,
|
||||
FrameGraphTexture::Usage::DEPTH_ATTACHMENT);
|
||||
data.output = builder.write(data.output, FrameGraphTexture::Usage::DEPTH_ATTACHMENT);
|
||||
renderTargetDesc.attachments.depth = data.output;
|
||||
renderTargetDesc.clearFlags = TargetBufferFlags::DEPTH;
|
||||
}
|
||||
@@ -594,27 +590,27 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
|
||||
// the whole layer. Blurring should happen per shadowmap, not for the whole
|
||||
// layer.
|
||||
|
||||
const float blurWidth = options->vsm.blurWidth;
|
||||
// FIXME: this Gaussian blur is not precise enough for EVSM
|
||||
|
||||
const float blurWidth = options.vsm.blurWidth;
|
||||
if (blurWidth > 0.0f) {
|
||||
const float sigma = (blurWidth + 1.0f) / 6.0f;
|
||||
size_t kernelWidth = std::ceil((blurWidth - 5.0f) / 4.0f);
|
||||
size_t kernelWidth = size_t(std::ceil((blurWidth - 5.0f) / 4.0f));
|
||||
kernelWidth = kernelWidth * 4 + 5;
|
||||
ppm.gaussianBlurPass(fg,
|
||||
shadowPass->tempBlurSrc,
|
||||
shadowPass->output,
|
||||
false, kernelWidth, sigma);
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: mipmapping here is broken because it'll access texels from adjacent
|
||||
// shadow maps.
|
||||
|
||||
// If the shadow texture has more than one level, mipmapping was requested, either directly
|
||||
// or indirectly via anisotropic filtering.
|
||||
// So generate the mipmaps for each layer
|
||||
if (textureRequirements.levels > 1) {
|
||||
for (size_t level = 0; level < textureRequirements.levels - 1; level++) {
|
||||
ppm.vsmMipmapPass(fg, prepareShadowPass->shadows, layer, level, vsmClearColor);
|
||||
}
|
||||
// If the shadow texture has more than one level, mipmapping was requested, either directly
|
||||
// or indirectly via anisotropic filtering.
|
||||
// So generate the mipmaps for each layer
|
||||
if (UTILS_UNLIKELY(textureRequirements.levels > 1)) {
|
||||
auto& ppm = engine.getPostProcessManager();
|
||||
for (size_t level = 0; level < textureRequirements.levels - 1; level++) {
|
||||
ppm.vsmMipmapPass(fg, prepareShadowPass->shadows, layer, level, textureRequirements.clearColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -626,7 +622,8 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
|
||||
FView& view, CameraInfo cameraInfo, FScene::RenderableSoa& renderableData,
|
||||
FScene::LightSoa const& lightData, ShadowMap::SceneInfo sceneInfo) noexcept {
|
||||
|
||||
FScene* scene = view.getScene();
|
||||
FScene const* const scene = view.getScene();
|
||||
auto const& vsmShadowOptions = view.getVsmShadowOptions();
|
||||
auto& lcm = engine.getLightManager();
|
||||
|
||||
FLightManager::Instance const directionalLight = lightData.elementAt<FScene::LIGHT_INSTANCE>(0);
|
||||
@@ -650,7 +647,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
|
||||
};
|
||||
|
||||
bool hasVisibleShadows = false;
|
||||
utils::Slice<ShadowMap> cascadedShadowMaps = getCascadedShadowMap();
|
||||
utils::Slice<ShadowMap> const cascadedShadowMaps = getCascadedShadowMap();
|
||||
if (!cascadedShadowMaps.empty()) {
|
||||
// Even if we have more than one cascade, we cull directional shadow casters against the
|
||||
// entire camera frustum, as if we only had a single cascade.
|
||||
@@ -750,6 +747,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
|
||||
s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
|
||||
s.shadows[shadowIndex].normalBias = wsTexelSize * normalBias;
|
||||
s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
|
||||
s.shadows[shadowIndex].vsmExponent = getWrapExponentEVSM(vsmShadowOptions, options);
|
||||
s.shadows[shadowIndex].bulbRadiusLs =
|
||||
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / length(wsTexelSize);
|
||||
|
||||
@@ -801,10 +799,8 @@ void ShadowMapManager::updateSpotVisibilityMasks(
|
||||
const bool visSpotShadowRenderable = v.castShadows && inVisibleLayer &&
|
||||
(!v.culling || (mask & VISIBLE_DYN_SHADOW_RENDERABLE));
|
||||
|
||||
using Type = Culler::result_type;
|
||||
|
||||
visibleMask[i] &= ~Type(VISIBLE_DYN_SHADOW_RENDERABLE);
|
||||
visibleMask[i] |= Type(visSpotShadowRenderable << VISIBLE_DYN_SHADOW_RENDERABLE_BIT);
|
||||
visibleMask[i] &= ~Culler::result_type(VISIBLE_DYN_SHADOW_RENDERABLE);
|
||||
visibleMask[i] |= Culler::result_type(visSpotShadowRenderable << VISIBLE_DYN_SHADOW_RENDERABLE_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -813,13 +809,14 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
|
||||
FScene::LightSoa const& lightData, ShadowMap::SceneInfo const& sceneInfo) noexcept {
|
||||
|
||||
const size_t lightIndex = shadowMap.getLightIndex();
|
||||
FLightManager::ShadowOptions const* const options = shadowMap.getShadowOptions();
|
||||
FLightManager::ShadowOptions const& options = shadowMap.getShadowOptions();
|
||||
auto const& vsmShadowOptions = view.getVsmShadowOptions();
|
||||
|
||||
// update the shadow map frustum/camera
|
||||
const ShadowMap::ShadowMapInfo shadowMapInfo{
|
||||
.atlasDimension = mTextureAtlasRequirements.size,
|
||||
.textureDimension = uint16_t(options->mapSize),
|
||||
.shadowDimension = uint16_t(options->mapSize - 2u),
|
||||
.textureDimension = uint16_t(options.mapSize),
|
||||
.shadowDimension = uint16_t(options.mapSize - 2u),
|
||||
.textureSpaceFlipped = engine.getBackend() == Backend::METAL ||
|
||||
engine.getBackend() == Backend::VULKAN ||
|
||||
engine.getBackend() == Backend::WEBGPU,
|
||||
@@ -834,7 +831,7 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
|
||||
const size_t shadowIndex = shadowMap.getShadowIndex();
|
||||
const float2 wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
|
||||
// note: normalBias is set to zero for VSM
|
||||
const float normalBias = shadowMapInfo.vsm ? 0.0f : options->normalBias;
|
||||
const float normalBias = shadowMapInfo.vsm ? 0.0f : options.normalBias;
|
||||
|
||||
auto& s = mShadowUb.edit();
|
||||
const double n = shadowMap.getCamera().getNear();
|
||||
@@ -845,9 +842,10 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
|
||||
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
|
||||
s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
|
||||
s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
|
||||
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
|
||||
s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
|
||||
s.shadows[shadowIndex].vsmExponent = getWrapExponentEVSM(vsmShadowOptions, options);
|
||||
s.shadows[shadowIndex].bulbRadiusLs =
|
||||
mSoftShadowOptions.penumbraScale * options->shadowBulbRadius
|
||||
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius
|
||||
/ length(wsTexelSizeAtOneMeter);
|
||||
|
||||
}
|
||||
@@ -905,13 +903,14 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
|
||||
|
||||
const uint8_t face = shadowMap.getFace();
|
||||
const size_t lightIndex = shadowMap.getLightIndex();
|
||||
FLightManager::ShadowOptions const* const options = shadowMap.getShadowOptions();
|
||||
FLightManager::ShadowOptions const& options = shadowMap.getShadowOptions();
|
||||
auto const& vsmShadowOptions = view.getVsmShadowOptions();
|
||||
|
||||
// update the shadow map frustum/camera
|
||||
const ShadowMap::ShadowMapInfo shadowMapInfo{
|
||||
.atlasDimension = mTextureAtlasRequirements.size,
|
||||
.textureDimension = uint16_t(options->mapSize),
|
||||
.shadowDimension = uint16_t(options->mapSize), // point-lights don't have a border
|
||||
.textureDimension = uint16_t(options.mapSize),
|
||||
.shadowDimension = uint16_t(options.mapSize), // point-lights don't have a border
|
||||
.textureSpaceFlipped = engine.getBackend() == Backend::METAL ||
|
||||
engine.getBackend() == Backend::VULKAN ||
|
||||
engine.getBackend() == Backend::WEBGPU,
|
||||
@@ -926,7 +925,7 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
|
||||
const size_t shadowIndex = shadowMap.getShadowIndex();
|
||||
const float2 wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
|
||||
// note: normalBias is set to zero for VSM
|
||||
const float normalBias = shadowMapInfo.vsm ? 0.0f : options->normalBias;
|
||||
const float normalBias = shadowMapInfo.vsm ? 0.0f : options.normalBias;
|
||||
|
||||
auto& s = mShadowUb.edit();
|
||||
const double n = shadowMap.getCamera().getNear();
|
||||
@@ -937,9 +936,10 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
|
||||
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
|
||||
s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
|
||||
s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
|
||||
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
|
||||
s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
|
||||
s.shadows[shadowIndex].vsmExponent = getWrapExponentEVSM(vsmShadowOptions, options);
|
||||
s.shadows[shadowIndex].bulbRadiusLs =
|
||||
mSoftShadowOptions.penumbraScale * options->shadowBulbRadius
|
||||
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius
|
||||
/ length(wsTexelSizeAtOneMeter);
|
||||
}
|
||||
}
|
||||
@@ -995,7 +995,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateSpotShadowMaps(FEngine
|
||||
lightData.data<FScene::SHADOW_INFO>());
|
||||
|
||||
ShadowTechnique shadowTechnique{};
|
||||
utils::Slice<const ShadowMap> spotShadowMaps = getSpotShadowMaps();
|
||||
utils::Slice<const ShadowMap> const spotShadowMaps = getSpotShadowMaps();
|
||||
if (!spotShadowMaps.empty()) {
|
||||
shadowTechnique |= ShadowTechnique::SHADOW_MAP;
|
||||
for (ShadowMap const& shadowMap : spotShadowMaps) {
|
||||
@@ -1035,14 +1035,14 @@ void ShadowMapManager::calculateTextureRequirements(FEngine& engine, FView& view
|
||||
for (ShadowMap const& shadowMap : getCascadedShadowMap()) {
|
||||
// Shadow map size should be the same for all cascades.
|
||||
auto const& options = shadowMap.getShadowOptions();
|
||||
maxDimension = std::max(maxDimension, options->mapSize);
|
||||
elvsm = elvsm || options->vsm.elvsm;
|
||||
maxDimension = std::max(maxDimension, options.mapSize);
|
||||
elvsm = elvsm || options.vsm.elvsm;
|
||||
}
|
||||
|
||||
for (ShadowMap const& shadowMap : getSpotShadowMaps()) {
|
||||
auto const& options = shadowMap.getShadowOptions();
|
||||
maxDimension = std::max(maxDimension, options->mapSize);
|
||||
elvsm = elvsm || options->vsm.elvsm;
|
||||
maxDimension = std::max(maxDimension, options.mapSize);
|
||||
elvsm = elvsm || options.vsm.elvsm;
|
||||
}
|
||||
|
||||
uint8_t layersNeeded = 0;
|
||||
@@ -1052,7 +1052,7 @@ void ShadowMapManager::calculateTextureRequirements(FEngine& engine, FView& view
|
||||
ShadowMap* pShadowMap) mutable {
|
||||
// Allocate shadowmap from our Atlas Allocator
|
||||
auto const& options = pShadowMap->getShadowOptions();
|
||||
auto allocation = allocator.allocate(options->mapSize);
|
||||
auto allocation = allocator.allocate(options.mapSize);
|
||||
assert_invariant(allocation.isValid());
|
||||
assert_invariant(!allocation.viewport.empty());
|
||||
pShadowMap->setAllocation(allocation.layer, allocation.viewport);
|
||||
@@ -1088,6 +1088,7 @@ void ShadowMapManager::calculateTextureRequirements(FEngine& engine, FView& view
|
||||
msaaSamples = 1;
|
||||
}
|
||||
|
||||
float4 clearColor{};
|
||||
TextureFormat format = TextureFormat::DEPTH16;
|
||||
if (view.hasVSM()) {
|
||||
if (vsmShadowOptions.highPrecision) {
|
||||
@@ -1095,6 +1096,9 @@ void ShadowMapManager::calculateTextureRequirements(FEngine& engine, FView& view
|
||||
} else {
|
||||
format = elvsm ? TextureFormat::RGBA16F : TextureFormat::RG16F;
|
||||
}
|
||||
const float maxMoment2 = getMaxMomentEVSM(vsmShadowOptions);
|
||||
const float maxMoment1 = std::sqrt(maxMoment2);
|
||||
clearColor = { maxMoment1, maxMoment2, 0, 0 };
|
||||
}
|
||||
|
||||
mSoftShadowOptions = view.getSoftShadowOptions();
|
||||
@@ -1116,7 +1120,8 @@ void ShadowMapManager::calculateTextureRequirements(FEngine& engine, FView& view
|
||||
layersNeeded,
|
||||
mipLevels,
|
||||
msaaSamples,
|
||||
format
|
||||
format,
|
||||
clearColor
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -47,9 +47,12 @@
|
||||
#include <utils/Slice.h>
|
||||
|
||||
#include <math/mat4.h>
|
||||
#include <math/half.h>
|
||||
#include <math/vec4.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <new>
|
||||
#include <type_traits>
|
||||
@@ -145,6 +148,28 @@ public:
|
||||
// for debugging only
|
||||
utils::FixedCapacityVector<Camera const*> getDirectionalShadowCameras() const noexcept;
|
||||
|
||||
static float getMaxMomentEVSM(VsmShadowOptions const& vsmShadowOptions) noexcept {
|
||||
return vsmShadowOptions.highPrecision ?
|
||||
std::numeric_limits<float>::max() :
|
||||
float(std::numeric_limits<math::half>::max());
|
||||
}
|
||||
|
||||
static float getMaxWrapExponentEVSM(VsmShadowOptions const& vsmShadowOptions) noexcept {
|
||||
constexpr float low = 5.2f; // ~ std::log(std::numeric_limits<math::half>::max()) * 0.5f;
|
||||
constexpr float high = 40.0f; // ~ std::log(std::numeric_limits<float>::max()) * 0.5f;
|
||||
return vsmShadowOptions.highPrecision ? high : low;
|
||||
}
|
||||
|
||||
static float getWrapExponentEVSM(
|
||||
VsmShadowOptions const& vsmShadowOptions,
|
||||
LightManager::ShadowOptions const& options) noexcept {
|
||||
constexpr float ABSOLUTE_FILTER_LIMIT = 42.0f;
|
||||
float const targetExponent = getMaxWrapExponentEVSM(vsmShadowOptions);
|
||||
float const effectiveFilterRadius = std::max(1.0f, options.vsm.blurWidth);
|
||||
float const filterCeiling = ABSOLUTE_FILTER_LIMIT / effectiveFilterRadius;
|
||||
return std::min(targetExponent, filterCeiling);
|
||||
}
|
||||
|
||||
private:
|
||||
explicit ShadowMapManager(FEngine& engine);
|
||||
|
||||
@@ -216,6 +241,7 @@ private:
|
||||
uint8_t levels = 0;
|
||||
uint8_t msaaSamples = 1;
|
||||
backend::TextureFormat format = backend::TextureFormat::DEPTH16;
|
||||
math::float4 clearColor{};
|
||||
} mTextureAtlasRequirements;
|
||||
|
||||
SoftShadowOptions mSoftShadowOptions;
|
||||
|
||||
@@ -93,6 +93,10 @@ public:
|
||||
mHasScissor = true;
|
||||
}
|
||||
|
||||
void setScissor(backend::Viewport const& viewport) noexcept {
|
||||
setScissor(viewport.left, viewport.bottom, viewport.width, viewport.height);
|
||||
}
|
||||
|
||||
void unsetScissor() noexcept {
|
||||
constexpr uint32_t maxvalu = std::numeric_limits<int32_t>::max();
|
||||
mScissorRect = { 0, 0, maxvalu, maxvalu };
|
||||
|
||||
@@ -76,6 +76,7 @@
|
||||
#include <cmath>
|
||||
#include <chrono>
|
||||
#include <functional>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <new>
|
||||
#include <ratio>
|
||||
@@ -1131,8 +1132,6 @@ void FView::prepareShadowMapping() const noexcept {
|
||||
uniforms = mShadowMapManager->getShadowMappingUniforms();
|
||||
}
|
||||
|
||||
constexpr float low = 5.54f; // ~ std::log(std::numeric_limits<math::half>::max()) * 0.5f;
|
||||
constexpr float high = 42.0f; // ~ std::log(std::numeric_limits<float>::max()) * 0.5f;
|
||||
constexpr uint32_t SHADOW_SAMPLING_RUNTIME_PCF = 0u;
|
||||
constexpr uint32_t SHADOW_SAMPLING_RUNTIME_EVSM = 1u;
|
||||
constexpr uint32_t SHADOW_SAMPLING_RUNTIME_DPCF = 2u;
|
||||
@@ -1148,8 +1147,8 @@ void FView::prepareShadowMapping() const noexcept {
|
||||
break;
|
||||
case ShadowType::VSM:
|
||||
s.shadowSamplingType = SHADOW_SAMPLING_RUNTIME_EVSM;
|
||||
s.vsmExponent = mVsmShadowOptions.highPrecision ? high : low;
|
||||
s.vsmDepthScale = mVsmShadowOptions.minVarianceScale * 0.01f * s.vsmExponent;
|
||||
s.vsmExponent = 0; // this is only used when rendering the shadowmap, not when using it
|
||||
s.vsmMaxMoment = ShadowMapManager::getMaxMomentEVSM(mVsmShadowOptions);
|
||||
s.vsmLightBleedReduction = mVsmShadowOptions.lightBleedReduction;
|
||||
break;
|
||||
case ShadowType::DPCF:
|
||||
|
||||
@@ -28,9 +28,11 @@
|
||||
|
||||
#include <utils/debug.h>
|
||||
|
||||
#include <math/half.h>
|
||||
#include <math/vec4.h>
|
||||
|
||||
#include <array>
|
||||
#include <limits>
|
||||
|
||||
namespace filament {
|
||||
|
||||
@@ -74,8 +76,8 @@ void ShadowMapDescriptorSet::prepareLodBias(Transaction const& transaction, floa
|
||||
}
|
||||
|
||||
void ShadowMapDescriptorSet::prepareViewport(Transaction const& transaction,
|
||||
backend::Viewport const& viewport) noexcept {
|
||||
PerViewDescriptorSetUtils::prepareViewport(edit(transaction), viewport, viewport);
|
||||
backend::Viewport const& physicalViewport, backend::Viewport const& logicalViewport) noexcept {
|
||||
PerViewDescriptorSetUtils::prepareViewport(edit(transaction), physicalViewport, logicalViewport);
|
||||
// TODO: offset calculation is now different
|
||||
}
|
||||
|
||||
@@ -90,11 +92,10 @@ void ShadowMapDescriptorSet::prepareMaterialGlobals(Transaction const& transacti
|
||||
}
|
||||
|
||||
void ShadowMapDescriptorSet::prepareShadowMapping(Transaction const& transaction,
|
||||
bool const highPrecision) noexcept {
|
||||
float const vsmExponent, float const vsmMaxMoment) noexcept {
|
||||
auto& s = edit(transaction);
|
||||
constexpr float low = 5.54f; // ~ std::log(std::numeric_limits<math::half>::max()) * 0.5f;
|
||||
constexpr float high = 42.0f; // ~ std::log(std::numeric_limits<float>::max()) * 0.5f;
|
||||
s.vsmExponent = highPrecision ? high : low;
|
||||
s.vsmExponent = vsmExponent;
|
||||
s.vsmMaxMoment = vsmMaxMoment;
|
||||
}
|
||||
|
||||
ShadowMapDescriptorSet::Transaction ShadowMapDescriptorSet::open(DriverApi& driver) noexcept {
|
||||
|
||||
@@ -66,7 +66,7 @@ public:
|
||||
float bias) noexcept;
|
||||
|
||||
static void prepareViewport(Transaction const& transaction,
|
||||
backend::Viewport const& viewport) noexcept;
|
||||
backend::Viewport const& physicalViewport, backend::Viewport const& logicalViewport) noexcept;
|
||||
|
||||
static void prepareTime(Transaction const& transaction,
|
||||
FEngine const& engine, math::float4 const& userTime) noexcept;
|
||||
@@ -75,7 +75,7 @@ public:
|
||||
std::array<math::float4, 4> const& materialGlobals) noexcept;
|
||||
|
||||
static void prepareShadowMapping(Transaction const& transaction,
|
||||
bool highPrecision) noexcept;
|
||||
float vsmExponent, float vsmMaxMoment) noexcept;
|
||||
|
||||
static Transaction open(backend::DriverApi& driver) noexcept;
|
||||
|
||||
|
||||
@@ -19,7 +19,8 @@ material {
|
||||
{
|
||||
name : color,
|
||||
target : color,
|
||||
type : float4
|
||||
type : float4,
|
||||
precision : high
|
||||
}
|
||||
],
|
||||
domain : postprocess,
|
||||
@@ -30,8 +31,29 @@ material {
|
||||
|
||||
fragment {
|
||||
void postProcess(inout PostProcessInputs postProcess) {
|
||||
highp vec2 uv = gl_FragCoord.xy * materialParams.uvscale;
|
||||
postProcess.color = textureLod(materialParams_color,
|
||||
vec3(uv, materialParams.layer), 0.0);
|
||||
// For EVSM mipmapping, we use a custom box filter (instead of the GPU's bilinear filter), because GPUs often
|
||||
// use a lower precision for texture interpolation and EVSM moments are very sensitive to that.
|
||||
|
||||
highp ivec2 destCoord = ivec2(gl_FragCoord.xy);
|
||||
highp ivec3 srcCoord = ivec3(destCoord * 2, materialParams.layer);
|
||||
|
||||
#if defined(TARGET_WEBGPU_ENVIRONMENT)
|
||||
// it looks like WebGPU doesn't support texelFetchOffset
|
||||
highp vec4 m0 = texelFetch(materialParams_color, ivec3(srcCoord.xy + ivec2(0, 0), srcCoord.z), 0);
|
||||
highp vec4 m1 = texelFetch(materialParams_color, ivec3(srcCoord.xy + ivec2(1, 0), srcCoord.z), 0);
|
||||
highp vec4 m2 = texelFetch(materialParams_color, ivec3(srcCoord.xy + ivec2(0, 1), srcCoord.z), 0);
|
||||
highp vec4 m3 = texelFetch(materialParams_color, ivec3(srcCoord.xy + ivec2(1, 1), srcCoord.z), 0);
|
||||
#else
|
||||
highp vec4 m0 = texelFetchOffset(materialParams_color, srcCoord, 0, ivec2(0, 0));
|
||||
highp vec4 m1 = texelFetchOffset(materialParams_color, srcCoord, 0, ivec2(1, 0));
|
||||
highp vec4 m2 = texelFetchOffset(materialParams_color, srcCoord, 0, ivec2(0, 1));
|
||||
highp vec4 m3 = texelFetchOffset(materialParams_color, srcCoord, 0, ivec2(1, 1));
|
||||
#endif
|
||||
|
||||
// Make sure to not overflow the moments when averaging them
|
||||
postProcess.color = (m0 * 0.25) +
|
||||
(m1 * 0.25) +
|
||||
(m2 * 0.25) +
|
||||
(m3 * 0.25);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
Pod::Spec.new do |spec|
|
||||
spec.name = "Filament"
|
||||
spec.version = "1.69.4"
|
||||
spec.version = "1.70.0"
|
||||
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
|
||||
spec.homepage = "https://google.github.io/filament"
|
||||
spec.authors = "Google LLC."
|
||||
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
|
||||
spec.platform = :ios, "11.0"
|
||||
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.4/filament-v1.69.4-ios.tgz" }
|
||||
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.70.0/filament-v1.70.0-ios.tgz" }
|
||||
|
||||
spec.libraries = 'c++'
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
namespace filament {
|
||||
|
||||
// update this when a new version of filament wouldn't work with older materials
|
||||
static constexpr size_t MATERIAL_VERSION = 69;
|
||||
static constexpr size_t MATERIAL_VERSION = 70;
|
||||
|
||||
// Those are the api levels that are used in the source material file (.mat)
|
||||
//
|
||||
|
||||
@@ -166,7 +166,7 @@ struct PerViewUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
|
||||
// VSM shadows [variant: VSM]
|
||||
// --------------------------------------------------------------------------------------------
|
||||
float vsmExponent;
|
||||
float vsmDepthScale;
|
||||
float vsmMaxMoment;
|
||||
float vsmLightBleedReduction;
|
||||
uint32_t shadowSamplingType; // 0: vsm, 1: dpcf
|
||||
|
||||
@@ -302,9 +302,9 @@ struct ShadowUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
|
||||
float bulbRadiusLs; // 4
|
||||
float nearOverFarMinusNear; // 4
|
||||
math::float2 normalBias; // 4
|
||||
bool elvsm; // 4
|
||||
uint32_t layer; // 4
|
||||
uint32_t reserved1; // 4
|
||||
bool elvsm; // 4 // could be 1 bit
|
||||
uint32_t layer; // 4 // could be 8 bits
|
||||
float vsmExponent; // 4 // could be fp16
|
||||
uint32_t reserved2; // 4
|
||||
};
|
||||
ShadowData shadows[CONFIG_MAX_SHADOWMAPS];
|
||||
|
||||
@@ -175,7 +175,7 @@ BufferInterfaceBlock const& UibGenerator::getPerViewUib() noexcept {
|
||||
// VSM shadows [variant: VSM]
|
||||
// ------------------------------------------------------------------------------------
|
||||
{ "vsmExponent", 0, Type::FLOAT },
|
||||
{ "vsmDepthScale", 0, Type::FLOAT },
|
||||
{ "vsmMaxMoment", 0, Type::FLOAT, Precision::HIGH },
|
||||
{ "vsmLightBleedReduction", 0, Type::FLOAT },
|
||||
{ "shadowSamplingType", 0, Type::UINT },
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -20,7 +20,7 @@ layout(location = 0) out highp uvec2 outPicking;
|
||||
// note: VARIANT_HAS_VSM and VARIANT_HAS_PICKING are mutually exclusive
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
highp vec2 computeDepthMomentsVSM(const highp float depth);
|
||||
highp vec4 computeDepthMomentsVSM(const highp float depth);
|
||||
|
||||
void main() {
|
||||
filament_lodBias = frameUniforms.lodBias;
|
||||
@@ -53,9 +53,7 @@ void main() {
|
||||
// we always compute the "negative" side of ELVSM because the cost is small, and this allows
|
||||
// EVSM/ELVSM choice to be done on the CPU side more easily.
|
||||
highp float depth = vertex_worldPosition.w;
|
||||
depth = exp(frameUniforms.vsmExponent * depth);
|
||||
fragColor.xy = computeDepthMomentsVSM(depth);
|
||||
fragColor.zw = computeDepthMomentsVSM(-1.0 / depth); // requires at least RGBA16F
|
||||
fragColor = computeDepthMomentsVSM(depth);
|
||||
#elif defined(VARIANT_HAS_PICKING)
|
||||
#if FILAMENT_EFFECTIVE_VERSION == 100
|
||||
outPicking.a = mod(float(object_uniforms_objectId / 65536), 256.0) / 255.0;
|
||||
@@ -74,22 +72,30 @@ void main() {
|
||||
#endif
|
||||
}
|
||||
|
||||
highp vec2 computeDepthMomentsVSM(const highp float depth) {
|
||||
// computes the moments
|
||||
#if MATERIAL_FEATURE_LEVEL > 0
|
||||
|
||||
highp vec4 computeDepthMomentsVSM(const highp float depth) {
|
||||
// See GPU Gems 3
|
||||
// https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-8-summed-area-variance-shadow-maps
|
||||
highp vec2 moments;
|
||||
// computes the first two moments
|
||||
float c = frameUniforms.vsmExponent;
|
||||
highp float MAX_MOMENT = frameUniforms.vsmMaxMoment;
|
||||
|
||||
// the first moment is just the depth (average)
|
||||
moments.x = depth;
|
||||
// wrap depth for EVSM
|
||||
highp float z = exp(c * depth);
|
||||
|
||||
// compute the 2nd moment over the pixel extents.
|
||||
moments.y = depth * depth;
|
||||
// compute EVSM moments
|
||||
highp vec2 m1 = vec2(z, -1.0 / z);
|
||||
highp vec2 m2 = m1 * m1;
|
||||
|
||||
// the local linear approximation is not correct with a warped depth
|
||||
//highp float dx = dFdx(depth);
|
||||
//highp float dy = dFdy(depth);
|
||||
//moments.y += 0.25 * (dx * dx + dy * dy);
|
||||
// compute analytic variance (2nd moment), taking into account the change in depth accross the texel
|
||||
highp float dzdx = dFdx(depth);
|
||||
highp float dzdy = dFdy(depth);
|
||||
highp float linearVariance = 0.25 * (dzdx * dzdx + dzdy * dzdy);
|
||||
highp vec2 analyticVariance = c * c * m2 * linearVariance;
|
||||
m2 = min(m2 + analyticVariance, MAX_MOMENT);
|
||||
|
||||
return moments;
|
||||
return vec4(m1.x, m2.x, m1.y, m2.y);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -335,6 +335,91 @@ float ShadowSample_PCSS(const bool DIRECTIONAL,
|
||||
return 1.0 - percentageOccluded;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// VSM
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
float chebyshevUpperBound(const highp vec2 moments, const highp float depth,
|
||||
const highp float minVariance, const highp float lbrAmount) {
|
||||
// Fast path: if the receiver is fully in front of the caster
|
||||
if (depth <= moments.x) {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
// Calculate variance with our dynamically injected floor
|
||||
highp float variance = max(moments.y - (moments.x * moments.x), minVariance);
|
||||
|
||||
// Standard Chebyshev inequality
|
||||
highp float d = depth - moments.x;
|
||||
highp float p_max = variance / (variance + d * d);
|
||||
|
||||
// Apply Light Bleeding Reduction (LBR)
|
||||
return saturate((p_max - lbrAmount) / (1.0 - lbrAmount));
|
||||
}
|
||||
|
||||
float evaluateEVSM(const bool ELVSM, float c,
|
||||
const highp vec4 moments, const highp float zReceiver,
|
||||
const highp vec2 dzduv, const highp vec2 texelSize) {
|
||||
const highp float EPSILON_MULTIPLIER = 0.002; // could be 0.00001 in fp32
|
||||
float lbrAmount = frameUniforms.vsmLightBleedReduction;
|
||||
|
||||
// Scale the UV-space gradient down to a single shadow map texel footprint.
|
||||
highp vec2 texel_dzduv = dzduv * texelSize;
|
||||
|
||||
// squared magnitude of the linear depth gradient across a single shadow map texel footprint
|
||||
highp float dz2 = dot(texel_dzduv, texel_dzduv);
|
||||
|
||||
// remap depth to [-1, 1]
|
||||
highp float depth = zReceiver * 2.0 - 1.0;
|
||||
|
||||
// positive wrap
|
||||
highp float pw = exp(c * depth);
|
||||
highp float epsilon = EPSILON_MULTIPLIER * (pw * pw);
|
||||
// Dynamic variance for the positive side (derivative of wraped depth w.r.t. light-space depth via Chain Rule)
|
||||
highp float dpwdz = 2.0 * c * pw;
|
||||
highp float pMinVariance = epsilon + 0.25 * (dpwdz * dpwdz) * dz2;
|
||||
float p = chebyshevUpperBound(moments.xy, pw, pMinVariance, lbrAmount);
|
||||
|
||||
// negative wrap
|
||||
if (ELVSM) {
|
||||
highp float nw = -1.0 / pw;
|
||||
highp float epsilon = EPSILON_MULTIPLIER * (nw * nw);
|
||||
// Dynamic variance for the negative side (derivative of wraped depth w.r.t. light-space depth via Chain Rule)
|
||||
highp float dnwdz = 2.0 * c * nw;
|
||||
highp float nMinVariance = epsilon + 0.25 * (dnwdz * dnwdz) * dz2;
|
||||
float n = chebyshevUpperBound(moments.zw, nw, nMinVariance, lbrAmount);
|
||||
p = min(p, n);
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
float ShadowSample_VSM(const bool DIRECTIONAL, const highp sampler2DArray shadowMap,
|
||||
const highp vec4 scissorNormalized,
|
||||
const uint layer, const int index,
|
||||
const highp vec4 shadowPosition, const highp float zLight) {
|
||||
|
||||
bool ELVSM = shadowUniforms.shadows[index].elvsm;
|
||||
float c = shadowUniforms.shadows[index].vsmExponent;
|
||||
highp vec2 texelSize = vec2(1.0) / vec2(textureSize(shadowMap, 0)); // TODO: put this in a uniform
|
||||
|
||||
// note: shadowPosition.z is in linear light-space normalized to [0, 1]
|
||||
// see: ShadowMap::computeVsmLightSpaceMatrix() in ShadowMap.cpp
|
||||
// see: computeLightSpacePosition() in common_shadowing.fs
|
||||
highp vec3 position = vec3(shadowPosition.xy * (1.0 / shadowPosition.w), shadowPosition.z);
|
||||
|
||||
// plane receiver bias to reduce shadow acnee on the received plane (before clamp)
|
||||
highp vec2 dzduv = computeReceiverPlaneDepthBias(position);
|
||||
|
||||
// clamp uv to border
|
||||
position.xy = clamp(position.xy, scissorNormalized.xy, scissorNormalized.zw);
|
||||
|
||||
// Read the shadow map with all available filtering
|
||||
highp vec4 moments = texture(shadowMap, vec3(position.xy, layer));
|
||||
|
||||
return evaluateEVSM(ELVSM, c, moments, position.z, dzduv, texelSize);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Screen-space Contact Shadows
|
||||
//------------------------------------------------------------------------------
|
||||
@@ -409,70 +494,6 @@ float screenSpaceContactShadow(vec3 lightDirection) {
|
||||
return occlusion;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// VSM
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
float linstep(const float min, const float max, const float v) {
|
||||
// we could use smoothstep() too
|
||||
return clamp((v - min) / (max - min), 0.0, 1.0);
|
||||
}
|
||||
|
||||
float reduceLightBleed(const float pMax, const float amount) {
|
||||
// Remove the [0, amount] tail and linearly rescale (amount, 1].
|
||||
return linstep(amount, 1.0, pMax);
|
||||
}
|
||||
|
||||
float chebyshevUpperBound(const highp vec2 moments, const highp float mean,
|
||||
const highp float minVariance, const float lightBleedReduction) {
|
||||
// Donnelly and Lauritzen 2006, "Variance Shadow Maps"
|
||||
|
||||
highp float variance = moments.y - (moments.x * moments.x);
|
||||
variance = max(variance, minVariance);
|
||||
|
||||
highp float d = mean - moments.x;
|
||||
float pMax = variance / (variance + d * d);
|
||||
|
||||
pMax = reduceLightBleed(pMax, lightBleedReduction);
|
||||
|
||||
return mean <= moments.x ? 1.0 : pMax;
|
||||
}
|
||||
|
||||
float evaluateShadowVSM(const highp vec2 moments, const highp float depth) {
|
||||
highp float depthScale = frameUniforms.vsmDepthScale * depth;
|
||||
highp float minVariance = depthScale * depthScale;
|
||||
return chebyshevUpperBound(moments, depth, minVariance, frameUniforms.vsmLightBleedReduction);
|
||||
}
|
||||
|
||||
float ShadowSample_VSM(const bool ELVSM, const highp sampler2DArray shadowMap,
|
||||
const highp vec4 scissorNormalized,
|
||||
const uint layer, const highp vec4 shadowPosition) {
|
||||
|
||||
// note: shadowPosition.z is in linear light-space normalized to [0, 1]
|
||||
// see: ShadowMap::computeVsmLightSpaceMatrix() in ShadowMap.cpp
|
||||
// see: computeLightSpacePosition() in common_shadowing.fs
|
||||
highp vec3 position = vec3(shadowPosition.xy * (1.0 / shadowPosition.w), shadowPosition.z);
|
||||
|
||||
// Note: we don't need to clamp to `scissorNormalized` in the VSM case because this is only
|
||||
// needed when the shadow casters and receivers are different, which is never the case with VSM
|
||||
// (see ShadowMap.cpp).
|
||||
|
||||
// Read the shadow map with all available filtering
|
||||
highp vec4 moments = texture(shadowMap, vec3(position.xy, layer));
|
||||
highp float depth = position.z;
|
||||
|
||||
// EVSM depth warping
|
||||
depth = depth * 2.0 - 1.0;
|
||||
depth = frameUniforms.vsmExponent * depth;
|
||||
|
||||
depth = exp(depth);
|
||||
float p = evaluateShadowVSM(moments.xy, depth);
|
||||
if (ELVSM) {
|
||||
p = min(p, evaluateShadowVSM(moments.zw, -1.0 / depth));
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Shadow sampling dispatch
|
||||
//------------------------------------------------------------------------------
|
||||
@@ -529,6 +550,9 @@ float shadow(const bool DIRECTIONAL,
|
||||
} else if (CONFIG_SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_LOW) {
|
||||
return ShadowSample_PCF_Low(shadowMap, scissorNormalized, layer, shadowPosition);
|
||||
}
|
||||
|
||||
// should not happen
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// Shadow requiring a sampler2D sampler (VSM, DPCF and PCSS)
|
||||
@@ -539,9 +563,8 @@ float shadow(const bool DIRECTIONAL,
|
||||
uint layer = shadowUniforms.shadows[index].layer;
|
||||
// This conditional is resolved at compile time
|
||||
if (frameUniforms.shadowSamplingType == SHADOW_SAMPLING_RUNTIME_EVSM) {
|
||||
bool elvsm = shadowUniforms.shadows[index].elvsm;
|
||||
return ShadowSample_VSM(elvsm, shadowMap, scissorNormalized, layer,
|
||||
shadowPosition);
|
||||
return ShadowSample_VSM(DIRECTIONAL, shadowMap, scissorNormalized, layer, index,
|
||||
shadowPosition, zLight);
|
||||
}
|
||||
|
||||
if (frameUniforms.shadowSamplingType == SHADOW_SAMPLING_RUNTIME_DPCF) {
|
||||
@@ -558,8 +581,8 @@ float shadow(const bool DIRECTIONAL,
|
||||
// This is here mostly for debugging at this point.
|
||||
// Note: In this codepath, the normal bias is not applied because we're in the VSM variant.
|
||||
// (see: get{Cascade|Spot}LightSpacePosition)
|
||||
return ShadowSample_PCF(shadowMap, scissorNormalized,
|
||||
layer, shadowPosition);
|
||||
return ShadowSample_PCF(shadowMap, scissorNormalized, layer,
|
||||
shadowPosition);
|
||||
}
|
||||
|
||||
// should not happen
|
||||
|
||||
@@ -10,7 +10,7 @@ struct ShadowData {
|
||||
highp vec2 normalBias;
|
||||
bool elvsm;
|
||||
mediump uint layer;
|
||||
mediump uint reserved1;
|
||||
mediump float vsmExponent;
|
||||
mediump uint reserved2;
|
||||
};
|
||||
#endif
|
||||
|
||||
85
test/render-validation/README.md
Normal file
85
test/render-validation/README.md
Normal file
@@ -0,0 +1,85 @@
|
||||
# Render Validation Sample & TUI
|
||||
|
||||
This project is an Android application for validating Filament render behavior on-device, primarily using bundled tests and goldens. It operates via `adb` intents to automate the generation, exporting, and running of test bundles.
|
||||
|
||||
## Automated Execution via ADB Intents
|
||||
|
||||
You can fully control the validation app directly from your host machine without touching the device screen. The app listens for specific intent extras when launched.
|
||||
|
||||
**General Command Structure:**
|
||||
```bash
|
||||
adb shell am start -n com.google.android.filament.validation/.MainActivity <extras>
|
||||
```
|
||||
|
||||
### Supported Intent Extras (Booleans)
|
||||
- `--ez auto_run true`: Immediately runs the loaded or default test upon startup.
|
||||
- `--ez generate_goldens true`: Forces the app to generate new golden reference images for the current test instead of comparing against existing ones.
|
||||
- `--ez auto_export true`: Automatically packages the generated tests/goldens into a `.zip` archive (`Default_Test_<timestamp>.zip`) to the app's files directory when finished.
|
||||
- `--ez auto_export_results true`: Automatically packages the comparison results and diff images into a `.zip` archive (`results_<timestamp>.zip`) to the app's files directory when finished.
|
||||
|
||||
### Supported Intent Extras (Strings)
|
||||
- `--es zip_path <filename.zip>`: Loads a specific test `.zip` bundle.
|
||||
- If you pass an absolute path, it loads from there.
|
||||
- If you pass just a filename (e.g. `Default_Test_123.zip`), it intelligently searches the app's external files directory (`/sdcard/Android/data/.../files`) to find it.
|
||||
|
||||
### Example ADB Workflows
|
||||
**Generate new goldens and export them as a test bundle:**
|
||||
```bash
|
||||
adb shell am start -n com.google.android.filament.validation/.MainActivity \
|
||||
--ez auto_run true \
|
||||
--ez generate_goldens true \
|
||||
--ez auto_export true
|
||||
```
|
||||
|
||||
**Run an existing specific test bundle and export the results:**
|
||||
```bash
|
||||
adb shell am start -n com.google.android.filament.validation/.MainActivity \
|
||||
--es zip_path "Default_Test_123.zip" \
|
||||
--ez auto_run true \
|
||||
--ez auto_export_results true
|
||||
```
|
||||
|
||||
### Manual File Management via ADB
|
||||
Depending on the Android version and device storage policy, the app's file location resides either on standard External Storage or strictly within inside its Internal Sandbox.
|
||||
|
||||
**App's External Storage (Default for most devices):**
|
||||
- **Push a test bundle to device:** `adb push <filename.zip> /sdcard/Android/data/com.google.android.filament.validation/files/`
|
||||
- **Pull a test bundle from device:** `adb pull /sdcard/Android/data/com.google.android.filament.validation/files/<filename.zip> .`
|
||||
- **Pull a result bundle from device:** `adb pull /sdcard/Android/data/com.google.android.filament.validation/files/results_<timestamp>.zip .`
|
||||
|
||||
**App's Internal Storage (If external is unavailable):**
|
||||
*Note: Due to security restrictions, you must use `run-as` to pipe data into/out of the application's secure sandbox.*
|
||||
- **Push a test bundle to device:**
|
||||
1. `adb push <filename.zip> /sdcard/Download/`
|
||||
2. `adb shell "run-as com.google.android.filament.validation cp /sdcard/Download/<filename.zip> files/"`
|
||||
- **Pull a test or result bundle from device:**
|
||||
`adb shell "run-as com.google.android.filament.validation cat files/<filename.zip>" > <filename.zip>`
|
||||
|
||||
---
|
||||
|
||||
## Python Terminal UI (TUI) Dashboard
|
||||
|
||||
To make managing tests and results easier, a Python-based Textual TUI (`validation_app.py`) is provided in the `validation_tui` directory. It automatically polls the connected device using ADB, acts as a GUI for the intent commands above, and handles downloading/uploading `.zip` bundles to circumvent Android's scoped storage limits.
|
||||
|
||||
### Setup
|
||||
1. Ensure you have Python 3 and `adb` installed and in your PATH.
|
||||
2. Navigate to the TUI directory: `cd test/render-validation`
|
||||
3. Create a virtual environment: `python3 -m venv venv`
|
||||
4. Activate it: `source venv/bin/activate` (Mac/Linux) or `venv\Scripts\activate` (Windows)
|
||||
5. Install requirements: `pip install -r requirements.txt` (Installs the `textual` framework)
|
||||
|
||||
### Usage
|
||||
Start the dashboard by running:
|
||||
```bash
|
||||
python validation_app.py
|
||||
```
|
||||
|
||||
### TUI Features
|
||||
- **Auto-Polling Mechanism**: Syncs the file lists with your device every 2 seconds.
|
||||
- **Generate Test/Result Buttons**: One-click execution of the `am start` intents.
|
||||
- **Upload Local Test Bundle**: Automatically pushes a local `.zip` file from your PC to the correct directory on the Android device.
|
||||
- **Per-File Actions**:
|
||||
- `▶` (Load): Restarts the app with `--es zip_path <filename>` to set it as the active test on device.
|
||||
- `↓` (Download): Pulls the `.zip` to your PC's current working directory.
|
||||
- `✎` (Rename): Quickly renames the file directly on the Android file system.
|
||||
- `✗` (Delete): Quickly removes the file from the Android device to free up storage.
|
||||
1
test/render-validation/requirements.txt
Normal file
1
test/render-validation/requirements.txt
Normal file
@@ -0,0 +1 @@
|
||||
textual>=0.52.0
|
||||
559
test/render-validation/validation_app.py
Normal file
559
test/render-validation/validation_app.py
Normal file
@@ -0,0 +1,559 @@
|
||||
import os
|
||||
import sys
|
||||
import shutil
|
||||
import asyncio
|
||||
|
||||
from textual.app import App, ComposeResult
|
||||
from textual.containers import Horizontal, Vertical, ScrollableContainer
|
||||
from textual.widgets import Header, Footer, Button, Label, Static, ListItem, ListView, Input, DirectoryTree
|
||||
from textual.screen import Screen, ModalScreen
|
||||
from textual.reactive import reactive
|
||||
from textual.message import Message
|
||||
|
||||
PACKAGE = "com.google.android.filament.validation"
|
||||
EXTERNAL_DIR = f"/sdcard/Android/data/{PACKAGE}/files"
|
||||
INTERNAL_DIR = "files"
|
||||
|
||||
if not shutil.which("adb"):
|
||||
print("Error: 'adb' not found in PATH. Please install Android Platform Tools and ensure it's in your PATH.", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
|
||||
async def run_adb_cmd(*args):
|
||||
"""Run an adb command asynchronously and return code, stdout, stderr."""
|
||||
proc = await asyncio.create_subprocess_exec(
|
||||
"adb", *args,
|
||||
stdout=asyncio.subprocess.PIPE,
|
||||
stderr=asyncio.subprocess.PIPE
|
||||
)
|
||||
stdout, stderr = await proc.communicate()
|
||||
return proc.returncode, stdout.decode().strip(), stderr.decode().strip()
|
||||
|
||||
class DeviceSelectScreen(Screen):
|
||||
def compose(self) -> ComposeResult:
|
||||
yield Label("Multiple Android devices detected. Please select one:", id="title")
|
||||
yield ListView(id="device_list")
|
||||
|
||||
async def on_mount(self) -> None:
|
||||
code, out, err = await run_adb_cmd("devices")
|
||||
lv = self.query_one("#device_list", ListView)
|
||||
for line in out.splitlines()[1:]:
|
||||
if line.strip() and "device" in line:
|
||||
serial = line.split()[0]
|
||||
await lv.append(ListItem(Label(serial), id=f"dev_{serial}"))
|
||||
|
||||
def on_list_view_selected(self, event: ListView.Selected) -> None:
|
||||
serial = event.item.id.replace("dev_", "")
|
||||
self.dismiss(serial)
|
||||
|
||||
class FileSelectScreen(ModalScreen[str]):
|
||||
CSS = """
|
||||
FileSelectScreen {
|
||||
align: center middle;
|
||||
}
|
||||
#dialog {
|
||||
width: 80%;
|
||||
height: 80%;
|
||||
padding: 1;
|
||||
border: thick $background 80%;
|
||||
background: $surface;
|
||||
}
|
||||
"""
|
||||
def compose(self) -> ComposeResult:
|
||||
with Vertical(id="dialog"):
|
||||
yield Label("Select a local .zip test bundle to upload:")
|
||||
yield DirectoryTree(os.getcwd())
|
||||
with Horizontal():
|
||||
yield Button("Cancel", id="btn_cancel_upload", variant="error")
|
||||
|
||||
def on_button_pressed(self, event: Button.Pressed) -> None:
|
||||
if event.button.id == "btn_cancel_upload":
|
||||
self.dismiss(None)
|
||||
|
||||
def on_directory_tree_file_selected(self, event: DirectoryTree.FileSelected) -> None:
|
||||
if str(event.path).endswith(".zip"):
|
||||
self.dismiss(str(event.path))
|
||||
else:
|
||||
self.app.notify("Please select a .zip file!", severity="warning")
|
||||
|
||||
class FileItem(Static):
|
||||
class FileChanged(Message):
|
||||
"""Emitted when a file is renamed or deleted."""
|
||||
pass
|
||||
class TestLoaded(Message):
|
||||
"""Emitted when a test is loaded on device."""
|
||||
def __init__(self, filename: str) -> None:
|
||||
self.filename = filename
|
||||
super().__init__()
|
||||
|
||||
def __init__(self, filename: str, filepath: str, is_internal: bool, serial: str, **kwargs):
|
||||
super().__init__(**kwargs)
|
||||
self.filename = filename
|
||||
self.filepath = filepath
|
||||
self.is_internal = is_internal
|
||||
self.serial = serial
|
||||
self.renaming = False
|
||||
|
||||
def compose(self) -> ComposeResult:
|
||||
with Vertical(classes="file-item-container"):
|
||||
with Horizontal(id="file_row", classes="file-item-row"):
|
||||
yield Label(self.filename, id="lbl_filename", classes="file-name")
|
||||
|
||||
# Only show Load button for test configurations, not results
|
||||
if not self.filename.startswith("results_"):
|
||||
yield Button("▶", id="btn_load", variant="success", classes="compact-btn", tooltip="Load this test on device")
|
||||
|
||||
yield Button("↓", id="btn_download", variant="primary", classes="compact-btn", tooltip="Download to PC")
|
||||
yield Button("✎", id="btn_start_rename", variant="warning", classes="compact-btn", tooltip="Rename on device")
|
||||
yield Button("✗", id="btn_delete", variant="error", classes="compact-btn", tooltip="Delete on device")
|
||||
with Horizontal(id="rename_row", classes="rename-row"):
|
||||
yield Input(value=self.filename, id="inp_rename", classes="rename-input")
|
||||
yield Button("Save", id="btn_save_rename", variant="success", classes="compact-btn")
|
||||
yield Button("Cancel", id="btn_cancel_rename", classes="compact-btn")
|
||||
|
||||
def on_mount(self):
|
||||
self.query_one("#rename_row").display = False
|
||||
|
||||
async def on_button_pressed(self, event: Button.Pressed) -> None:
|
||||
btn_id = event.button.id
|
||||
|
||||
if btn_id == "btn_start_rename":
|
||||
self.query_one("#file_row").display = False
|
||||
self.query_one("#rename_row").display = True
|
||||
inp = self.query_one("#inp_rename", Input)
|
||||
inp.value = self.filename
|
||||
inp.focus()
|
||||
|
||||
elif btn_id == "btn_cancel_rename":
|
||||
self.query_one("#rename_row").display = False
|
||||
self.query_one("#file_row").display = True
|
||||
|
||||
elif btn_id == "btn_save_rename":
|
||||
new_name = self.query_one("#inp_rename", Input).value.strip()
|
||||
if new_name and new_name != self.filename:
|
||||
# Need to run ADB mv
|
||||
base_dir = self.filepath.rsplit('/', 1)[0]
|
||||
new_path = f"{base_dir}/{new_name}"
|
||||
|
||||
if self.is_internal:
|
||||
cmd = f"run-as {PACKAGE} mv {self.filepath} {new_path}"
|
||||
await run_adb_cmd("-s", self.serial, "shell", cmd)
|
||||
else:
|
||||
cmd = f"mv {self.filepath} {new_path}"
|
||||
await run_adb_cmd("-s", self.serial, "shell", cmd)
|
||||
|
||||
self.app.notify(f"Renamed {self.filename} to {new_name}")
|
||||
self.post_message(self.FileChanged())
|
||||
else:
|
||||
self.query_one("#rename_row").display = False
|
||||
self.query_one("#file_row").display = True
|
||||
|
||||
elif btn_id == "btn_delete":
|
||||
event.button.disabled = True
|
||||
if self.is_internal:
|
||||
cmd = f"run-as {PACKAGE} rm {self.filepath}"
|
||||
await run_adb_cmd("-s", self.serial, "shell", cmd)
|
||||
else:
|
||||
cmd = f"rm {self.filepath}"
|
||||
await run_adb_cmd("-s", self.serial, "shell", cmd)
|
||||
|
||||
self.app.notify(f"Deleted {self.filename}")
|
||||
self.post_message(self.FileChanged())
|
||||
|
||||
elif btn_id == "btn_download":
|
||||
event.button.disabled = True
|
||||
event.button.label = "..."
|
||||
self.app.notify(f"Downloading {self.filename} to {os.getcwd()}...", title="Download Started")
|
||||
self.run_worker(self.download_file(event.button), exclusive=True)
|
||||
|
||||
elif btn_id == "btn_load":
|
||||
self.app.notify(f"Loading {self.filename} on device...", title="Load Test")
|
||||
self.run_worker(self.load_on_device(), exclusive=True)
|
||||
|
||||
async def load_on_device(self) -> None:
|
||||
cmd_args = [
|
||||
"-s", self.serial, "shell", "am", "start",
|
||||
"-n", f"{PACKAGE}/.MainActivity",
|
||||
"--es", "zip_path", self.filename
|
||||
]
|
||||
await run_adb_cmd(*cmd_args)
|
||||
self.post_message(self.TestLoaded(self.filename))
|
||||
self.app.notify(f"Requested device to load {self.filename}", title="Load Complete")
|
||||
|
||||
async def download_file(self, button: Button) -> None:
|
||||
dest = os.path.join(os.getcwd(), self.filename)
|
||||
|
||||
if self.is_internal:
|
||||
# internal requires run-as
|
||||
cmd = f"adb -s {self.serial} shell \"run-as {PACKAGE} cat {self.filepath}\" > \"{dest}\""
|
||||
proc = await asyncio.create_subprocess_shell(cmd)
|
||||
await proc.communicate()
|
||||
else:
|
||||
# external can be a direct pull
|
||||
await run_adb_cmd("-s", self.serial, "pull", self.filepath, dest)
|
||||
|
||||
button.label = "Downloaded ✓"
|
||||
button.variant = "success"
|
||||
self.app.notify(f"Saved: {dest}", title="Complete")
|
||||
await asyncio.sleep(2)
|
||||
button.label = "Download"
|
||||
button.disabled = False
|
||||
button.variant = "primary"
|
||||
|
||||
class MainScreen(Screen):
|
||||
device_serial = reactive("")
|
||||
is_connected = reactive(True)
|
||||
current_test = reactive("")
|
||||
is_foreground = reactive(False)
|
||||
|
||||
def __init__(self, serial=None, **kwargs):
|
||||
super().__init__(**kwargs)
|
||||
self.device_serial = serial or ""
|
||||
self.tests_seen = set()
|
||||
self.results_seen = set()
|
||||
|
||||
def compose(self) -> ComposeResult:
|
||||
yield Header()
|
||||
yield Label(id="banner", classes="banner")
|
||||
|
||||
with Vertical(id="launch_container"):
|
||||
yield Label("App is not running in the foreground.", id="lbl_launch_msg")
|
||||
yield Button("Launch App", id="btn_launch_app", variant="success", classes="main-action-btn launch-btn")
|
||||
|
||||
with Horizontal(id="main_container"):
|
||||
with Vertical(classes="column"):
|
||||
yield Label("🧪 Tests", classes="col-title")
|
||||
yield Button("Upload Local Test Bundle", id="btn_upload_test", variant="primary", classes="main-action-btn")
|
||||
yield Button("Generate Goldens", id="btn_gen_goldens", variant="warning", classes="main-action-btn")
|
||||
yield Button("Generate Test Bundle", id="btn_gen_test", variant="success", classes="main-action-btn")
|
||||
yield ScrollableContainer(id="test_list")
|
||||
with Vertical(classes="column"):
|
||||
yield Label("📊 Results", classes="col-title")
|
||||
yield Label("Current: Default", id="lbl_current_test", classes="col-subtitle")
|
||||
yield Button("Run test", id="btn_gen_res", variant="success", classes="main-action-btn")
|
||||
yield ScrollableContainer(id="result_list")
|
||||
yield Footer()
|
||||
|
||||
def on_file_item_test_loaded(self, event: FileItem.TestLoaded) -> None:
|
||||
self.current_test = event.filename
|
||||
|
||||
def watch_current_test(self, new_test: str) -> None:
|
||||
from textual.css.query import NoMatches
|
||||
try:
|
||||
if new_test:
|
||||
self.query_one("#lbl_current_test", Label).update(f"Current: {new_test}")
|
||||
except NoMatches:
|
||||
pass
|
||||
|
||||
def watch_is_foreground(self, foreground: bool) -> None:
|
||||
from textual.css.query import NoMatches
|
||||
try:
|
||||
lc = self.query_one("#launch_container")
|
||||
mc = self.query_one("#main_container")
|
||||
if foreground:
|
||||
lc.display = False
|
||||
mc.display = True
|
||||
else:
|
||||
lc.display = True
|
||||
mc.display = False
|
||||
except NoMatches:
|
||||
pass
|
||||
|
||||
def on_file_item_file_changed(self, event: FileItem.FileChanged) -> None:
|
||||
"""Called when a child file is deleted or renamed to force a full refresh."""
|
||||
self.query_one("#test_list").remove_children()
|
||||
self.query_one("#result_list").remove_children()
|
||||
self.tests_seen.clear()
|
||||
self.results_seen.clear()
|
||||
|
||||
def watch_device_serial(self, serial: str) -> None:
|
||||
from textual.css.query import NoMatches
|
||||
try:
|
||||
self.query_one(Header).title = "Filament Validation Runner"
|
||||
self.query_one(Header).sub_title = f"Device: {serial}"
|
||||
except NoMatches:
|
||||
pass
|
||||
|
||||
def watch_is_connected(self, connected: bool) -> None:
|
||||
from textual.css.query import NoMatches
|
||||
try:
|
||||
banner = self.query_one("#banner", Label)
|
||||
if connected:
|
||||
banner.update("Status: Device Connected ✅")
|
||||
banner.remove_class("disconnected")
|
||||
else:
|
||||
banner.update("Status: Disconnected - Retrying... ❌")
|
||||
banner.add_class("disconnected")
|
||||
except NoMatches:
|
||||
pass
|
||||
|
||||
def on_mount(self) -> None:
|
||||
# Check ADB constantly every 2 seconds
|
||||
self.set_interval(2.0, self.poll_adb)
|
||||
|
||||
# Hide conditionally
|
||||
self.query_one("#launch_container").display = False
|
||||
self.query_one("#main_container").display = False
|
||||
|
||||
async def get_files(self, directory: str, is_internal: bool):
|
||||
if is_internal:
|
||||
code, out, err = await run_adb_cmd("-s", self.device_serial, "shell", f"run-as {PACKAGE} ls -1 {directory}")
|
||||
else:
|
||||
code, out, err = await run_adb_cmd("-s", self.device_serial, "shell", f"ls -1 {directory}")
|
||||
|
||||
if code == 0 and "Permission denied" not in err and "No such file or directory" not in err:
|
||||
return [f.strip() for f in out.splitlines() if f.strip() and f.strip().endswith(".zip")]
|
||||
return []
|
||||
|
||||
async def poll_adb(self) -> None:
|
||||
code, out, err = await run_adb_cmd("-s", self.device_serial, "shell", "echo ok")
|
||||
if code != 0 or "ok" not in out:
|
||||
self.is_connected = False
|
||||
self.is_foreground = False
|
||||
return
|
||||
|
||||
self.is_connected = True
|
||||
|
||||
# Check foreground
|
||||
proc = await asyncio.create_subprocess_shell(
|
||||
f"adb -s {self.device_serial} shell \"dumpsys window | grep mCurrentFocus\"",
|
||||
stdout=asyncio.subprocess.PIPE,
|
||||
stderr=asyncio.subprocess.PIPE
|
||||
)
|
||||
stdout, _ = await proc.communicate()
|
||||
out = stdout.decode('utf-8', errors='ignore')
|
||||
|
||||
self.is_foreground = PACKAGE in out
|
||||
|
||||
# We only really need to pull files if we are in the foreground
|
||||
if not self.is_foreground:
|
||||
return
|
||||
|
||||
current_tests = set()
|
||||
current_results = set()
|
||||
files_dict = {}
|
||||
|
||||
# 1. External
|
||||
ext_files = await self.get_files(EXTERNAL_DIR, False)
|
||||
for f in ext_files:
|
||||
files_dict[f] = (f"{EXTERNAL_DIR}/{f}", False)
|
||||
|
||||
# 2. Internal
|
||||
int_files = await self.get_files(INTERNAL_DIR, True)
|
||||
for f in int_files:
|
||||
if f not in files_dict:
|
||||
files_dict[f] = (f"{INTERNAL_DIR}/{f}", True)
|
||||
|
||||
for f, (path, is_int) in files_dict.items():
|
||||
if f.startswith("results_"):
|
||||
current_results.add((f, path, is_int))
|
||||
else:
|
||||
# Any other .zip file is considered a test
|
||||
current_tests.add((f, path, is_int))
|
||||
|
||||
# Check if any files were removed (e.g. wiped data)
|
||||
removed_tests = self.tests_seen - current_tests
|
||||
removed_results = self.results_seen - current_results
|
||||
|
||||
if removed_tests or removed_results:
|
||||
self.query_one("#test_list").remove_children()
|
||||
self.query_one("#result_list").remove_children()
|
||||
self.tests_seen.clear()
|
||||
self.results_seen.clear()
|
||||
|
||||
# Update lists safely if they are new
|
||||
new_tests = current_tests - self.tests_seen
|
||||
test_list = self.query_one("#test_list", ScrollableContainer)
|
||||
for f, path, is_int in new_tests:
|
||||
await test_list.mount(FileItem(f, path, is_int, self.device_serial))
|
||||
test_list.scroll_end(animate=False)
|
||||
self.tests_seen.update(new_tests)
|
||||
|
||||
new_results = current_results - self.results_seen
|
||||
result_list = self.query_one("#result_list", ScrollableContainer)
|
||||
for f, path, is_int in new_results:
|
||||
await result_list.mount(FileItem(f, path, is_int, self.device_serial))
|
||||
result_list.scroll_end(animate=False)
|
||||
self.results_seen.update(new_results)
|
||||
|
||||
async def on_button_pressed(self, event: Button.Pressed) -> None:
|
||||
btn_id = event.button.id
|
||||
if btn_id == "btn_gen_goldens":
|
||||
event.button.disabled = True
|
||||
event.button.label = "Generating Goldens..."
|
||||
self.run_worker(self.generate_and_auto_export(event.button, "golden"), exclusive=True)
|
||||
elif btn_id == "btn_gen_test":
|
||||
event.button.disabled = True
|
||||
event.button.label = "Generating & Exporting..."
|
||||
self.run_worker(self.generate_and_auto_export(event.button, "test"), exclusive=True)
|
||||
elif btn_id == "btn_gen_res":
|
||||
event.button.disabled = True
|
||||
event.button.label = "Generating & Exporting..."
|
||||
self.run_worker(self.generate_and_auto_export(event.button, "result"), exclusive=True)
|
||||
elif btn_id == "btn_upload_test":
|
||||
self.app.push_screen(FileSelectScreen(), self.handle_upload)
|
||||
elif btn_id == "btn_launch_app":
|
||||
self.run_worker(self.launch_app(), exclusive=True)
|
||||
|
||||
async def launch_app(self) -> None:
|
||||
self.app.notify("Commanding device to start the app...", title="Launching")
|
||||
await run_adb_cmd("-s", self.device_serial, "shell", "am", "start", "-n", f"{PACKAGE}/.MainActivity")
|
||||
|
||||
def handle_upload(self, file_path: str | None) -> None:
|
||||
if file_path:
|
||||
self.run_worker(self.upload_file(file_path), exclusive=True)
|
||||
|
||||
async def upload_file(self, file_path: str):
|
||||
filename = os.path.basename(file_path)
|
||||
self.app.notify(f"Uploading {filename}...", title="Upload Started")
|
||||
|
||||
# We push to EXTERNAL_DIR because `adb push` works seamlessly there
|
||||
dest = f"{EXTERNAL_DIR}/{filename}"
|
||||
code, out, err = await run_adb_cmd("-s", self.device_serial, "push", file_path, dest)
|
||||
|
||||
if code == 0:
|
||||
self.app.notify(f"Successfully uploaded to device.", title="Upload Finished")
|
||||
# Force a refresh
|
||||
self.tests_seen.clear()
|
||||
self.query_one("#test_list").remove_children()
|
||||
else:
|
||||
self.app.notify(f"Upload failed: {err}", title="Error", severity="error")
|
||||
|
||||
async def generate_and_auto_export(self, button: Button, mode: str):
|
||||
self.app.notify("Commanding device...", title="Working")
|
||||
|
||||
# Notice we removed '-S' so it doesn't force stop the activity first
|
||||
cmd_args = [
|
||||
"-s", self.device_serial, "shell", "am", "start",
|
||||
"-n", f"{PACKAGE}/.MainActivity"
|
||||
]
|
||||
|
||||
if mode == "golden":
|
||||
cmd_args.extend(["--ez", "generate_goldens", "true", "--ez", "auto_run", "true"])
|
||||
elif mode == "test":
|
||||
cmd_args.extend(["--ez", "auto_run", "true", "--ez", "auto_export", "true"])
|
||||
elif mode == "result":
|
||||
cmd_args.extend(["--ez", "auto_run", "true", "--ez", "auto_export_results", "true"])
|
||||
if self.current_test:
|
||||
cmd_args.extend(["--es", "zip_path", self.current_test])
|
||||
|
||||
await run_adb_cmd(*cmd_args)
|
||||
|
||||
# Allow time to run and let auto-polling grab the new file (if exporting)
|
||||
await asyncio.sleep(6)
|
||||
|
||||
button.disabled = False
|
||||
if mode == "golden":
|
||||
button.label = "Generate Goldens"
|
||||
elif mode == "test":
|
||||
button.label = "Generate & Download New Test"
|
||||
elif mode == "result":
|
||||
button.label = "Generate & Download Results"
|
||||
|
||||
self.app.notify("Action Finished")
|
||||
|
||||
class ValidationApp(App):
|
||||
CSS = """
|
||||
Screen {
|
||||
layout: vertical;
|
||||
}
|
||||
.banner {
|
||||
width: 100%;
|
||||
content-align: center middle;
|
||||
background: $success;
|
||||
color: $text;
|
||||
padding: 1;
|
||||
text-style: bold;
|
||||
}
|
||||
.banner.disconnected {
|
||||
background: $error;
|
||||
}
|
||||
#launch_container {
|
||||
align: center middle;
|
||||
height: 1fr;
|
||||
}
|
||||
#lbl_launch_msg {
|
||||
text-align: center;
|
||||
margin-bottom: 2;
|
||||
}
|
||||
.launch-btn {
|
||||
width: 30;
|
||||
}
|
||||
#main_container {
|
||||
height: 1fr;
|
||||
layout: horizontal;
|
||||
}
|
||||
.column {
|
||||
width: 50%;
|
||||
height: 100%;
|
||||
border: solid $accent;
|
||||
padding: 1;
|
||||
}
|
||||
.col-title {
|
||||
text-align: center;
|
||||
text-style: bold;
|
||||
width: 100%;
|
||||
margin-bottom: 1;
|
||||
}
|
||||
.col-subtitle {
|
||||
text-align: center;
|
||||
width: 100%;
|
||||
margin-bottom: 1;
|
||||
color: $secondary;
|
||||
text-style: italic;
|
||||
}
|
||||
.main-action-btn {
|
||||
width: 100%;
|
||||
margin-bottom: 1;
|
||||
}
|
||||
.file-item-container {
|
||||
height: auto;
|
||||
padding-bottom: 1;
|
||||
border-bottom: solid $surface;
|
||||
}
|
||||
.file-item-row {
|
||||
height: 3;
|
||||
width: 100%;
|
||||
align: left middle;
|
||||
}
|
||||
.file-name {
|
||||
width: 1fr;
|
||||
content-align: left middle;
|
||||
}
|
||||
.compact-btn {
|
||||
min-width: 4;
|
||||
width: auto;
|
||||
margin-left: 1;
|
||||
}
|
||||
.rename-row {
|
||||
height: 3;
|
||||
width: 100%;
|
||||
}
|
||||
.rename-input {
|
||||
width: 1fr;
|
||||
}
|
||||
"""
|
||||
BINDINGS = [
|
||||
("q", "quit", "Quit application")
|
||||
]
|
||||
|
||||
async def on_mount(self) -> None:
|
||||
code, out, err = await run_adb_cmd("devices")
|
||||
devices = []
|
||||
for line in out.splitlines()[1:]:
|
||||
if line.strip() and "device" in line:
|
||||
devices.append(line.split()[0])
|
||||
|
||||
if len(devices) > 1:
|
||||
self.push_screen(DeviceSelectScreen(), self.start_main)
|
||||
elif len(devices) == 1:
|
||||
self.start_main(devices[0])
|
||||
else:
|
||||
self.notify("No devices connected via ADB!", severity="error")
|
||||
self.start_main("")
|
||||
|
||||
def start_main(self, serial: str) -> None:
|
||||
self.push_screen(MainScreen(serial=serial))
|
||||
|
||||
if __name__ == "__main__":
|
||||
app = ValidationApp()
|
||||
app.run()
|
||||
@@ -2,7 +2,7 @@ blinker==1.9.0
|
||||
certifi==2025.8.3
|
||||
charset-normalizer==3.4.3
|
||||
click==8.2.1
|
||||
Flask==3.1.2
|
||||
Flask==3.1.3
|
||||
idna==3.10
|
||||
itsdangerous==2.2.0
|
||||
Jinja2==3.1.6
|
||||
@@ -10,4 +10,4 @@ MarkupSafe==3.0.2
|
||||
requests==2.32.5
|
||||
urllib3==2.6.3
|
||||
waitress==3.0.2
|
||||
Werkzeug==3.1.4
|
||||
Werkzeug==3.1.6
|
||||
|
||||
@@ -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
|
||||
|
||||
2
web/filament-js/filament.d.ts
vendored
2
web/filament-js/filament.d.ts
vendored
@@ -1747,7 +1747,7 @@ export interface View$VsmShadowOptions {
|
||||
*/
|
||||
highPrecision?: boolean;
|
||||
/**
|
||||
* VSM minimum variance scale, must be positive.
|
||||
* @deprecated has no effect.
|
||||
*/
|
||||
minVarianceScale?: number;
|
||||
/**
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "filament",
|
||||
"version": "1.69.4",
|
||||
"version": "1.70.0",
|
||||
"description": "Real-time physically based rendering engine",
|
||||
"main": "filament.js",
|
||||
"module": "filament.js",
|
||||
|
||||
Reference in New Issue
Block a user