Compare commits

..

12 Commits

Author SHA1 Message Date
Benjamin Doherty
2730fbc31b Add FILAMENT_DEBUG_COMMANDS_HISTOGRAM compile flag 2026-02-24 12:41:24 -08:00
Benjamin Doherty
7d3b8eb7b9 Print a compressed histogram 2026-02-24 12:24:54 -08:00
Benjamin Doherty
557387375f Print command stream histogram before crashing 2026-02-24 10:02:12 -08:00
Ben Doherty
902f869721 Metal: recreate sidecar texture if sample count changes (#9430) 2026-02-23 09:54:21 -08:00
Eliza
ad1bc6f360 engine: fix VSM (#9737) 2026-02-20 15:08:59 -08:00
Sungun Park
73c343635e Turn off UBO batching (#9736)
BUGS=[486200381]
2026-02-20 20:04:05 +00:00
Mathias Agopian
432e672022 Revert "Swap logic of how the EGL display is initialized. (#9634)" (#9729)
This reverts commit c35ae6571f.

BUGS=[481534922, 478925865]
2026-02-20 08:34:51 -08:00
Doris Wu
b56b04c5f8 Fix translucent objects are pickable when skybox is disabled (#9688) 2026-02-20 11:36:58 +08:00
Filament Bot
99816d67c2 [automated] Updating /docs due to commit d6d4f92
Full commit hash is d6d4f92922

DOCS_ALLOW_DIRECT_EDITS
2026-02-19 20:03:46 +00:00
Mathias Agopian
d6d4f92922 fix intensities (#9728)
DOCS_FORCE
2026-02-19 11:59:34 -08:00
Powei Feng
6a59a68622 gl: update record when detaching stream (#9712)
FIXES=483744050
2026-02-19 18:33:04 +00:00
Filament Bot
4580f57987 [automated] Updating /docs due to commit 38f7e57
Full commit hash is 38f7e579f1

DOCS_ALLOW_DIRECT_EDITS
2026-02-19 17:33:34 +00:00
28 changed files with 680 additions and 284 deletions

View File

@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.69.4'
implementation 'com.google.android.filament:filament-android:1.69.3'
}
```
@@ -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', '~> 1.69.3'
```
## Documentation

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.69.4
VERSION_NAME=1.69.3
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

View File

@@ -181,7 +181,7 @@ important for <code>matc</code> (material compiler).</p>
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.69.2'
implementation 'com.google.android.filament:filament-android:1.69.3'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
@@ -195,7 +195,7 @@ dependencies {
</div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.69.2'
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.69.3'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>

View File

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

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@@ -16,12 +16,13 @@ class SimulatedSkybox {
this.ozone = 0.0;
this.msFactors = [0.1, 0.5, 0.0];
this.contrast = 1.0;
this.nightColor = [0.0, 0.0003, 0.00075];
this.nightColor = [0.0, 3.0e-9, 7.5e-9];
this.shimmerControl = [0.0, 20.0, 0.1];
this.cloudControl = [0.0, 0.1, 8000.0, 0.0];
this.cloudControl2 = [0.0, 0.0, 0.0, 0.0];
this.waterControl = [50.0, 1.0, 1.0, 4.0]; // x=Strength, y=Speed, z=DerivativeTrick, w=Octaves
this.starControl = [0.001, 1.0, 350.0, 0.01]; // x=Density, y=Enabled, z=Frequency, w=PixelScale
this.starIntensity = 1.0;
this.focalLength = 24.0;
this.height = 1000.0;
this.planetRadius = 6360.0;
@@ -43,7 +44,7 @@ class SimulatedSkybox {
// Milky Way Parameters
// x=Intensity, y=Saturation, z=Unused
this.milkyWayControl = [1.0, 1.0, 0.07];
this.milkyWayControl = [1.0, 1.2, 0.05];
this.milkyWayEnabled = true;
this.milkyWayRotation = [1, 0, 0, 0, 1, 0, 0, 0, 1]; // Identity by default
this.initEntity();
@@ -453,6 +454,11 @@ class SimulatedSkybox {
this.updateCoefficients();
}
setStarIntensity(intensity) {
this.starIntensity = Math.max(0.0, intensity);
this.updateCoefficients();
}
setMoonPosition(direction) {
// normalize
const len = Math.hypot(direction[0], direction[1], direction[2]);
@@ -500,6 +506,13 @@ class SimulatedSkybox {
}
}
setExposure(exposure) {
this.exposure = exposure;
this.updateCoefficients();
}
updateCoefficients() {
if (!this.materialInstance) {
console.warn("updateCoefficients called before material loaded");
@@ -585,6 +598,7 @@ class SimulatedSkybox {
this.materialInstance.setFloat4Parameter('cloudControl2', new Float32Array(this.cloudControl2));
this.materialInstance.setFloat4Parameter('waterControl', new Float32Array(this.waterControl));
this.materialInstance.setFloat4Parameter('starControl', new Float32Array(this.starControl));
this.materialInstance.setFloatParameter('starIntensity', this.starIntensity);
this.materialInstance.setFloatParameter('sunIntensity', physicalSunIntensity);
@@ -615,12 +629,13 @@ class SimulatedSkybox {
this.materialInstance.setFloatParameter('sunIntensity2', finalMoonIntensity);
// Scale Milky Way by Sun Intensity (Pre-exposed) to match dynamic range
// Calibration: 1.0 User Intensity ~ 0.025 Lux Relative (approx 2.5% of Sun Pixel Value at Day)
// At Sunny 16 (Sun ~ 2.6), this gives ~0.065 pixel brightness, which is visible but dim.
// Scale Milky Way by Sun Intensity
// Calibration: 1.0 User Intensity = 1.5e-3 cd/m^2 (Nits) approx.
// Target: 1.5e-3 Nits. SunIntensity = 100,000.
// Scale = 1.5e-3 / 1.0e5 = 1.5e-8.
const mwIntensity = this.milkyWayEnabled ? this.milkyWayControl[0] : 0.0;
const mwUniform = [
mwIntensity * this.sunIntensity * 0.025,
mwIntensity * this.sunIntensity * 1.5e-8,
this.milkyWayControl[1],
this.milkyWayControl[2]
];
@@ -634,6 +649,7 @@ class SimulatedSkybox {
const moonHaloUpload = [...this.moonHalo];
moonHaloUpload[2] *= moonRadConv;
this.materialInstance.setFloat4Parameter('sunHalo2', new Float32Array(moonHaloUpload));
this.materialInstance.setFloatParameter('exposure', this.exposure !== undefined ? this.exposure : 1.0);
// Solar Eclipse (CPU Calculation)
const sunRadius = Math.acos(this.sunHalo[0]);

View File

@@ -218,6 +218,7 @@ class App {
const exposure = this.getExposure();
const preExposedIntensity = this.params.sunIntensity * exposure;
this.skybox.setSunIntensity(preExposedIntensity);
this.skybox.setExposure(exposure); // Update Skybox Exposure Uniform
// Moon Exposure
if (this.mParams) {
@@ -389,7 +390,7 @@ class App {
};
mwFolder.add(this.mwParams, 'enabled').name('Enabled').onChange(updateMW);
mwFolder.add(this.mwParams, 'intensity', 0.0, 5.0).onChange(updateMW);
mwFolder.add(this.mwParams, 'intensity', 0.0, 100.0).onChange(updateMW);
mwFolder.add(this.mwParams, 'saturation', 0.0, 2.0).onChange(updateMW);
mwFolder.add(this.mwParams, 'blackPoint', 0.0, 0.5).name('Black Point').onChange(updateMW);
mwFolder.add(this.mwParams, 'siderealTime', 0.0, 24.0).name('Sidereal Time').listen().onChange(updateMW);
@@ -464,18 +465,23 @@ class App {
const starFolder = gui.addFolder('Stars');
this.sParams = {
enabled: true,
density: 0.001
density: 0.001,
intensity: 0.0 // 2^0 = 1.0
};
// Initialize defaults (Density 0.001, Enabled True)
sky.setStarControl(0.001, true);
sky.setStarIntensity(Math.pow(2.0, 0.0));
const updateStars = () => {
sky.setStarControl(this.sParams.density, this.sParams.enabled);
sky.setStarIntensity(Math.pow(2.0, this.sParams.intensity));
};
starFolder.add(this.sParams, 'enabled').name('Enabled').onChange(updateStars);
starFolder.add(this.sParams, 'density', 0.0, 0.01, 0.0001).name('Density').onChange(updateStars);
starFolder.add(this.sParams, 'intensity', 0.0, 24.0).name('Intensity (Exp)').onChange(updateStars);
starFolder.close();
this.updateStars = updateStars;
const artFolder = gui.addFolder('Artistic');
// Set Horizon Glow default to 0.0
@@ -489,7 +495,7 @@ class App {
artFolder.add(sky.msFactors, 2, 0.0, 1.0).name('Horizon Glow').onChange(v => sky.setHorizonGlow(v));
artFolder.add(sky, 'contrast', 0.1, 2.0).onChange(v => sky.setContrast(v));
artFolder.addColor(sky, 'nightColor').onChange(v => sky.setNightColor(v));
const shmFolder = artFolder.addFolder('Shimmer');
// Set Shimmer Strength default to 0.0
@@ -502,7 +508,7 @@ class App {
const camFolder = gui.addFolder('Camera');
camFolder.add(this.params, 'focalLength', 8.0, 300.0).name('Focal Length').onChange(() => this.updateCameraProjection());
camFolder.add(this.params, 'aperture', 1.4, 32.0).onChange(() => this.updateCameraExposure());
camFolder.add(this.params, 'shutterSpeed', 1.0, 1000.0).onChange(() => this.updateCameraExposure());
camFolder.add(this.params, 'shutterSpeed', 0.05, 1000.0).onChange(() => this.updateCameraExposure());
camFolder.add(this.params, 'iso', 50.0, 3200.0).onChange(() => this.updateCameraExposure());
const bloomFolder = camFolder.addFolder('Bloom');
@@ -692,13 +698,15 @@ class App {
const s = this.sParams;
const b = this.bParams;
const m = this.mParams;
const mw = this.mwParams;
const sk = this.skybox;
return {
p: { a: p.aperture, ss: p.shutterSpeed, i: p.iso, st: p.sunTheta, sp: p.sunPhi, fl: p.focalLength, si: p.sunIntensity },
c: { v: c.volumetrics, co: c.coverage, d: c.density, h: c.height, s: c.speed, e: c.evolution },
w: { dt: w.derivativeTrick, st: w.strength, s: w.speed, o: w.octaves },
s: { e: s.enabled, d: s.density },
s: { e: s.enabled, d: s.density, i: s.intensity },
mw: { e: mw.enabled, i: mw.intensity, s: mw.saturation, bp: mw.blackPoint, st: mw.siderealTime, l: mw.latitude },
b: { e: b.enabled, lf: b.lensFlare },
m: { e: m.enabled, az: m.azimuth, h: m.height, r: m.radius, i: m.intensity },
cm: { t: this.camState.theta, p: this.camState.phi },
@@ -723,6 +731,7 @@ class App {
const c = state.c;
const w = state.w;
const s = state.s;
const mw = state.mw;
const b = state.b;
const m = state.m;
const k = state.k;
@@ -757,6 +766,18 @@ class App {
if (s) {
if (s.e !== undefined) this.sParams.enabled = s.e;
if (s.d !== undefined) this.sParams.density = s.d;
if (s.i !== undefined) this.sParams.intensity = s.i;
if (this.updateStars) this.updateStars();
}
if (mw) {
if (mw.e !== undefined) this.mwParams.enabled = mw.e;
if (mw.i !== undefined) this.mwParams.intensity = mw.i;
if (mw.s !== undefined) this.mwParams.saturation = mw.s;
if (mw.bp !== undefined) this.mwParams.blackPoint = mw.bp;
if (mw.st !== undefined) this.mwParams.siderealTime = mw.st;
if (mw.l !== undefined) this.mwParams.latitude = mw.l;
if (this.updateMW) this.updateMW();
}
if (b) {

View File

@@ -96,10 +96,20 @@ material {
name : starControl, // x=Density, y=Enabled, z=Frequency, w=PixelScale
precision : high
},
{
type : float,
name : starIntensity,
precision : high
},
{
type : sampler2d,
name : moonTexture
},
{
type : float,
name : exposure,
precision : high
},
{
type : sampler2d,
name : moonNormal
@@ -162,9 +172,9 @@ fragment {
// --- CONFIGURATION ---
// Stars
#define STAR_GLOBAL_INTENSITY 150.0 // Master brightness multiplier [0.0 - 500.0]
#define STAR_BRIGHTNESS_BASE 0.5 // Minimum random brightness [0.0 - 1.0]
#define STAR_BRIGHTNESS_VAR 4.0 // Random brightness variance range [0.0 - 10.0]
#define STAR_GLOBAL_INTENSITY 100.0 // Master brightness multiplier [0.0 - 500.0]
#define STAR_BRIGHTNESS_BASE 0.01 // Minimum random brightness [0.0 - 1.0]
#define STAR_BRIGHTNESS_VAR 15.0 // Random brightness variance range [0.0 - 10.0]
#define STAR_FADE_SUN_ELV_HIGH 0.10 // Sun elevation (sin) where stars are fully hidden [0.0 - 0.5]
#define STAR_FADE_SUN_ELV_LOW -0.20 // Sun elevation (sin) where stars are fully visible [-0.5 - 0.0]
#define STAR_CLOUD_OCCLUSION 0.1 // Visibility when covered by clouds [0.0 - 1.0]
@@ -961,7 +971,11 @@ fragment {
highp vec4 sunHalo, highp vec4 cloudControl, highp vec4 cloudControl2,
highp vec4 shimmerControl, highp vec4 waterControl,
highp vec3 L2, highp float sunIntensity2, highp vec4 sunHalo2,
sampler2D moonTex, sampler2D moonNormal) {
sampler2D moonTex, sampler2D moonNormal,
highp vec3 nightColor,
highp mat3 milkyWayRotation,
highp vec3 milkyWayControl,
sampler2D milkyWayTexture) {
// Project to plane y=0
highp float t = WATER_PLANE_HEIGHT / min(V.y, -0.0002); // Reduced clamp to minimize "wall" artifact
@@ -1057,7 +1071,7 @@ fragment {
highp float rHorizonMask = 1.0 - smoothstep(0.0, REFLECTION_HORIZON_FADE, R.y);
if (rHorizonMask > 0.0) {
reflection += getStarLayer(R, L, reflCloudDensity, outTransmittance, materialParams.starControl) * rHorizonMask;
reflection += getStarLayer(R, L, reflCloudDensity, outTransmittance, materialParams.starControl) * rHorizonMask * materialParams.exposure;
}
// Sun Disk Reflection
@@ -1088,6 +1102,29 @@ fragment {
// Apply clouds to reflection
reflection = mix(reflection, reflCloudLayer, reflCloudDensity);
// Add Milky Way to Reflection
// Calculate Fade based on Sun Elevation
highp float sunElvSin = L.y;
highp float mwFade = smoothstep(STAR_FADE_SUN_ELV_HIGH, STAR_FADE_SUN_ELV_LOW, sunElvSin);
if (mwFade > 0.0) {
highp vec3 mwColor = getMilkyWay(R, milkyWayRotation, milkyWayTexture, milkyWayControl);
// Apply Atmosphere Transmittance (approximate)
mwColor *= outTransmittance;
// Apply Fades
mwColor *= mwFade;
mwColor *= (1.0 - reflMoonOcclusion); // Occlude by Moon
mwColor *= (1.0 - reflCloudDensity); // Occlude by Clouds
reflection += mwColor;
}
// Add Night Color to Reflection
reflection += nightColor;
// Fresnel
highp float F0 = WATER_FRESNEL_F0; // Water
highp float cosTheta = clamp(dot(-V, N_water), 0.0, 1.0);
@@ -1187,7 +1224,7 @@ fragment {
// 7. Stars
// Add stars before clouds (clouds cover stars)
highp vec3 starColor = getStarLayer(V, L, cloudDensityVal, transmittance, materialParams.starControl);
highp vec3 starColor = getStarLayer(V, L, cloudDensityVal, transmittance, materialParams.starControl) * materialParams.exposure * materialParams.starIntensity;
// 7b. Milky Way
// Add Milky Way behind stars (conceptually) but handled similarly
@@ -1232,7 +1269,11 @@ fragment {
materialParams.shimmerControl,
materialParams.waterControl,
L2, materialParams.sunIntensity2, materialParams.sunHalo2,
materialParams_moonTexture, materialParams_moonNormal);
materialParams_moonTexture, materialParams_moonNormal,
materialParams.nightColor,
materialParams.milkyWayRotation,
materialParams.milkyWayControl,
materialParams_milkyWayTexture);
color = applyDynamicToneMapping(color, L, materialParams.contrast);
}

View File

@@ -16,12 +16,13 @@ class SimulatedSkybox {
this.ozone = 0.0;
this.msFactors = [0.1, 0.5, 0.0];
this.contrast = 1.0;
this.nightColor = [0.0, 0.0003, 0.00075];
this.nightColor = [0.0, 3.0e-9, 7.5e-9];
this.shimmerControl = [0.0, 20.0, 0.1];
this.cloudControl = [0.0, 0.1, 8000.0, 0.0];
this.cloudControl2 = [0.0, 0.0, 0.0, 0.0];
this.waterControl = [50.0, 1.0, 1.0, 4.0]; // x=Strength, y=Speed, z=DerivativeTrick, w=Octaves
this.starControl = [0.001, 1.0, 350.0, 0.01]; // x=Density, y=Enabled, z=Frequency, w=PixelScale
this.starIntensity = 1.0;
this.focalLength = 24.0;
this.height = 1000.0;
this.planetRadius = 6360.0;
@@ -43,7 +44,7 @@ class SimulatedSkybox {
// Milky Way Parameters
// x=Intensity, y=Saturation, z=Unused
this.milkyWayControl = [1.0, 1.0, 0.07];
this.milkyWayControl = [1.0, 1.2, 0.05];
this.milkyWayEnabled = true;
this.milkyWayRotation = [1, 0, 0, 0, 1, 0, 0, 0, 1]; // Identity by default
this.initEntity();
@@ -453,6 +454,11 @@ class SimulatedSkybox {
this.updateCoefficients();
}
setStarIntensity(intensity) {
this.starIntensity = Math.max(0.0, intensity);
this.updateCoefficients();
}
setMoonPosition(direction) {
// normalize
const len = Math.hypot(direction[0], direction[1], direction[2]);
@@ -500,6 +506,13 @@ class SimulatedSkybox {
}
}
setExposure(exposure) {
this.exposure = exposure;
this.updateCoefficients();
}
updateCoefficients() {
if (!this.materialInstance) {
console.warn("updateCoefficients called before material loaded");
@@ -585,6 +598,7 @@ class SimulatedSkybox {
this.materialInstance.setFloat4Parameter('cloudControl2', new Float32Array(this.cloudControl2));
this.materialInstance.setFloat4Parameter('waterControl', new Float32Array(this.waterControl));
this.materialInstance.setFloat4Parameter('starControl', new Float32Array(this.starControl));
this.materialInstance.setFloatParameter('starIntensity', this.starIntensity);
this.materialInstance.setFloatParameter('sunIntensity', physicalSunIntensity);
@@ -615,12 +629,13 @@ class SimulatedSkybox {
this.materialInstance.setFloatParameter('sunIntensity2', finalMoonIntensity);
// Scale Milky Way by Sun Intensity (Pre-exposed) to match dynamic range
// Calibration: 1.0 User Intensity ~ 0.025 Lux Relative (approx 2.5% of Sun Pixel Value at Day)
// At Sunny 16 (Sun ~ 2.6), this gives ~0.065 pixel brightness, which is visible but dim.
// Scale Milky Way by Sun Intensity
// Calibration: 1.0 User Intensity = 1.5e-3 cd/m^2 (Nits) approx.
// Target: 1.5e-3 Nits. SunIntensity = 100,000.
// Scale = 1.5e-3 / 1.0e5 = 1.5e-8.
const mwIntensity = this.milkyWayEnabled ? this.milkyWayControl[0] : 0.0;
const mwUniform = [
mwIntensity * this.sunIntensity * 0.025,
mwIntensity * this.sunIntensity * 1.5e-8,
this.milkyWayControl[1],
this.milkyWayControl[2]
];
@@ -634,6 +649,7 @@ class SimulatedSkybox {
const moonHaloUpload = [...this.moonHalo];
moonHaloUpload[2] *= moonRadConv;
this.materialInstance.setFloat4Parameter('sunHalo2', new Float32Array(moonHaloUpload));
this.materialInstance.setFloatParameter('exposure', this.exposure !== undefined ? this.exposure : 1.0);
// Solar Eclipse (CPU Calculation)
const sunRadius = Math.acos(this.sunHalo[0]);

View File

@@ -218,6 +218,7 @@ class App {
const exposure = this.getExposure();
const preExposedIntensity = this.params.sunIntensity * exposure;
this.skybox.setSunIntensity(preExposedIntensity);
this.skybox.setExposure(exposure); // Update Skybox Exposure Uniform
// Moon Exposure
if (this.mParams) {
@@ -389,7 +390,7 @@ class App {
};
mwFolder.add(this.mwParams, 'enabled').name('Enabled').onChange(updateMW);
mwFolder.add(this.mwParams, 'intensity', 0.0, 5.0).onChange(updateMW);
mwFolder.add(this.mwParams, 'intensity', 0.0, 100.0).onChange(updateMW);
mwFolder.add(this.mwParams, 'saturation', 0.0, 2.0).onChange(updateMW);
mwFolder.add(this.mwParams, 'blackPoint', 0.0, 0.5).name('Black Point').onChange(updateMW);
mwFolder.add(this.mwParams, 'siderealTime', 0.0, 24.0).name('Sidereal Time').listen().onChange(updateMW);
@@ -464,18 +465,23 @@ class App {
const starFolder = gui.addFolder('Stars');
this.sParams = {
enabled: true,
density: 0.001
density: 0.001,
intensity: 0.0 // 2^0 = 1.0
};
// Initialize defaults (Density 0.001, Enabled True)
sky.setStarControl(0.001, true);
sky.setStarIntensity(Math.pow(2.0, 0.0));
const updateStars = () => {
sky.setStarControl(this.sParams.density, this.sParams.enabled);
sky.setStarIntensity(Math.pow(2.0, this.sParams.intensity));
};
starFolder.add(this.sParams, 'enabled').name('Enabled').onChange(updateStars);
starFolder.add(this.sParams, 'density', 0.0, 0.01, 0.0001).name('Density').onChange(updateStars);
starFolder.add(this.sParams, 'intensity', 0.0, 24.0).name('Intensity (Exp)').onChange(updateStars);
starFolder.close();
this.updateStars = updateStars;
const artFolder = gui.addFolder('Artistic');
// Set Horizon Glow default to 0.0
@@ -489,7 +495,7 @@ class App {
artFolder.add(sky.msFactors, 2, 0.0, 1.0).name('Horizon Glow').onChange(v => sky.setHorizonGlow(v));
artFolder.add(sky, 'contrast', 0.1, 2.0).onChange(v => sky.setContrast(v));
artFolder.addColor(sky, 'nightColor').onChange(v => sky.setNightColor(v));
const shmFolder = artFolder.addFolder('Shimmer');
// Set Shimmer Strength default to 0.0
@@ -502,7 +508,7 @@ class App {
const camFolder = gui.addFolder('Camera');
camFolder.add(this.params, 'focalLength', 8.0, 300.0).name('Focal Length').onChange(() => this.updateCameraProjection());
camFolder.add(this.params, 'aperture', 1.4, 32.0).onChange(() => this.updateCameraExposure());
camFolder.add(this.params, 'shutterSpeed', 1.0, 1000.0).onChange(() => this.updateCameraExposure());
camFolder.add(this.params, 'shutterSpeed', 0.05, 1000.0).onChange(() => this.updateCameraExposure());
camFolder.add(this.params, 'iso', 50.0, 3200.0).onChange(() => this.updateCameraExposure());
const bloomFolder = camFolder.addFolder('Bloom');
@@ -692,13 +698,15 @@ class App {
const s = this.sParams;
const b = this.bParams;
const m = this.mParams;
const mw = this.mwParams;
const sk = this.skybox;
return {
p: { a: p.aperture, ss: p.shutterSpeed, i: p.iso, st: p.sunTheta, sp: p.sunPhi, fl: p.focalLength, si: p.sunIntensity },
c: { v: c.volumetrics, co: c.coverage, d: c.density, h: c.height, s: c.speed, e: c.evolution },
w: { dt: w.derivativeTrick, st: w.strength, s: w.speed, o: w.octaves },
s: { e: s.enabled, d: s.density },
s: { e: s.enabled, d: s.density, i: s.intensity },
mw: { e: mw.enabled, i: mw.intensity, s: mw.saturation, bp: mw.blackPoint, st: mw.siderealTime, l: mw.latitude },
b: { e: b.enabled, lf: b.lensFlare },
m: { e: m.enabled, az: m.azimuth, h: m.height, r: m.radius, i: m.intensity },
cm: { t: this.camState.theta, p: this.camState.phi },
@@ -723,6 +731,7 @@ class App {
const c = state.c;
const w = state.w;
const s = state.s;
const mw = state.mw;
const b = state.b;
const m = state.m;
const k = state.k;
@@ -757,6 +766,18 @@ class App {
if (s) {
if (s.e !== undefined) this.sParams.enabled = s.e;
if (s.d !== undefined) this.sParams.density = s.d;
if (s.i !== undefined) this.sParams.intensity = s.i;
if (this.updateStars) this.updateStars();
}
if (mw) {
if (mw.e !== undefined) this.mwParams.enabled = mw.e;
if (mw.i !== undefined) this.mwParams.intensity = mw.i;
if (mw.s !== undefined) this.mwParams.saturation = mw.s;
if (mw.bp !== undefined) this.mwParams.blackPoint = mw.bp;
if (mw.st !== undefined) this.mwParams.siderealTime = mw.st;
if (mw.l !== undefined) this.mwParams.latitude = mw.l;
if (this.updateMW) this.updateMW();
}
if (b) {

View File

@@ -96,10 +96,20 @@ material {
name : starControl, // x=Density, y=Enabled, z=Frequency, w=PixelScale
precision : high
},
{
type : float,
name : starIntensity,
precision : high
},
{
type : sampler2d,
name : moonTexture
},
{
type : float,
name : exposure,
precision : high
},
{
type : sampler2d,
name : moonNormal
@@ -162,9 +172,9 @@ fragment {
// --- CONFIGURATION ---
// Stars
#define STAR_GLOBAL_INTENSITY 150.0 // Master brightness multiplier [0.0 - 500.0]
#define STAR_BRIGHTNESS_BASE 0.5 // Minimum random brightness [0.0 - 1.0]
#define STAR_BRIGHTNESS_VAR 4.0 // Random brightness variance range [0.0 - 10.0]
#define STAR_GLOBAL_INTENSITY 100.0 // Master brightness multiplier [0.0 - 500.0]
#define STAR_BRIGHTNESS_BASE 0.01 // Minimum random brightness [0.0 - 1.0]
#define STAR_BRIGHTNESS_VAR 15.0 // Random brightness variance range [0.0 - 10.0]
#define STAR_FADE_SUN_ELV_HIGH 0.10 // Sun elevation (sin) where stars are fully hidden [0.0 - 0.5]
#define STAR_FADE_SUN_ELV_LOW -0.20 // Sun elevation (sin) where stars are fully visible [-0.5 - 0.0]
#define STAR_CLOUD_OCCLUSION 0.1 // Visibility when covered by clouds [0.0 - 1.0]
@@ -961,7 +971,11 @@ fragment {
highp vec4 sunHalo, highp vec4 cloudControl, highp vec4 cloudControl2,
highp vec4 shimmerControl, highp vec4 waterControl,
highp vec3 L2, highp float sunIntensity2, highp vec4 sunHalo2,
sampler2D moonTex, sampler2D moonNormal) {
sampler2D moonTex, sampler2D moonNormal,
highp vec3 nightColor,
highp mat3 milkyWayRotation,
highp vec3 milkyWayControl,
sampler2D milkyWayTexture) {
// Project to plane y=0
highp float t = WATER_PLANE_HEIGHT / min(V.y, -0.0002); // Reduced clamp to minimize "wall" artifact
@@ -1057,7 +1071,7 @@ fragment {
highp float rHorizonMask = 1.0 - smoothstep(0.0, REFLECTION_HORIZON_FADE, R.y);
if (rHorizonMask > 0.0) {
reflection += getStarLayer(R, L, reflCloudDensity, outTransmittance, materialParams.starControl) * rHorizonMask;
reflection += getStarLayer(R, L, reflCloudDensity, outTransmittance, materialParams.starControl) * rHorizonMask * materialParams.exposure;
}
// Sun Disk Reflection
@@ -1088,6 +1102,29 @@ fragment {
// Apply clouds to reflection
reflection = mix(reflection, reflCloudLayer, reflCloudDensity);
// Add Milky Way to Reflection
// Calculate Fade based on Sun Elevation
highp float sunElvSin = L.y;
highp float mwFade = smoothstep(STAR_FADE_SUN_ELV_HIGH, STAR_FADE_SUN_ELV_LOW, sunElvSin);
if (mwFade > 0.0) {
highp vec3 mwColor = getMilkyWay(R, milkyWayRotation, milkyWayTexture, milkyWayControl);
// Apply Atmosphere Transmittance (approximate)
mwColor *= outTransmittance;
// Apply Fades
mwColor *= mwFade;
mwColor *= (1.0 - reflMoonOcclusion); // Occlude by Moon
mwColor *= (1.0 - reflCloudDensity); // Occlude by Clouds
reflection += mwColor;
}
// Add Night Color to Reflection
reflection += nightColor;
// Fresnel
highp float F0 = WATER_FRESNEL_F0; // Water
highp float cosTheta = clamp(dot(-V, N_water), 0.0, 1.0);
@@ -1187,7 +1224,7 @@ fragment {
// 7. Stars
// Add stars before clouds (clouds cover stars)
highp vec3 starColor = getStarLayer(V, L, cloudDensityVal, transmittance, materialParams.starControl);
highp vec3 starColor = getStarLayer(V, L, cloudDensityVal, transmittance, materialParams.starControl) * materialParams.exposure * materialParams.starIntensity;
// 7b. Milky Way
// Add Milky Way behind stars (conceptually) but handled similarly
@@ -1232,7 +1269,11 @@ fragment {
materialParams.shimmerControl,
materialParams.waterControl,
L2, materialParams.sunIntensity2, materialParams.sunHalo2,
materialParams_moonTexture, materialParams_moonNormal);
materialParams_moonTexture, materialParams_moonNormal,
materialParams.nightColor,
materialParams.milkyWayRotation,
materialParams.milkyWayControl,
materialParams_milkyWayTexture);
color = applyDynamicToneMapping(color, L, materialParams.contrast);
}

View File

@@ -578,6 +578,7 @@ if (APPLE OR LINUX)
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

View File

@@ -27,6 +27,8 @@
#include <stddef.h>
#include <stdint.h>
#include <functional>
namespace filament::backend {
/*
@@ -64,7 +66,7 @@ public:
// all commands buffers (Slices) written to this point are returned by waitForCommand(). This
// call blocks until the CircularBuffer has at least mRequiredSize bytes available.
void flush();
void flush(std::function<void(void*, void*)> const& debugPrintHistogram = nullptr);
// returns from waitForCommands() immediately.
void requestExit();

View File

@@ -56,6 +56,7 @@ namespace filament::backend {
class CommandBase {
static constexpr size_t FILAMENT_OBJECT_ALIGNMENT = alignof(std::max_align_t);
friend class CommandStream;
protected:
using Execute = Dispatcher::Execute;
@@ -168,8 +169,8 @@ struct CommandType<void (Driver::*)(ARGS...)> {
class CustomCommand : public CommandBase {
std::function<void()> mCommand;
static void execute(Driver&, CommandBase* base, intptr_t* next);
public:
static void execute(Driver&, CommandBase* base, intptr_t* next);
CustomCommand(CustomCommand&& rhs) = default;
explicit CustomCommand(std::function<void()> cmd)
@@ -179,11 +180,12 @@ public:
// ------------------------------------------------------------------------------------------------
class NoopCommand : public CommandBase {
public:
intptr_t mNext;
static void execute(Driver&, CommandBase* self, intptr_t* next) noexcept {
*next = static_cast<NoopCommand*>(self)->mNext;
}
public:
constexpr explicit NoopCommand(void* next) noexcept
: CommandBase(execute), mNext(intptr_t((char *)next - (char *)this)) { }
};
@@ -219,6 +221,36 @@ public:
CircularBuffer const& getCircularBuffer() const noexcept { return mCurrentBuffer; }
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
using Execute = Dispatcher::Execute;
struct CommandInfo {
size_t size;
const char* name;
int index;
};
std::unordered_map<Execute, CommandInfo> mCommands;
void initializeLookup() {
int currentIndex = 0;
#define DECL_DRIVER_API_SYNCHRONOUS(RetType, methodName, paramsDecl, params)
#define DECL_DRIVER_API(methodName, paramsDecl, params) \
mCommands[mDispatcher.methodName##_] = { CommandBase::align(sizeof(COMMAND_TYPE(methodName))), \
#methodName, currentIndex++ };
#define DECL_DRIVER_API_RETURN(RetType, methodName, paramsDecl, params) \
mCommands[mDispatcher.methodName##_] = { \
CommandBase::align(sizeof(COMMAND_TYPE(methodName##R))), #methodName, currentIndex++ \
};
#include "private/backend/DriverAPI.inc"
mCommands[CustomCommand::execute] = { CommandBase::align(sizeof(CustomCommand)),
"CustomCommand", currentIndex++ };
// NoopCommands have variable size. We will handle them specially using their mNext pointer.
mCommands[NoopCommand::execute] = { 0, "NoopCommand", currentIndex++ };
}
#endif
public:
#define DECL_DRIVER_API(methodName, paramsDecl, params) \
inline void methodName(paramsDecl) noexcept { \
@@ -263,6 +295,13 @@ public:
void execute(void* buffer);
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
void debugIterateCommands(void* head, void* tail,
std::function<void(CommandInfo const& info)> const& callback);
void debugPrintHistogram(void* head, void* tail);
#endif
/*
* queueCommand() allows to queue a lambda function as a command.
* This is much less efficient than using the Driver* API.

View File

@@ -48,6 +48,11 @@
#define FILAMENT_DEBUG_COMMANDS FILAMENT_DEBUG_COMMANDS_NONE
// Upon command stream overflow, print a histogram of commands
#ifndef FILAMENT_DEBUG_COMMANDS_HISTOGRAM
#define FILAMENT_DEBUG_COMMANDS_HISTOGRAM 0
#endif
namespace filament::backend {
class BufferDescriptor;

View File

@@ -79,7 +79,7 @@ bool CommandBufferQueue::isExitRequested() const {
}
void CommandBufferQueue::flush() {
void CommandBufferQueue::flush(std::function<void(void*, void*)> const& debugPrintHistogram) {
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
CircularBuffer& circularBuffer = mCircularBuffer;
@@ -106,6 +106,13 @@ void CommandBufferQueue::flush() {
std::unique_lock lock(mLock);
// circular buffer is too small, we corrupted the stream
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
if (UTILS_VERY_UNLIKELY(used > mFreeSpace)) {
if (debugPrintHistogram) {
debugPrintHistogram(begin, end);
}
}
#endif
FILAMENT_CHECK_POSTCONDITION(used <= mFreeSpace) <<
"Backend CommandStream overflow. Commands are corrupted and unrecoverable.\n"
"Please increase minCommandBufferSizeMB inside the Config passed to Engine::create.\n"

View File

@@ -30,6 +30,11 @@
#include <utils/ostream.h>
#include <utils/sstream.h>
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
#include <algorithm>
#include <vector>
#endif
#include <cstddef>
#include <functional>
#include <string>
@@ -83,6 +88,10 @@ CommandStream::CommandStream(Driver& driver, CircularBuffer& buffer) noexcept
__system_property_get("debug.filament.perfcounters", property);
mUsePerformanceCounter = bool(atoi(property));
#endif
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
initializeLookup();
#endif
}
void CommandStream::execute(void* buffer) {
@@ -126,6 +135,71 @@ void CommandStream::execute(void* buffer) {
}
}
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
void CommandStream::debugIterateCommands(void* head, void* tail,
std::function<void(CommandInfo const& info)> const& callback) {
CommandBase* UTILS_RESTRICT base = static_cast<CommandBase*>(head);
auto p = base;
while (UTILS_LIKELY(p)) {
if (p >= tail) {
break;
}
Execute e = p->mExecute;
if (e == NoopCommand::execute) {
NoopCommand* noop = static_cast<NoopCommand*>(p);
size_t size = noop->mNext;
int noopIndex = mCommands[NoopCommand::execute].index;
callback({ size, "NoopCommand", noopIndex });
p = reinterpret_cast<CommandBase*>(reinterpret_cast<char*>(p) + size);
continue;
}
if (auto it = mCommands.find(e); it != mCommands.end()) {
size_t size = it->second.size;
callback(it->second);
p = reinterpret_cast<CommandBase*>(reinterpret_cast<char*>(p) + size);
} else {
LOG(ERROR) << "Cannot find command in lookup table";
return;
}
}
}
void CommandStream::debugPrintHistogram(void* head, void* tail) {
std::unordered_map<std::string_view, int> histogram;
std::unordered_map<int, int> index_histogram;
debugIterateCommands(head, tail, [&](CommandInfo const& info) {
histogram[std::string_view(info.name)]++;
index_histogram[info.index]++;
});
std::vector<std::pair<std::string_view, int>> sorted_histogram(histogram.begin(),
histogram.end());
std::sort(sorted_histogram.begin(), sorted_histogram.end(),
[](auto const& a, auto const& b) { return a.second > b.second; });
LOG(INFO) << "Command stream histogram:";
for (auto const& [name, count]: sorted_histogram) {
LOG(INFO) << name << ": " << count;
}
std::vector<std::pair<int, int>> sorted_index_histogram(index_histogram.begin(),
index_histogram.end());
std::sort(sorted_index_histogram.begin(), sorted_index_histogram.end(),
[](auto const& a, auto const& b) { return a.second > b.second; });
std::string short_histogram = "";
for (size_t i = 0, n = sorted_index_histogram.size(); i < n; ++i) {
short_histogram += std::to_string(sorted_index_histogram[i].first) + ":" +
std::to_string(sorted_index_histogram[i].second);
short_histogram += (i < n - 1) ? ";" : ".";
}
LOG(INFO) << "CS hist: " << short_histogram;
LOG(INFO) << "";
}
#endif
void CommandStream::queueCommand(std::function<void()> command) {
new(allocateCommand(CustomCommand::align(sizeof(CustomCommand)))) CustomCommand(std::move(command));
}

View File

@@ -1092,7 +1092,7 @@ MetalRenderTarget::MetalRenderTarget(MetalContext* context, uint32_t width, uint
// a multisampled sidecar texture and do a resolve automatically.
if (samples > 1 && texture->samples == 1) {
auto& sidecar = texture->msaaSidecar;
if (!sidecar) {
if (!sidecar || sidecar.sampleCount != samples) {
sidecar = createMultisampledTexture(mtlTexture.pixelFormat, texture->width,
texture->height, samples);
}
@@ -1123,7 +1123,7 @@ MetalRenderTarget::MetalRenderTarget(MetalContext* context, uint32_t width, uint
// a multisampled sidecar texture and do a resolve automatically.
if (samples > 1 && texture->samples == 1) {
auto& sidecar = texture->msaaSidecar;
if (!sidecar) {
if (!sidecar || sidecar.sampleCount != samples) {
sidecar = createMultisampledTexture(mtlTexture.pixelFormat, texture->width,
texture->height, samples);
}
@@ -1155,7 +1155,7 @@ MetalRenderTarget::MetalRenderTarget(MetalContext* context, uint32_t width, uint
// a multisampled sidecar texture and do a resolve automatically.
if (samples > 1 && texture->samples == 1) {
auto& sidecar = texture->msaaSidecar;
if (!sidecar) {
if (!sidecar || sidecar.sampleCount != samples) {
sidecar = createMultisampledTexture(mtlTexture.pixelFormat, texture->width,
texture->height, samples);
}

View File

@@ -120,33 +120,27 @@ bool PlatformEGL::isOpenGL() const noexcept {
PlatformEGL::ExternalImageEGL::~ExternalImageEGL() = default;
Driver* PlatformEGL::createDriver(void* sharedContext, const DriverConfig& driverConfig) {
static constexpr int kMaxNumEGLDevices = 32;
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
assert_invariant(mEGLDisplay != EGL_NO_DISPLAY);
EGLint major, minor;
EGLBoolean initialized = false;
EGLBoolean initialized = eglInitialize(mEGLDisplay, &major, &minor);
PFNEGLQUERYDEVICESEXTPROC const eglQueryDevicesEXT =
PFNEGLQUERYDEVICESEXTPROC(eglGetProcAddress("eglQueryDevicesEXT"));
PFNEGLGETPLATFORMDISPLAYEXTPROC const getPlatformDisplay =
PFNEGLGETPLATFORMDISPLAYEXTPROC(eglGetProcAddress("eglGetPlatformDisplay"));
if (eglQueryDevicesEXT != nullptr && getPlatformDisplay != nullptr) {
EGLint numDevices = 0;
EGLDeviceEXT eglDevices[kMaxNumEGLDevices];
if (eglQueryDevicesEXT(kMaxNumEGLDevices, eglDevices, &numDevices)) {
for (int i = 0; i < numDevices && !initialized; ++i) {
mEGLDisplay = getPlatformDisplay(EGL_PLATFORM_DEVICE_EXT, eglDevices[i], nullptr);
if (!initialized) {
EGLDeviceEXT eglDevice;
EGLint numDevices;
PFNEGLQUERYDEVICESEXTPROC const eglQueryDevicesEXT =
PFNEGLQUERYDEVICESEXTPROC(eglGetProcAddress("eglQueryDevicesEXT"));
if (eglQueryDevicesEXT != nullptr) {
eglQueryDevicesEXT(1, &eglDevice, &numDevices);
if(auto* getPlatformDisplay = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
eglGetProcAddress("eglGetPlatformDisplay"))) {
mEGLDisplay = getPlatformDisplay(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
initialized = eglInitialize(mEGLDisplay, &major, &minor);
}
}
}
if (!initialized) {
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
assert_invariant(mEGLDisplay != EGL_NO_DISPLAY);
initialized = eglInitialize(mEGLDisplay, &major, &minor);
}
if (UTILS_UNLIKELY(!initialized)) {
LOG(ERROR) << "eglInitialize failed";
return nullptr;

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After

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@@ -0,0 +1,116 @@
/*
* Copyright (C) 2025 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "BackendTest.h"
#include "Shader.h"
#include "SharedShaders.h"
#include "TrianglePrimitive.h"
#include <backend/PixelBufferDescriptor.h>
#include <utils/FixedCapacityVector.h>
namespace test {
using namespace filament;
using namespace filament::backend;
using namespace filament::math;
TEST_F(BackendTest, AutoresolveDifferingSampleCounts) {
auto& api = getDriverApi();
constexpr int kRenderTargetSize = 512;
auto swapChain = addCleanup(createSwapChain());
api.makeCurrent(swapChain, swapChain);
Shader shader = SharedShaders::makeShader(api, *mCleanup,
{
.mVertexType = VertexShaderType::Simple,
.mFragmentType = FragmentShaderType::SolidColored,
.mUniformType = ShaderUniformType::Simple,
});
TrianglePrimitive triangle(api);
PipelineState ps = getColorWritePipelineState();
shader.addProgramToPipelineState(ps);
auto ubuffer = addCleanup(api.createBufferObject(sizeof(SimpleMaterialParams),
BufferObjectBinding::UNIFORM, BufferUsage::STATIC));
shader.bindUniform<SimpleMaterialParams>(api, ubuffer);
// Create a texture with sample count = 1.
Handle<HwTexture> texture = addCleanup(api.createTexture(SamplerType::SAMPLER_2D, 1,
TextureFormat::RGBA8, 1, kRenderTargetSize, kRenderTargetSize, 1,
TextureUsage::COLOR_ATTACHMENT | TextureUsage::SAMPLEABLE));
// First render pass: render a red triangle to a RenderTarget with 8 samples.
{
Handle<HwRenderTarget> renderTarget =
addCleanup(api.createRenderTarget(TargetBufferFlags::COLOR, kRenderTargetSize,
kRenderTargetSize, 8, 1, { { texture } }, {}, {}));
shader.uploadUniform(api, ubuffer,
SimpleMaterialParams{
.color = float4(1, 0, 0, 1),
});
RenderPassParams params = getClearColorRenderPass(float4(0));
params.viewport = { 0, 0, kRenderTargetSize, kRenderTargetSize };
RenderFrame frame(api);
api.beginRenderPass(renderTarget, params);
ps.primitiveType = PrimitiveType::TRIANGLES;
ps.vertexBufferInfo = triangle.getVertexBufferInfo();
api.bindPipeline(ps);
api.bindRenderPrimitive(triangle.getRenderPrimitive());
api.draw2(0, 3, 1);
api.endRenderPass();
api.commit(swapChain);
}
// Second render pass: render a green triangle to a RenderTarget with 4 samples, attached to
// the same texture.
{
Handle<HwRenderTarget> renderTarget =
addCleanup(api.createRenderTarget(TargetBufferFlags::COLOR, kRenderTargetSize,
kRenderTargetSize, 4, 1, { { texture } }, {}, {}));
shader.uploadUniform(api, ubuffer,
SimpleMaterialParams{
.color = float4(0, 1, 0, 1),
});
RenderPassParams params = getClearColorRenderPass(float4(0));
params.viewport = { 0, 0, kRenderTargetSize, kRenderTargetSize };
RenderFrame frame(api);
api.beginRenderPass(renderTarget, params);
ps.primitiveType = PrimitiveType::TRIANGLES;
ps.vertexBufferInfo = triangle.getVertexBufferInfo();
api.bindPipeline(ps);
api.bindRenderPrimitive(triangle.getRenderPrimitive());
api.draw2(0, 3, 1);
api.endRenderPass();
EXPECT_IMAGE(renderTarget, ScreenshotParams(kRenderTargetSize, kRenderTargetSize,
"AutoresolveDifferingSampleCounts", 1048576));
api.commit(swapChain);
}
}
} // namespace test

View File

@@ -798,16 +798,19 @@ RenderPass::Command* RenderPass::generateCommandsImpl(CommandTypeFlags extraFlag
cmd.info.rasterState.culling = cullingMode;
// FIXME: should writeDepthForShadowCasters take precedence over mi->getDepthWrite()?
cmd.info.rasterState.depthWrite = (1 // only keep bit 0
& (mi->isDepthWriteEnabled() | (mode == TransparencyMode::TWO_PASSES_ONE_SIDE)
| isPickingVariant)
& !(filterTranslucentObjects & translucent)
& !(depthFilterAlphaMaskedObjects & rs.alphaToCoverage))
| writeDepthForShadowCasters;
cmd.info.rasterState.depthWrite =
(1 // only keep bit 0
& (mi->isDepthWriteEnabled() |
(mode == TransparencyMode::TWO_PASSES_ONE_SIDE) |
isPickingVariant) &
!(depthFilterAlphaMaskedObjects & rs.alphaToCoverage)) |
writeDepthForShadowCasters;
*curr = cmd;
// cancel command if both front and back faces are culled
curr->key |= select(cullingMode == CullingMode::FRONT_AND_BACK);
// cancel command if asked to filter translucent objects
curr->key |= select(filterTranslucentObjects & translucent);
}
++curr;

View File

@@ -798,12 +798,6 @@ void FEngine::submitFrame() {
void FEngine::flush() {
// flush the command buffer
flushCommandBuffer(mCommandBufferQueue);
// In single-threaded mode, we have to call execute() to drain the command
// buffer to really free up space
if constexpr (!UTILS_HAS_THREADING) {
execute();
}
}
void FEngine::flushAndWait() {
@@ -926,7 +920,12 @@ int FEngine::loop() {
void FEngine::flushCommandBuffer(CommandBufferQueue& commandBufferQueue) const {
getDriver().purge();
commandBufferQueue.flush();
commandBufferQueue.flush([this](void* begin, void* end) {
UTILS_UNUSED FEngine* engine = const_cast<FEngine*>(this);
#if FILAMENT_DEBUG_COMMANDS_HISTOGRAM
engine->getDriverApi().debugPrintHistogram(begin, end);
#endif
});
}
const FMaterial* FEngine::getSkyboxMaterial() const noexcept {

View File

@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.69.4"
spec.version = "1.69.3"
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/v1.69.3/filament-v1.69.3-ios.tgz" }
spec.libraries = 'c++'

View File

@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.69.4",
"version": "1.69.3",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",