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Powei Feng 5f08c87424 fgviewer: add ability to look at rendertargets 2026-01-20 14:05:27 -08:00
186 changed files with 1987 additions and 5225 deletions
+25
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@@ -0,0 +1,25 @@
name: Android
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-android:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
build-abi: armeabi-v7a,arm64-v8a,x86_64
+29
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@@ -0,0 +1,29 @@
name: iOS
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-ios:
name: build-ios
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-ios
path: out/filament-release-ios.tgz
- name: Build iOS samples
run: |
cd build/ios && ./build-samples.sh continuous
+26
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@@ -0,0 +1,26 @@
name: Linux
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-linux
path: out/filament-release-linux.tgz
+29
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@@ -0,0 +1,29 @@
name: macOS
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-mac
path: out/filament-release-darwin.tgz
- name: Check public headers
run: |
test/check-headers/test.sh out/release/filament/include
-59
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@@ -1,59 +0,0 @@
name: 'Postsubmit Tasks'
on:
push:
branches:
- main
jobs:
update-renderdiff-goldens:
name: update-renderdiff-goldens
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install tifffile numpy
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
GOLDEN_BRANCH=$(echo "${COMMIT_MESSAGE}" | python3 test/renderdiff/src/commit_msg.py)
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
if [[ "${GOLDEN_BRANCH}" != "main" ]]; then
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
echo "branch==${GOLDEN_BRANCH}"
echo "hash==${COMMIT_HASH}"
python3 test/renderdiff/src/update_golden.py --branch=${GOLDEN_BRANCH} \
--merge-to-main --filament-tag=${COMMIT_HASH} --golden-repo-token=${GH_TOKEN}
fi
update-docs:
name: update-docs
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install selenium
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
run: |
bash docs_src/build/install_mdbook.sh && source ~/.bashrc
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
bash docs_src/build/postsubmit.sh ${COMMIT_HASH} ${GH_TOKEN}
+39 -95
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@@ -1,115 +1,59 @@
name: 'Postsubmit CI'
name: 'Post-submit tasks'
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-android:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-16core'
update-renderdiff-goldens:
name: update-renderdiff-goldens
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
build-abi: armeabi-v7a,arm64-v8a,x86_64
build-ios:
name: build-ios
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install tifffile numpy
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
cd build/ios && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-ios
path: out/filament-release-ios.tgz
- name: Build iOS samples
run: |
cd build/ios && ./build-samples.sh continuous
build-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
GOLDEN_BRANCH=$(echo "${COMMIT_MESSAGE}" | python3 test/renderdiff/src/commit_msg.py)
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
if [[ "${GOLDEN_BRANCH}" != "main" ]]; then
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
echo "branch==${GOLDEN_BRANCH}"
echo "hash==${COMMIT_HASH}"
python3 test/renderdiff/src/update_golden.py --branch=${GOLDEN_BRANCH} \
--merge-to-main --filament-tag=${COMMIT_HASH} --golden-repo-token=${GH_TOKEN}
fi
update-docs:
name: update-docs
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install selenium
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
run: |
cd build/linux && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-linux
path: out/filament-release-linux.tgz
build-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-mac
path: out/filament-release-darwin.tgz
- name: Check public headers
run: |
test/check-headers/test.sh out/release/filament/include
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-web
path: out/filament-release-web.tgz
build-windows:
name: build-windows
runs-on: windows-2022-32core
steps:
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
build\windows\build-github.bat continuous
shell: cmd
- uses: actions/upload-artifact@v4
with:
name: filament-windows
path: out/filament-windows.tgz
bash docs_src/build/install_mdbook.sh && source ~/.bashrc
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
bash docs_src/build/postsubmit.sh ${COMMIT_HASH} ${GH_TOKEN}
+1 -1
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@@ -1,4 +1,4 @@
name: 'Presubmit CI'
name: Presubmit
on:
push:
+27
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@@ -0,0 +1,27 @@
name: Web
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-web
path: out/filament-release-web.tgz
+24
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@@ -0,0 +1,24 @@
name: Windows
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-windows:
name: build-windows
runs-on: windows-2022-32core
steps:
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
build\windows\build-github.bat continuous
shell: cmd
- uses: actions/upload-artifact@v4
with:
name: filament-windows
path: out/filament-windows.tgz
+18 -18
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@@ -1,6 +1,6 @@
# Building Filament
## Building Filament
## Prerequisites
### Prerequisites
To build Filament, you must first install the following tools:
@@ -18,7 +18,7 @@ To build Filament for Android you must also install the following:
- Android NDK 25.1 or higher
- Java 17
## Environment variables
### Environment variables
To build Filament for Android, make sure the environment variable `ANDROID_HOME` points to the
location of your Android SDK.
@@ -30,7 +30,7 @@ When building for WebGL, you'll also need to set `EMSDK`. See [WebAssembly](#web
We recommend using CLion to develop for Filament. Simply open the root directory's CMakeLists.txt
in CLion to obtain a usable project.
## Easy build
### Easy build
Once the required OS specific dependencies listed below are installed, you can use the script
located in `build.sh` to build Filament easily on macOS and Linux.
@@ -67,7 +67,7 @@ For more specialized options, please also consider the following pages:
- `-t`: [`fgviewer`](https://google.github.io/filament/dup/fgviewer.html)
- `-b` and `-y`: [ASAN/UBSAN builds](https://google.github.io/filament/notes/asan_ubsan.html)
## Filament-specific CMake Options
### Filament-specific CMake Options
The following CMake options are boolean options specific to Filament:
@@ -89,7 +89,7 @@ cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
Options can also be set with the CMake GUI.
## Linux
### Linux
Make sure you've installed the following dependencies:
@@ -148,7 +148,7 @@ ninja
This will build Filament, its tests and samples, and various host tools.
## macOS
### macOS
To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:
@@ -169,7 +169,7 @@ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/fila
ninja
```
## iOS
### iOS
The easiest way to build Filament for iOS is to use `build.sh` and the
`-p ios` flag. For instance to build the debug target:
@@ -180,9 +180,9 @@ The easiest way to build Filament for iOS is to use `build.sh` and the
See [ios/samples/README.md](./ios/samples/README.md) for more information.
## Windows
### Windows
### Building on Windows with Visual Studio 2019 or later
#### Building on Windows with Visual Studio 2019 or later
Install the following components:
@@ -225,7 +225,7 @@ You can also use CMake to invoke the build without opening Visual Studio. For ex
cmake --build . --target gltf_viewer --config Release
```
## Android
### Android
Before building Filament for Android, make sure to build Filament for your host. Some of the
host tools are required to successfully build for Android.
@@ -242,13 +242,13 @@ foremost for `arm64-v8a`.
To build Android on Windows machines, see [android/Windows.md](android/Windows.md).
### Important: SDK location
#### Important: SDK location
Either ensure your `ANDROID_HOME` environment variable is set or make sure the root project
contains a `local.properties` file with the `sdk.dir` property pointing to your installation of
the Android SDK.
### Easy Android build
#### Easy Android build
The easiest way to build Filament for Android is to use `build.sh` and the
`-p android` flag. For instance to build the release target:
@@ -266,7 +266,7 @@ The output APK can be found in `android/samples/sample-hello-triangle/build/outp
Run `build.sh -h` for more information.
### Android Studio
#### Android Studio
You must use the latest stable release of Android Studio.
@@ -296,7 +296,7 @@ device's architecture. So if you are targeting a new Pixel phone, make sure that
an emulator on a Linux machine with an x86 64-bit chipset, you would indicate (`-q x86_64`) in the above step.
### Manual builds
#### Manual builds
Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (`aarch64`).
@@ -324,7 +324,7 @@ This will generate Filament's Android binaries in `out/android-release`. This lo
to build the Android Studio projects located in `filament/android`. After install, the library
binaries should be found in `out/android-release/filament/lib/arm64-v8a`.
### AAR
#### AAR
Before you attempt to build the AAR, make sure you've compiled and installed the native libraries
as explained in the sections above. You must have the following ABIs built in
@@ -356,7 +356,7 @@ Alternatively you can build the AAR from the command line by executing the follo
The `-Pcom.google.android.filament.dist-dir` can be used to specify a different installation
directory (it must match the CMake install prefix used in the previous steps).
### Using Filament's AAR
#### Using Filament's AAR
Create a new module in your project and select _Import .JAR or .AAR Package_ when prompted. Make
sure to add the newly created module as a dependency to your application.
@@ -397,7 +397,7 @@ productFlavors {
}
```
## WebAssembly
### WebAssembly
The core Filament library can be cross-compiled to WebAssembly from either macOS or Linux. To get
started, follow the instructions for building Filament on your platform ([macOS](#macos) or
+2 -11
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@@ -10,7 +10,6 @@ cmake_minimum_required(VERSION 3.22.1)
# ==================================================================================================
# Toolchain configuration
# ==================================================================================================
# On iOS, the deployment target is set inside third_party/clang/ios.cmake
if (APPLE AND NOT IOS)
# This must be set before project() is called
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15 CACHE STRING "")
@@ -368,22 +367,14 @@ endif()
if (LINUX)
option(USE_STATIC_LIBCXX "Link against the static runtime libraries." ON)
# Add this step to support both glibc-based Linux distributions (e.g., Ubuntu, Debian)
# and musl-based distributions (e.g., Alpine).
include(CheckSymbolExists)
check_symbol_exists(__GLIBC__ "features.h" CLANG_WITH_GLIBC)
if (${USE_STATIC_LIBCXX})
if (FILAMENT_USING_GCC)
link_libraries("-static-libgcc -static-libstdc++")
elseif (CLANG_WITH_GLIBC)
else ()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
link_libraries("-static-libgcc -static-libstdc++")
link_libraries(libc++.a)
link_libraries(libc++abi.a)
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static")
endif()
endif()
@@ -587,7 +578,7 @@ if (FILAMENT_SUPPORTS_METAL)
endif()
# Building filamat increases build times and isn't required for web, so turn it off by default.
if (NOT WEBGL)
if (NOT WEBGL AND NOT IOS)
option(FILAMENT_BUILD_FILAMAT "Build filamat and JNI buildings" ON)
else()
option(FILAMENT_BUILD_FILAMAT "Build filamat and JNI buildings" OFF)
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.69.0'
implementation 'com.google.android.filament:filament-android:1.68.3'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.69.0'
pod 'Filament', '~> 1.68.3'
```
## Documentation
-9
View File
@@ -7,15 +7,6 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.69.0
- engine: Support custom attributes morphing, and allow for omitting position and/or normal data. [⚠️ **Recompile Materials**]
## v1.68.5
- engine: "native" Streams are officially deprecated. Use "acquired" streams instead.
- engine: add "engine.skip_frame_when_cpu_ahead_of_display" feature [b/474599530]
## v1.68.4
- gltfio: Add optional support for webp textures (EXT_texture_webp), controlled via FILAMENT_SUPPORTS_WEBP_TEXTURES cmake option
+1 -1
View File
@@ -194,7 +194,7 @@ subprojects {
google()
}
if (!name.startsWith("sample") && name != "filament-tools") {
if (!name.startsWith("sample")) {
apply plugin: 'com.android.library'
android {
@@ -18,7 +18,6 @@
#include <filament/Camera.h>
#include <filament/Engine.h>
#include <filament/MorphTargetBuffer.h>
#include <utils/Entity.h>
#include <utils/EntityManager.h>
@@ -208,14 +207,6 @@ Java_com_google_android_filament_Engine_nDestroySkinningBuffer(JNIEnv*, jclass,
return engine->destroy(skinningBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nDestroyMorphTargetBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMorphTargetBuffer) {
Engine* engine = (Engine*) nativeEngine;
MorphTargetBuffer* mtb = (MorphTargetBuffer*) nativeMorphTargetBuffer;
return engine->destroy(mtb);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nDestroyIndirectLight(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndirectLight) {
@@ -337,13 +328,6 @@ Java_com_google_android_filament_Engine_nIsValidSkinningBuffer(JNIEnv*, jclass,
return (jboolean)engine->isValid((SkinningBuffer*)nativeSkinningBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidMorphTargetBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMorphTargetBuffer) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean) engine->isValid((MorphTargetBuffer*) nativeMorphTargetBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidIndirectLight(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndirectLight) {
@@ -58,27 +58,6 @@ Java_com_google_android_filament_MorphTargetBuffer_nBuilderCount(JNIEnv*, jclass
builder->count((size_t) count);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderWithPositions(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
MorphTargetBuffer::Builder* builder = (MorphTargetBuffer::Builder*) nativeBuilder;
builder->withPositions(enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderWithTangents(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
MorphTargetBuffer::Builder* builder = (MorphTargetBuffer::Builder*) nativeBuilder;
builder->withTangents(enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderEnableCustomMorphing(JNIEnv*,
jclass, jlong nativeBuilder, jboolean enabled) {
MorphTargetBuffer::Builder* builder = (MorphTargetBuffer::Builder*) nativeBuilder;
builder->enableCustomMorphing(enabled);
}
extern "C"
JNIEXPORT jlong JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderBuild(JNIEnv*, jclass,
@@ -133,24 +112,3 @@ Java_com_google_android_filament_MorphTargetBuffer_nGetCount(JNIEnv*, jclass,
MorphTargetBuffer *morphTargetBuffer = (MorphTargetBuffer *) nativeObject;
return (jint)morphTargetBuffer->getCount();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nHasPositions(JNIEnv*, jclass,
jlong nativeObject) {
MorphTargetBuffer* morphTargetBuffer = (MorphTargetBuffer*) nativeObject;
return (jboolean) morphTargetBuffer->hasPositions();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nHasTangents(JNIEnv*, jclass,
jlong nativeObject) {
MorphTargetBuffer* morphTargetBuffer = (MorphTargetBuffer*) nativeObject;
return (jboolean) morphTargetBuffer->hasTangents();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nIsCustomMorphingEnabled(JNIEnv*, jclass,
jlong nativeObject) {
MorphTargetBuffer* morphTargetBuffer = (MorphTargetBuffer*) nativeObject;
return (jboolean) morphTargetBuffer->isCustomMorphingEnabled();
}
@@ -52,11 +52,6 @@ Java_com_google_android_filament_ToneMapper_nCreatePBRNeutralToneMapper(JNIEnv*,
return (jlong) new PBRNeutralToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateGT7ToneMapper(JNIEnv*, jclass) {
return (jlong) new GT7ToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateAgxToneMapper(JNIEnv*, jclass, jint look) {
return (jlong) new AgxToneMapper(AgxToneMapper::AgxLook(look));
@@ -939,15 +939,6 @@ public class Engine {
return nIsValidSkinningBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidMorphTargetBuffer(@NonNull MorphTargetBuffer object) {
return nIsValidMorphTargetBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
@@ -1201,15 +1192,6 @@ public class Engine {
skinningBuffer.clearNativeObject();
}
/**
* Destroys a {@link MorphTargetBuffer} and frees all its associated resources.
* @param morphTargetBuffer the {@link MorphTargetBuffer} to destroy
*/
public void destroyMorphTargetBuffer(@NonNull MorphTargetBuffer morphTargetBuffer) {
assertDestroy(nDestroyMorphTargetBuffer(getNativeObject(), morphTargetBuffer.getNativeObject()));
morphTargetBuffer.clearNativeObject();
}
/**
* Destroys a {@link IndirectLight} and frees all its associated resources.
* @param ibl the {@link IndirectLight} to destroy
@@ -1501,7 +1483,6 @@ public class Engine {
private static native boolean nDestroyIndexBuffer(long nativeEngine, long nativeIndexBuffer);
private static native boolean nDestroyVertexBuffer(long nativeEngine, long nativeVertexBuffer);
private static native boolean nDestroySkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nDestroyMorphTargetBuffer(long nativeEngine, long nativeMorphTargetBuffer);
private static native boolean nDestroyIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nDestroyMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nDestroyMaterialInstance(long nativeEngine, long nativeMaterialInstance);
@@ -1518,7 +1499,6 @@ public class Engine {
private static native boolean nIsValidIndexBuffer(long nativeEngine, long nativeIndexBuffer);
private static native boolean nIsValidVertexBuffer(long nativeEngine, long nativeVertexBuffer);
private static native boolean nIsValidSkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nIsValidMorphTargetBuffer(long nativeEngine, long nativeMorphTargetBuffer);
private static native boolean nIsValidIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nIsValidMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nIsValidMaterialInstance(long nativeEngine, long nativeMaterial, long nativeMaterialInstance);
@@ -64,45 +64,6 @@ public class MorphTargetBuffer {
return this;
}
/**
* Use this method to enable or disable the built-in position morphing buffer.
* Default is true.
*
* @param enabled true to enable, false to disable
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder withPositions(boolean enabled) {
nBuilderWithPositions(mNativeBuilder, enabled);
return this;
}
/**
* Use this method to enable or disable the built-in tangent morphing buffer.
* Default is true.
*
* @param enabled true to enable, false to disable
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder withTangents(boolean enabled) {
nBuilderWithTangents(mNativeBuilder, enabled);
return this;
}
/**
* Use this method to enable or disable custom morphing.
* Default is false.
*
* @param enabled true to enable, false to disable
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder enableCustomMorphing(boolean enabled) {
nBuilderEnableCustomMorphing(mNativeBuilder, enabled);
return this;
}
/**
* Creates and returns the <code>MorphTargetBuffer</code> object.
*
@@ -195,27 +156,6 @@ public class MorphTargetBuffer {
return nGetCount(mNativeObject);
}
/**
* @return true if this MorphTargetBuffer has a position buffer.
*/
public boolean hasPositions() {
return nHasPositions(mNativeObject);
}
/**
* @return true if this MorphTargetBuffer has a tangent buffer.
*/
public boolean hasTangents() {
return nHasTangents(mNativeObject);
}
/**
* @return true if custom morphing is enabled.
*/
public boolean isCustomMorphingEnabled() {
return nIsCustomMorphingEnabled(mNativeObject);
}
public long getNativeObject() {
if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed MorphTargetBuffer");
@@ -231,16 +171,10 @@ public class MorphTargetBuffer {
private static native void nDestroyBuilder(long nativeBuilder);
private static native void nBuilderVertexCount(long nativeBuilder, int vertexCount);
private static native void nBuilderCount(long nativeBuilder, int count);
private static native void nBuilderWithPositions(long nativeBuilder, boolean enabled);
private static native void nBuilderWithTangents(long nativeBuilder, boolean enabled);
private static native void nBuilderEnableCustomMorphing(long nativeBuilder, boolean enabled);
private static native long nBuilderBuild(long nativeBuilder, long nativeEngine);
private static native int nSetPositionsAt(long nativeObject, long nativeEngine, int targetIndex, float[] positions, int count);
private static native int nSetTangentsAt(long nativeObject, long nativeEngine, int targetIndex, short[] tangents, int count);
private static native int nGetVertexCount(long nativeObject);
private static native int nGetCount(long nativeObject);
private static native boolean nHasPositions(long nativeObject);
private static native boolean nHasTangents(long nativeObject);
private static native boolean nIsCustomMorphingEnabled(long nativeObject);
}
@@ -24,7 +24,6 @@ package com.google.android.filament;
* <li>ACESLegacyToneMapper</li>
* <li>FilmicToneMapper</li>
* <li>PBRNeutralToneMapper</li>
* <li>GT7ToneMapper</li>
* </ul>
* <li>Debug/validation tone mapping operators</li>
* <ul>
@@ -112,19 +111,6 @@ public class ToneMapper {
}
}
/**
* Gran Turismo 7 tone mapping operator. This tone mapper was designed
* to preserve the appearance of materials across lighting conditions while
* avoiding artifacts in the highlights in high dynamic range conditions.
* This tone mapper targets an SDR paper white value of 250 nits, with a
* reference luminance of 100 cd/m^2 (a value of 1.0 in the HDR framebuffer).
*/
public static class GT7ToneMapper extends ToneMapper {
public GT7ToneMapper() {
super(nCreateGT7ToneMapper());
}
}
/**
* AgX tone mapping operator.
*/
@@ -258,7 +244,6 @@ public class ToneMapper {
private static native long nCreateACESLegacyToneMapper();
private static native long nCreateFilmicToneMapper();
private static native long nCreatePBRNeutralToneMapper();
private static native long nCreateGT7ToneMapper();
private static native long nCreateAgxToneMapper(int look);
private static native long nCreateGenericToneMapper(
float contrast, float midGrayIn, float midGrayOut, float hdrMax);
-12
View File
@@ -1,12 +0,0 @@
*.iml
.gradle
/local.properties
/.idea/workspace.xml
/.idea/libraries
/.idea/caches
/.idea/gradle.xml
.DS_Store
/build
/captures
.externalNativeBuild
/.cxx
-64
View File
@@ -1,64 +0,0 @@
plugins {
id "de.undercouch.download" version "5.6.0"
}
apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
def tools = ['matc', 'cmgen']
def platforms = [
'mac': [classifier: 'osx-aarch64', archive: "filament-v${VERSION_NAME}-mac.tgz", path: { t -> "filament/bin/${t}" }],
'linux': [classifier: 'linux-x86_64', archive: "filament-v${VERSION_NAME}-linux.tgz", path: { t -> "filament/bin/${t}" }],
'windows': [classifier: 'windows-x86_64', archive: "filament-v${VERSION_NAME}-windows.tgz", path: { t -> "bin/${t}.exe" }]
]
platforms.each { platform, config ->
def platformName = platform.capitalize()
def remoteUrl = "https://github.com/google/filament/releases/download/v${VERSION_NAME}/${config.archive}"
def downloadFile = file("${buildDir}/downloads/${config.archive}")
def extractDir = file("${buildDir}/extracted/filament-v${VERSION_NAME}-${platform}")
task "downloadRelease${platformName}"(type: Download) {
src remoteUrl
dest downloadFile
overwrite false
}
def extractionTask = task "extractTools${platformName}"(dependsOn: "downloadRelease${platformName}", type: Copy) {
group = "setup"
from tarTree(resources.gzip(downloadFile))
// Include specific tools based on platform pattern
include tools.collect { tool -> config.path(tool) }
// Flatten the path so it lands directly in 'into'
eachFile { fcd ->
fcd.relativePath = new RelativePath(true, fcd.name)
}
into extractDir
includeEmptyDirs = false
}
}
publishing {
publications {
tools.each { toolName ->
create(toolName, MavenPublication) {
artifactId = toolName
platforms.each { platform, config ->
def extractDir = file("${buildDir}/extracted/filament-v${VERSION_NAME}-${platform}")
def archivePath = config.path(toolName)
def exeName = new File(archivePath).name
artifact(new File(extractDir, exeName)) {
classifier = config.classifier
extension = "exe"
builtBy tasks.named("extractTools${platform.capitalize()}")
}
}
}
}
}
}
-2
View File
@@ -1,2 +0,0 @@
POM_NAME=Filament
POM_PACKAGING=exe
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.69.0
VERSION_NAME=1.68.3
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
-1
View File
@@ -3,7 +3,6 @@ include ':filament-android'
include ':filamat-android'
include ':gltfio-android'
include ':filament-utils-android'
include ':filament-tools'
// Samples
include ':samples:sample-gltf-viewer'
+5 -5
View File
@@ -3,7 +3,7 @@
<head>
<!-- Book generated using mdBook -->
<meta charset="UTF-8">
<title>Maven - Filament</title>
<title>Maven Release - Filament</title>
<!-- Custom HTML head -->
@@ -218,11 +218,11 @@ the <strong>Publish</strong> button to publish the artifacts. It typically takes
<nav class="nav-wrapper" aria-label="Page navigation">
<!-- Mobile navigation buttons -->
<a rel="prev" href="../release/cocoapods.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
<a rel="prev" href="../build/windows_android.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
<i class="fa fa-angle-left"></i>
</a>
<a rel="next prefetch" href="../release/guide.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<a rel="next prefetch" href="../dup/contributing.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<i class="fa fa-angle-right"></i>
</a>
@@ -232,11 +232,11 @@ the <strong>Publish</strong> button to publish the artifacts. It typically takes
</div>
<nav class="nav-wide-wrapper" aria-label="Page navigation">
<a rel="prev" href="../release/cocoapods.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
<a rel="prev" href="../build/windows_android.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
<i class="fa fa-angle-left"></i>
</a>
<a rel="next prefetch" href="../release/guide.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<a rel="next prefetch" href="../dup/contributing.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<i class="fa fa-angle-right"></i>
</a>
</nav>
+3 -3
View File
@@ -3,7 +3,7 @@
<head>
<!-- Book generated using mdBook -->
<meta charset="UTF-8">
<title>Android on Windows - Filament</title>
<title>Build for Android on Windows - Filament</title>
<!-- Custom HTML head -->
@@ -273,7 +273,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
<i class="fa fa-angle-left"></i>
</a>
<a rel="next prefetch" href="../dup/contributing.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<a rel="next prefetch" href="../build/maven_release.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<i class="fa fa-angle-right"></i>
</a>
@@ -287,7 +287,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
<i class="fa fa-angle-left"></i>
</a>
<a rel="next prefetch" href="../dup/contributing.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<a rel="next prefetch" href="../build/maven_release.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<i class="fa fa-angle-right"></i>
</a>
</nav>
-255
View File
@@ -1,255 +0,0 @@
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<html lang="en" class="light sidebar-visible" dir="ltr">
<head>
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<meta charset="UTF-8">
<title>backend - Filament</title>
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<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="theme-color" content="#ffffff">
<link rel="shortcut icon" href="../favicon.png">
<link rel="stylesheet" href="../css/variables.css">
<link rel="stylesheet" href="../css/general.css">
<link rel="stylesheet" href="../css/chrome.css">
<!-- Fonts -->
<link rel="stylesheet" href="../FontAwesome/css/font-awesome.css">
<link rel="stylesheet" href="../fonts/fonts.css">
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<link rel="stylesheet" href="../highlight.css">
<link rel="stylesheet" href="../tomorrow-night.css">
<link rel="stylesheet" href="../ayu-highlight.css">
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<script async src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.1/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<!-- Provide site root to javascript -->
<script>
var path_to_root = "../";
var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "light" : "light";
</script>
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<script src="../toc.js"></script>
</head>
<body>
<div id="body-container">
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try {
var theme = localStorage.getItem('mdbook-theme');
var sidebar = localStorage.getItem('mdbook-sidebar');
if (theme.startsWith('"') && theme.endsWith('"')) {
localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1));
}
if (sidebar.startsWith('"') && sidebar.endsWith('"')) {
localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1));
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try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { }
if (theme === null || theme === undefined) { theme = default_theme; }
const html = document.documentElement;
html.classList.remove('light')
html.classList.add(theme);
html.classList.add("js");
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var sidebar = null;
var sidebar_toggle = document.getElementById("sidebar-toggle-anchor");
if (document.body.clientWidth >= 1080) {
try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { }
sidebar = sidebar || 'visible';
} else {
sidebar = 'hidden';
}
sidebar_toggle.checked = sidebar === 'visible';
html.classList.remove('sidebar-visible');
html.classList.add("sidebar-" + sidebar);
</script>
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
<div style="display:flex;align-items:center;justify-content:center">
<img class="flogo" src="../images/filament_logo_small.png"></img>
</div>
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<mdbook-sidebar-scrollbox class="sidebar-scrollbox"></mdbook-sidebar-scrollbox>
<noscript>
<iframe class="sidebar-iframe-outer" src="../toc.html"></iframe>
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<div class="right-buttons">
<a href="https://github.com/google/filament" title="Git repository" aria-label="Git repository">
<i id="git-repository-button" class="fa fa-github"></i>
</a>
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<form id="searchbar-outer" class="searchbar-outer">
<input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header">
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<div id="content" class="content">
<main>
<h1 id="backend-unit-tests"><a class="header" href="#backend-unit-tests">Backend Unit Tests</a></h1>
<p>These are tests that ensure the Filament backend is working properly on various operating systems
and graphics backends.</p>
<p>The majority of these tests generate images that are then compared against a known golden image.</p>
<h2 id="running-with-a-specific-graphics-library"><a class="header" href="#running-with-a-specific-graphics-library">Running with a specific graphics library</a></h2>
<p>Run with <code>-a&lt;backend&gt;</code> to run with a specific backend, such as <code>-avulkan</code> for vulkan or <code>-ametal</code>
for metal.</p>
<h2 id="image-comparisons"><a class="header" href="#image-comparisons">Image comparisons</a></h2>
<p>The expected images are stored as PNG files in the <code>expected_images</code> subdirectory of the test source
code. When cmake is run it will copy this directory to the build output creating
<code>images/expected_images</code> inside the same directory as the unit test binary.</p>
<p>The unit tests will then write their resulting images into <code>images/actual_images</code> in order to make
the tests easier to debug.</p>
<p>If an image comparison test fails, it writes a diff image to <code>images/diff_images</code> where each pixel of the diff is white (255,255,255) if the comparison for the corresponding pixel succeeds and black (0,0,0) of the comparison for the corresponding pixel fails.</p>
<h3 id="python-utility-for-updating-golden-images-and-comparing-results"><a class="header" href="#python-utility-for-updating-golden-images-and-comparing-results">Python utility for updating golden images and comparing results</a></h3>
<p>Inside the unit test source code directory there is a python script called
<code>move_actual_images_to_expected.py</code>.
It will display the actual and expected images side-by-side and copy the actual image into the
source tree's <code>expected_images</code> directory if the user approves the change.</p>
<h4 id="directories"><a class="header" href="#directories">Directories</a></h4>
<p>The <code>-r</code> flag is required and should be the directory where the test binary is.</p>
<p>If not running the script from the directory it's in, <code>-s</code> should be the source code's
<code>expected_images</code> directory.</p>
<h4 id="configuring-comparemove-behavior"><a class="header" href="#configuring-comparemove-behavior">Configuring compare/move behavior</a></h4>
<p>The <code>-c</code> flag has the tool display the actual and expected images side-by-side. By default it
does this by opening both with the OS's default behavior. <code>-p</code> can be used to specify a different
terminal program.</p>
<p>The <code>-m</code> flag has the tool move the actual image to overwrite the expected image in the source
tree. If the images are also being compared then the move will only happen if the user approves the
change.</p>
<p>After updating the expected images, cmake will need to be run again to copy them to the binary's
directory. Also, currently some platforms can't load images to compare and so have the hash
hardcoded into the test source code, so for now those need to be updated by running the test and
copying the value manually.</p>
<h4 id="picking-which-tests-to-compare"><a class="header" href="#picking-which-tests-to-compare">Picking which tests to compare</a></h4>
<p>The <code>-x</code> flag causes the tool to check the <code>test_detail.xml</code> file and only process the images who
failed a comparison. <code>--gtest_output=xml</code> needs to be passed to the test binary to generate this
file.</p>
<p>The <code>-t</code> argument takes a list of images to compare, provided as the file name without the <code>.png</code>
suffix.</p>
<h2 id="unsupported-tests"><a class="header" href="#unsupported-tests">Unsupported tests</a></h2>
<p>If a test depends on a feature that is unsupported by the current environment, it will start with
the <code>SKIP_IF</code> macro. This will cause the test to not be run.</p>
</main>
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+1 -2
View File
@@ -158,8 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="bluevk"><a class="header" href="#bluevk">bluevk</a></h1>
<h2 id="updating-vulkan-headers"><a class="header" href="#updating-vulkan-headers">Updating Vulkan headers</a></h2>
<h2 id="updating-vulkan-headers"><a class="header" href="#updating-vulkan-headers">Updating Vulkan headers</a></h2>
<p>To update the Vulkan headers, perform the following steps.</p>
<p>First, find the latest version of the Vulkan headers here:
https://github.com/KhronosGroup/Vulkan-Headers/tags</p>
+18 -18
View File
@@ -158,8 +158,8 @@
<div id="content" class="content">
<main>
<h1 id="building-filament"><a class="header" href="#building-filament">Building Filament</a></h1>
<h2 id="prerequisites"><a class="header" href="#prerequisites">Prerequisites</a></h2>
<h2 id="building-filament"><a class="header" href="#building-filament">Building Filament</a></h2>
<h3 id="prerequisites"><a class="header" href="#prerequisites">Prerequisites</a></h3>
<p>To build Filament, you must first install the following tools:</p>
<ul>
<li>CMake 3.22.1 (or more recent)</li>
@@ -175,14 +175,14 @@ section below.</p>
<li>Android NDK 25.1 or higher</li>
<li>Java 17</li>
</ul>
<h2 id="environment-variables"><a class="header" href="#environment-variables">Environment variables</a></h2>
<h3 id="environment-variables"><a class="header" href="#environment-variables">Environment variables</a></h3>
<p>To build Filament for Android, make sure the environment variable <code>ANDROID_HOME</code> points to the
location of your Android SDK.</p>
<p>When building for WebGL, you'll also need to set <code>EMSDK</code>. See <a href="#webassembly">WebAssembly</a>.</p>
<h3 id="ide"><a class="header" href="#ide">IDE</a></h3>
<p>We recommend using CLion to develop for Filament. Simply open the root directory's CMakeLists.txt
in CLion to obtain a usable project.</p>
<h2 id="easy-build"><a class="header" href="#easy-build">Easy build</a></h2>
<h3 id="easy-build"><a class="header" href="#easy-build">Easy build</a></h3>
<p>Once the required OS specific dependencies listed below are installed, you can use the script
located in <code>build.sh</code> to build Filament easily on macOS and Linux.</p>
<p>This script can be invoked from anywhere and will produce build artifacts in the <code>out/</code> directory
@@ -206,7 +206,7 @@ The script offers more features described by executing <code>build.sh -h</code>.
<li><code>-t</code>: <a href="https://google.github.io/filament/dup/fgviewer.html"><code>fgviewer</code></a></li>
<li><code>-b</code> and <code>-y</code>: <a href="https://google.github.io/filament/notes/asan_ubsan.html">ASAN/UBSAN builds</a></li>
</ul>
<h2 id="filament-specific-cmake-options"><a class="header" href="#filament-specific-cmake-options">Filament-specific CMake Options</a></h2>
<h3 id="filament-specific-cmake-options"><a class="header" href="#filament-specific-cmake-options">Filament-specific CMake Options</a></h3>
<p>The following CMake options are boolean options specific to Filament:</p>
<ul>
<li><code>FILAMENT_ENABLE_LTO</code>: Enable link-time optimizations if supported by the compiler</li>
@@ -223,7 +223,7 @@ The script offers more features described by executing <code>build.sh -h</code>.
cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
</code></pre>
<p>Options can also be set with the CMake GUI.</p>
<h2 id="linux"><a class="header" href="#linux">Linux</a></h2>
<h3 id="linux"><a class="header" href="#linux">Linux</a></h3>
<p>Make sure you've installed the following dependencies:</p>
<ul>
<li><code>clang-16</code> or higher</li>
@@ -265,7 +265,7 @@ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
<pre><code class="language-shell">ninja
</code></pre>
<p>This will build Filament, its tests and samples, and various host tools.</p>
<h2 id="macos"><a class="header" href="#macos">macOS</a></h2>
<h3 id="macos"><a class="header" href="#macos">macOS</a></h3>
<p>To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:</p>
<pre><code class="language-shell">xcode-select --install
@@ -278,14 +278,14 @@ cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
ninja
</code></pre>
<h2 id="ios"><a class="header" href="#ios">iOS</a></h2>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>The easiest way to build Filament for iOS is to use <code>build.sh</code> and the
<code>-p ios</code> flag. For instance to build the debug target:</p>
<pre><code class="language-shell">./build.sh -p ios debug
</code></pre>
<p>See <a href="./ios/samples/README.html">ios/samples/README.md</a> for more information.</p>
<h2 id="windows"><a class="header" href="#windows">Windows</a></h2>
<h3 id="building-on-windows-with-visual-studio-2019-or-later"><a class="header" href="#building-on-windows-with-visual-studio-2019-or-later">Building on Windows with Visual Studio 2019 or later</a></h3>
<h3 id="windows"><a class="header" href="#windows">Windows</a></h3>
<h4 id="building-on-windows-with-visual-studio-2019-or-later"><a class="header" href="#building-on-windows-with-visual-studio-2019-or-later">Building on Windows with Visual Studio 2019 or later</a></h4>
<p>Install the following components:</p>
<ul>
<li><a href="https://www.visualstudio.com/downloads">Visual Studio 2019 or later</a></li>
@@ -314,7 +314,7 @@ target in the <em>Solution Explorer</em> and choose <em>Build</em> to build a sp
<code>out</code> folder run the following command.</p>
<pre><code class="language-bat">cmake --build . --target gltf_viewer --config Release
</code></pre>
<h2 id="android"><a class="header" href="#android">Android</a></h2>
<h3 id="android"><a class="header" href="#android">Android</a></h3>
<p>Before building Filament for Android, make sure to build Filament for your host. Some of the
host tools are required to successfully build for Android.</p>
<p>Filament can be built for the following architectures:</p>
@@ -327,11 +327,11 @@ host tools are required to successfully build for Android.</p>
<p>Note that the main target is the ARM 64-bit target. Our implementation is optimized first and
foremost for <code>arm64-v8a</code>.</p>
<p>To build Android on Windows machines, see <a href="android/Windows.html">android/Windows.md</a>.</p>
<h3 id="important-sdk-location"><a class="header" href="#important-sdk-location">Important: SDK location</a></h3>
<h4 id="important-sdk-location"><a class="header" href="#important-sdk-location">Important: SDK location</a></h4>
<p>Either ensure your <code>ANDROID_HOME</code> environment variable is set or make sure the root project
contains a <code>local.properties</code> file with the <code>sdk.dir</code> property pointing to your installation of
the Android SDK.</p>
<h3 id="easy-android-build"><a class="header" href="#easy-android-build">Easy Android build</a></h3>
<h4 id="easy-android-build"><a class="header" href="#easy-android-build">Easy Android build</a></h4>
<p>The easiest way to build Filament for Android is to use <code>build.sh</code> and the
<code>-p android</code> flag. For instance to build the release target:</p>
<pre><code class="language-shell">./build.sh -p android release
@@ -341,7 +341,7 @@ the Android SDK.</p>
</code></pre>
<p>The output APK can be found in <code>android/samples/sample-hello-triangle/build/outputs/apk/release/sample-hello-triangle-release-unsigned.apk</code></p>
<p>Run <code>build.sh -h</code> for more information.</p>
<h3 id="android-studio"><a class="header" href="#android-studio">Android Studio</a></h3>
<h4 id="android-studio"><a class="header" href="#android-studio">Android Studio</a></h4>
<p>You must use the latest stable release of Android Studio.</p>
<p>The Android build of filament is separated into java/kotlin client APIs, a layer of jni bindings
that bridges java/kotlin with native code, and Filament and other component code that have been compiled
@@ -362,7 +362,7 @@ By doing so, Android Studio will automatically try to compile the app only for t
device's architecture. So if you are targeting a new Pixel phone, make sure that the step above
(compiling the library) is targeting ARM 64-bit (<code>-q arm64-v8a</code> ), and if you are running the app on
an emulator on a Linux machine with an x86 64-bit chipset, you would indicate (<code>-q x86_64</code>) in the above step.</p>
<h3 id="manual-builds"><a class="header" href="#manual-builds">Manual builds</a></h3>
<h4 id="manual-builds"><a class="header" href="#manual-builds">Manual builds</a></h4>
<p>Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (<code>aarch64</code>).</p>
<pre><code class="language-shell">mkdir out/android-build-release-aarch64
@@ -379,7 +379,7 @@ cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-androi
<p>This will generate Filament's Android binaries in <code>out/android-release</code>. This location is important
to build the Android Studio projects located in <code>filament/android</code>. After install, the library
binaries should be found in <code>out/android-release/filament/lib/arm64-v8a</code>.</p>
<h3 id="aar"><a class="header" href="#aar">AAR</a></h3>
<h4 id="aar"><a class="header" href="#aar">AAR</a></h4>
<p>Before you attempt to build the AAR, make sure you've compiled and installed the native libraries
as explained in the sections above. You must have the following ABIs built in
<code>out/android-release/filament/lib/</code>:</p>
@@ -405,7 +405,7 @@ AAR.</p>
</code></pre>
<p>The <code>-Pcom.google.android.filament.dist-dir</code> can be used to specify a different installation
directory (it must match the CMake install prefix used in the previous steps).</p>
<h3 id="using-filaments-aar"><a class="header" href="#using-filaments-aar">Using Filament's AAR</a></h3>
<h4 id="using-filaments-aar"><a class="header" href="#using-filaments-aar">Using Filament's AAR</a></h4>
<p>Create a new module in your project and select <em>Import .JAR or .AAR Package</em> when prompted. Make
sure to add the newly created module as a dependency to your application.</p>
<p>If you do not wish to include all supported ABIs, make sure to create the appropriate flavors in
@@ -441,7 +441,7 @@ productFlavors {
}
}
</code></pre>
<h2 id="webassembly"><a class="header" href="#webassembly">WebAssembly</a></h2>
<h3 id="webassembly"><a class="header" href="#webassembly">WebAssembly</a></h3>
<p>The core Filament library can be cross-compiled to WebAssembly from either macOS or Linux. To get
started, follow the instructions for building Filament on your platform (<a href="#macos">macOS</a> or
<a href="#linux">linux</a>), which will ensure you have the proper dependencies installed.</p>
+2 -2
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@@ -209,7 +209,7 @@ as possible. The current external dependencies of the runtime library include:</
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@@ -223,7 +223,7 @@ as possible. The current external dependencies of the runtime library include:</
</div>
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+2 -2
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@@ -253,7 +253,7 @@ add a link in <code>SUMMARY.md</code>, and perform the steps outlined in
<nav class="nav-wrapper" aria-label="Page navigation">
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@@ -267,7 +267,7 @@ add a link in <code>SUMMARY.md</code>, and perform the steps outlined in
</div>
<nav class="nav-wide-wrapper" aria-label="Page navigation">
<a rel="prev" href="../release/branching.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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+3 -3
View File
@@ -158,7 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="filamesh"><a class="header" href="#filamesh">filamesh</a></h1>
<h1 id="filamesh"><a class="header" href="#filamesh">Filamesh</a></h1>
<p><code>filamesh</code> converts any mesh file supported by <code>assimp</code> (as configured in this source tree) into a
custom binary file format. The goal of this binary file format is to allow test applications to
easily and quickly load meshes.</p>
@@ -419,7 +419,7 @@ Mesh loadMeshFromFile(filament::Engine* engine, const utils::Path&amp; path,
<i class="fa fa-angle-left"></i>
</a>
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@@ -433,7 +433,7 @@ Mesh loadMeshFromFile(filament::Engine* engine, const utils::Path&amp; path,
<i class="fa fa-angle-left"></i>
</a>
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+1 -1
View File
@@ -158,7 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="gltfio"><a class="header" href="#gltfio">gltfio</a></h1>
<h1 id="description"><a class="header" href="#description">Description</a></h1>
<p><code>gltfio</code> is a loader library that consumes <code>gltf</code> or <code>glb</code> content and produces Filament
objects. For usage details, see the docstring for <code>AssetLoader</code>.</p>
<p>gltfio has two plug-in interfaces, <code>TextureProvider</code> and <code>MaterialProvider</code>. Filament ships with
+2 -2
View File
@@ -181,7 +181,7 @@ important for <code>matc</code> (material compiler).</p>
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.68.4'
implementation 'com.google.android.filament:filament-android:1.68.3'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
@@ -196,7 +196,7 @@ 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; 1.68.4'
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.68.3'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>
+5 -5
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@@ -158,7 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="matinfo"><a class="header" href="#matinfo">matinfo</a></h1>
<h1 id="matinfo"><a class="header" href="#matinfo">Matinfo</a></h1>
<p><code>matinfo</code> lists the content of a compiled material as output by <code>matc</code>. This tool is meant to be
used for debug purpose only.</p>
<h2 id="usage"><a class="header" href="#usage">Usage</a></h2>
@@ -169,11 +169,11 @@ used for debug purpose only.</p>
<nav class="nav-wrapper" aria-label="Page navigation">
<!-- Mobile navigation buttons -->
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@@ -183,11 +183,11 @@ used for debug purpose only.</p>
</div>
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+4 -4
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@@ -169,11 +169,11 @@
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<!-- Mobile navigation buttons -->
<a rel="prev" href="../dup/matinfo.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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@@ -183,11 +183,11 @@
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<a rel="prev" href="../dup/matinfo.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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+4 -4
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@@ -167,11 +167,11 @@ correct results (as opposed to common techniques such as linear or overlay blend
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@@ -181,11 +181,11 @@ correct results (as opposed to common techniques such as linear or overlay blend
</div>
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@@ -3,7 +3,7 @@
<head>
<!-- Book generated using mdBook -->
<meta charset="UTF-8">
<title>CI: renderdiff - Filament</title>
<title>renderdiff - Filament</title>
<!-- Custom HTML head -->
@@ -159,8 +159,7 @@
<div id="content" class="content">
<main>
<h1 id="rendering-difference-test"><a class="header" href="#rendering-difference-test">Rendering Difference Test</a></h1>
<p>This tool (<code>/test/renderdiff</code>) is a collections of scripts to run <code>gltf_viewer</code> and produce headless
renderings.</p>
<p>This tool is a collections of scripts to run <code>gltf_viewer</code> and produce headless renderings.</p>
<p>This is mainly useful for continuous integration where GPUs are generally not available on cloud
machines. To perform software rasterization, these scripts are centered around <a href="https://docs.mesa3d.org">Mesa</a>'s
software rasterizers, but nothing bars us from using another rasterizer like <a href="https://github.com/google/swiftshader">SwiftShader</a>.
@@ -252,7 +251,7 @@ git switch -c my-pr-branch-golden
</code></pre>
</li>
<li>In the commit message of your working branch on <code>filament</code>, add the following line
<pre><code>RDIFF_BRANCH=my-pr-branch-golden
<pre><code>RDIFF_BBRANCH=my-pr-branch-golden
</code></pre>
</li>
</ul>
@@ -293,7 +292,7 @@ the run number is <code>18023632663</code>.</p>
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@@ -307,7 +306,7 @@ the run number is <code>18023632663</code>.</p>
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@@ -167,11 +167,11 @@ be used to reduce shading aliasing.</p>
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@@ -181,11 +181,11 @@ be used to reduce shading aliasing.</p>
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-265
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@@ -1,265 +0,0 @@
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<h1 id="specgen-spectral-integration-matrix-generator-for-real-time-dispersion"><a class="header" href="#specgen-spectral-integration-matrix-generator-for-real-time-dispersion">SPECGEN: Spectral Integration Matrix Generator for Real-Time Dispersion</a></h1>
<h2 id="theoretical-background"><a class="header" href="#theoretical-background">Theoretical Background</a></h2>
<h3 id="1-spectral-rendering-in-rgb"><a class="header" href="#1-spectral-rendering-in-rgb">1. Spectral Rendering in RGB</a></h3>
<p>Real-time rendering typically operates in a tristimulus color space (like sRGB). However, physical phenomena like dispersion (refraction splitting light by wavelength) are inherently spectral. To simulate this in an RGB pipeline, we approximate the continuous spectral integration using a finite sum of weighted samples.</p>
<p>The fundamental equation for perceived color \(C\) is:</p>
<p>$$ C = \int L(\lambda) \cdot r(\lambda) d\lambda $$</p>
<p>where:</p>
<ul>
<li>\(L(\lambda)\) is the spectral radiance reaching the eye.</li>
<li>\(r(\lambda)\) is the sensor response function (e.g., CIE 1931 \(\bar{x}, \bar{y}, \bar{z}\) matching functions).</li>
</ul>
<h3 id="2-basis-transformation-strategy"><a class="header" href="#2-basis-transformation-strategy">2. Basis Transformation Strategy</a></h3>
<p>We assume the input light is defined in linear sRGB. To process it spectrally:</p>
<ol>
<li>Convert sRGB to CIE XYZ (D65 white point).</li>
<li>Assume the spectral distribution of the light is a sum of impulses or narrow bands weighted by the XYZ components (or simplified directly from sRGB).</li>
<li>Apply spectral effects (like wavelength-dependent refraction).</li>
<li>Integrate back to XYZ using the CIE Color Matching Functions (CMFs).</li>
<li>Convert final XYZ back to sRGB.</li>
</ol>
<p>This tool pre-calculates a set of matrices (\(K_n\)) that combine these steps. For a set of \(N\) sample wavelengths \({ \lambda_0, \dots, \lambda_{N-1} }\), the final color is:</p>
<p>$$ C_{final} = \sum_{n=0}^{N-1} (K_n \cdot C_{input}) $$</p>
<p>Each matrix \(K_n\) represents the contribution of the \(n\)-th spectral sample to the final image, accounting for the conversion to/from XYZ and the spectral weight of that sample.</p>
<p><strong>Derivation of \(K_n\):</strong></p>
<p>$$ K_n = M_{XYZ \to sRGB} \cdot \text{Diag}(W_n) \cdot M_{sRGB \to XYZ} $$</p>
<p>where \(W_n\) is the "spectral weight" vector \((x, y, z)\) for wavelength \(\lambda_n\):</p>
<p>$$ W_n = \text{CMF}(\lambda_n) \cdot \text{weight}_n $$</p>
<h3 id="3-normalization-energy-conservation"><a class="header" href="#3-normalization-energy-conservation">3. Normalization (Energy Conservation)</a></h3>
<p>To ensure that a white input \((1, 1, 1)\) results in a white output \((1, 1, 1)\) when no dispersion occurs (i.e., all samples land on the same pixel), we must normalize the weights.</p>
<p>We require: \(\sum K_n = I\)</p>
<p>This implies:</p>
<p>$$ \sum ( M_{XYZ \to sRGB} \cdot \text{Diag}(W_n) \cdot M_{sRGB \to XYZ} ) = I $$
$$ M_{XYZ \to sRGB} \cdot \sum \text{Diag}(W_n) \cdot M_{sRGB \to XYZ} = I $$
$$ \sum \text{Diag}(W_n) = M_{sRGB \to XYZ} \cdot I \cdot M_{XYZ \to sRGB} $$
$$ \sum \text{Diag}(W_n) = I $$
<em>(since \(M \cdot M^{-1} = I\))</em></p>
<p>Therefore, we normalize \(W_n\) such that:</p>
<p>$$ \sum W_{n,x} = 1.0, \quad \sum W_{n,y} = 1.0, \quad \sum W_{n,z} = 1.0 $$</p>
<p><strong>Note:</strong> We do <strong>NOT</strong> normalize to the D65 white point \((0.95047, 1.0, 1.08883)\). The \(M_{sRGB \to XYZ}\) matrix already handles the conversion from linear sRGB \((1, 1, 1)\) to D65 XYZ. If we normalized \(W_n\) to D65, we would effectively be applying the white point twice, resulting in a tinted image. By normalizing \(\sum W_n\) to \((1, 1, 1)\), we ensure that the energy is conserved through the spectral transformation pipeline.</p>
<p>In practice, we calculate the raw sum of \(W_n\) from the quadrature weights and CMFs, then compute a correction factor:</p>
<p>$$ \text{Correction} = \frac{1.0}{\sum W_{n,raw}} $$
$$ W_{n,final} = W_{n,raw} \cdot \text{Correction} $$</p>
<h3 id="4-dispersion-and-ior-offsets"><a class="header" href="#4-dispersion-and-ior-offsets">4. Dispersion and IOR Offsets</a></h3>
<p>The Index of Refraction (IOR) varies with wavelength. We use the Abbe number (\(V_d\)) to parameterize this variation relative to a base IOR (\(n_D\)) at 589.3nm.</p>
<p><strong>Cauchy Dispersion Model:</strong></p>
<p>$$ n(\lambda) = A + \frac{B}{\lambda^2} $$</p>
<p>Using the definition of Abbe number \(V_d = \frac{n_D - 1}{n_F - n_C}\), we can derive:</p>
<p>$$ n(\lambda) = n_D + \frac{n_D - 1}{V_d} \cdot \text{Offset}(\lambda) $$</p>
<p>Where \(\text{Offset}(\lambda)\) is pre-calculated by this tool:</p>
<p>$$ \text{Offset}(\lambda) = \frac{ \frac{1}{\lambda^2} - \frac{1}{\lambda_D^2} }{ \frac{1}{\lambda_F^2} - \frac{1}{\lambda_C^2} } $$</p>
<p>This allows the shader to compute the specific IOR for each sample efficiently:</p>
<pre><code class="language-glsl">float ior_n = baseIOR + dispersionFactor * offsets[n];
</code></pre>
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@@ -182,7 +182,7 @@ grazing angles. See Hoffman 2019, "Fresnel Equations Considered Harmful".</p>
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<h1 id="backend-tests"><a class="header" href="#backend-tests">Backend Tests</a></h1>
<p>This directory (<code>/test/backend</code>) contains scripts to run Filament's backend tests using a software
rasterizer (Mesa). This is useful for running tests in a continuous integration environment where a
GPU might not be available.</p>
<p>The <code>test.sh</code> script will:</p>
<ol>
<li>Build Mesa if needed.</li>
<li>Build the backend tests.</li>
<li>Run the tests using the OpenGL and Vulkan backends with Mesa.</li>
</ol>
<h2 id="flags"><a class="header" href="#flags">Flags</a></h2>
<p>The <code>test.sh</code> script accepts the following flags:</p>
<ul>
<li><code>--gtest_filter</code>: Filters the tests that are run. This is passed directly to the underlying
gtest executable.</li>
<li><code>--backend</code>: Specifies which backend to test. Can be <code>opengl</code>, <code>vulkan</code>, or a comma-separated
list (e.g., <code>opengl,vulkan</code>). Defaults to both.</li>
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+5 -1
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@@ -158,7 +158,11 @@
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<h1 id="uberz"><a class="header" href="#uberz">uberz</a></h1>
<ul>
<li><a href="#ubershader-archive-files">Ubershader Archive Files</a></li>
<li><a href="#ubershader-spec-files">Ubershader Spec Files</a></li>
</ul>
<h1 id="ubershader-archive-files"><a class="header" href="#ubershader-archive-files">Ubershader Archive Files</a></h1>
<p>An ubershader archive provides a way to bundle up a set of <code>filamat</code> files along with some metadata
that conveys which glTF features each material can handle. It is a file that has been compressed
with <code>zstd</code> and has an <code>.uberz</code> file extension. In uncompressed form, it has the following layout
+199 -199
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>
@@ -185,11 +185,11 @@ the <em>correct</em> fix in both the next release candidate branch <em>and</em>
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@@ -199,11 +199,11 @@ the <em>correct</em> fix in both the next release candidate branch <em>and</em>
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<h1 id="filament-cocoapods"><a class="header" href="#filament-cocoapods">Filament CocoaPods</a></h1>
<p><a href="https://cocoapods.org/">CocoaPods</a> is the dependency manager Filament uses for Apple platforms
(macOS and iOS).</p>
<h2 id="installation"><a class="header" href="#installation">Installation</a></h2>
<p>On macOS, CocoaPods requires a modern Ruby environment. Avoid using the system Ruby; instead,
install the latest Ruby version using <code>brew</code>, <code>port,</code> or use a manager like <code>rbenv</code> or <code>rvm</code>. Once
Ruby is configured:</p>
<pre><code class="language-bash">gem install cocoapods
</code></pre>
<h2 id="linting-the-podspec"><a class="header" href="#linting-the-podspec">Linting the Podspec</a></h2>
<p>The Filament podspec is configured to fetch releases directly from GitHub. Before deployment,
CocoaPods must <strong>lint</strong> the spec to validate that the library compiles and links correctly across
all supported architectures.</p>
<p>To run the linter locally:</p>
<pre><code class="language-bash">cd ios/CocoaPods/
pod spec lint
</code></pre>
<h3 id="debugging-failures"><a class="header" href="#debugging-failures">Debugging Failures</a></h3>
<p>If the lint fails, use the <code>--verbose</code> flag to inspect the underlying <code>xcodebuild</code> output:</p>
<pre><code class="language-bash">pod spec lint --verbose
</code></pre>
<h2 id="isolating-subspecs"><a class="header" href="#isolating-subspecs">Isolating Subspecs</a></h2>
<p>Filament is partitioned into multiple <strong>subspecs</strong>. CocoaPods lints these individually. To
accelerate debugging or isolate a specific build failure (e.g., <code>Filament/filament</code>), use the
following command:</p>
<pre><code class="language-bash">pod spec lint --no-clean --verbose --subspec=Filament/filament 2&gt;&amp;1 | tee lint_output.log
</code></pre>
<ul>
<li><code>--no-clean</code>: Preserves the temporary Xcode workspace and build artifacts in <code>/var/folders/...</code>
for inspection.</li>
<li><code>--verbose</code>: Prints the full compiler and linker invocations.</li>
<li><code>--subspec</code>: Limits the scope of the lint to a specific component.</li>
</ul>
<blockquote>
<p><strong>Tip:</strong> To view all defined subspecs, grep the podspec file:
<code>grep "spec.subspec" ios/CocoaPods/Filament.podspec</code></p>
</blockquote>
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<h1 id="release"><a class="header" href="#release">Release</a></h1>
<p>This is a collection of guides for releasing Filament on different distribution platforms, including
Github, Maven, and CocoaPods.</p>
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<script>
window.playground_copyable = true;
</script>
<script src="../elasticlunr.min.js"></script>
<script src="../mark.min.js"></script>
<script src="../searcher.js"></script>
<script src="../clipboard.min.js"></script>
<script src="../highlight.js"></script>
<script src="../book.js"></script>
<!-- Custom JS scripts -->
</div>
</body>
</html>
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+1 -13
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@@ -49,9 +49,6 @@
"libs/fgviewer/README.md": {
"dest": "dup/fgviewer.md"
},
"ios/CocoaPods/README.md": {
"dest": "release/cocoapods.md"
},
"tools/normal-blending/README.md": {
"dest": "dup/normal_blending.md"
},
@@ -82,22 +79,13 @@
"tools/specular-color/README.md": {
"dest": "dup/specular_color.md"
},
"tools/specgen/README.md": {
"dest": "dup/specgen.md"
},
"docs_src/README.md": {
"dest": "dup/docs.md"
},
"test/renderdiff/README.md": {
"dest": "dup/test_ci_renderdiff.md",
"dest": "dup/renderdiff.md",
"link_transforms": {
"docs/images/": "../images/"
}
},
"test/backend/README.md": {
"dest": "dup/test_ci_backend.md"
},
"filament/backend/test/README.md": {
"dest": "dup/backend_test.md"
}
}
-3
View File
@@ -20,6 +20,3 @@ enable = false
[output.html.fold]
enable = false
[output.html.mathjax]
enable = true
+8 -13
View File
@@ -2,7 +2,8 @@
- [Introduction](./dup/intro.md)
- [Build](./dup/building.md)
- [Android on Windows](./build/windows_android.md)
- [Build for Android on Windows](./build/windows_android.md)
- [Maven Release](./build/maven_release.md)
- [Contribute](./dup/contributing.md)
- [Coding Style](./dup/code_style.md)
- [Core Concepts](./main/README.md)
@@ -13,12 +14,9 @@
- [Web Tutorial](./samples/web.md)
- [Technical Notes](./notes/README.md)
- [Material Properties](./notes/material_properties.md)
- [Release](./release/README.md)
- [CocoaPods](./release/cocoapods.md)
- [Maven](./release/maven.md)
- [Github](./release/guide.md)
- [Versioning](./release/versioning.md)
- [Branching](./release/branching.md)
- [Versioning](./notes/versioning.md)
- [Branching](./notes/branching.md)
- [Release Guide](./notes/release_guide.md)
- [Documentation](./dup/docs.md)
- [Debugging](./notes/debugging.md)
- [Metal](./notes/metal_debugging.md)
@@ -30,9 +28,7 @@
- [Performance analysis](./notes/performance_analysis.md)
- [Framegraph](./notes/framegraph.md)
- [Tests](./notes/tests.md)
- [backend](./dup/backend_test.md)
- [CI: backend](./dup/test_ci_backend.md)
- [CI: renderdiff](./dup/test_ci_renderdiff.md)
- [renderdiff](./dup/renderdiff.md)
- [Libraries](./notes/libs.md)
- [bluegl](./dup/bluegl.md)
- [bluevk](./dup/bluevk.md)
@@ -47,10 +43,9 @@
- [cmgen](./dup/cmgen.md)
- [cso-lut](./dup/cso_lut.md)
- [filamesh](./dup/filamesh.md)
- [matinfo](./dup/matinfo.md)
- [mipgen](./dup/mipgen.md)
- [normal-blending](./dup/normal_blending.md)
- [mipgen](./dup/mipgen.md)
- [matinfo](./dup/matinfo.md)
- [roughness-prefilter](./dup/roughness_prefilter.md)
- [specgen](./dup/specgen.md)
- [specular-color](./dup/specular_color.md)
- [zbloat](./dup/zbloat.md)
@@ -1,4 +0,0 @@
# Release
This is a collection of guides for releasing Filament on different distribution platforms, including
Github, Maven, and CocoaPods.
+1
View File
@@ -28,6 +28,7 @@ set(SRCS
src/BackendUtils.cpp
src/BlobCacheKey.cpp
src/Callable.cpp
src/CallbackHandler.cpp
src/CallbackManager.cpp
src/CircularBuffer.cpp
src/CommandBufferQueue.cpp
@@ -17,14 +17,6 @@
#ifndef TNT_FILAMENT_BACKEND_CALLBACKHANDLER_H
#define TNT_FILAMENT_BACKEND_CALLBACKHANDLER_H
#ifdef __clang__
#pragma clang diagnostic push
// Disable the weak-vtables warning because we need the destructor to be inlined in the headers. It
// is not optimal (for build), but we have clients that compile their libraries (filament) and app
// in different rtti settings.
#pragma clang diagnostic ignored "-Wweak-vtables"
#endif
namespace filament::backend {
/**
@@ -72,13 +64,9 @@ public:
virtual void post(void* user, Callback callback) = 0;
protected:
virtual ~CallbackHandler() = default;
virtual ~CallbackHandler();
};
} // namespace filament::backend
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#endif // TNT_FILAMENT_BACKEND_CALLBACKHANDLER_H
+64 -65
View File
@@ -1009,99 +1009,98 @@ enum class CompressedPixelDataType : uint16_t {
*
* @see Texture
*/
// The [index] comments indicate the corresponding uint16_t values.
enum class TextureFormat : uint16_t {
// 8-bits per element
R8, R8_SNORM, R8UI, R8I, STENCIL8, // [0 - 4]
R8, R8_SNORM, R8UI, R8I, STENCIL8,
// 16-bits per element
R16F, R16UI, R16I, // [5 - 7]
RG8, RG8_SNORM, RG8UI, RG8I, // [8 - 11]
RGB565, // [12]
RGB9_E5, // 9995 is actually 32 bpp but it's here for historical reasons. [13]
RGB5_A1, // [14]
RGBA4, // [15]
DEPTH16, // [16]
R16F, R16UI, R16I,
RG8, RG8_SNORM, RG8UI, RG8I,
RGB565,
RGB9_E5, // 9995 is actually 32 bpp but it's here for historical reasons.
RGB5_A1,
RGBA4,
DEPTH16,
// 24-bits per element
RGB8, SRGB8, RGB8_SNORM, RGB8UI, RGB8I, // [17 - 21]
DEPTH24, // [22]
RGB8, SRGB8, RGB8_SNORM, RGB8UI, RGB8I,
DEPTH24,
// 32-bits per element
R32F, R32UI, R32I, // [23 - 25]
RG16F, RG16UI, RG16I, // [26 - 28]
R11F_G11F_B10F, // [29]
RGBA8, SRGB8_A8,RGBA8_SNORM, // [30 - 32]
UNUSED, // used to be rgbm [33]
RGB10_A2, RGBA8UI, RGBA8I, // [34 - 36]
DEPTH32F, DEPTH24_STENCIL8, DEPTH32F_STENCIL8, // [37 - 39]
R32F, R32UI, R32I,
RG16F, RG16UI, RG16I,
R11F_G11F_B10F,
RGBA8, SRGB8_A8,RGBA8_SNORM,
UNUSED, // used to be rgbm
RGB10_A2, RGBA8UI, RGBA8I,
DEPTH32F, DEPTH24_STENCIL8, DEPTH32F_STENCIL8,
// 48-bits per element
RGB16F, RGB16UI, RGB16I, // [40 - 42]
RGB16F, RGB16UI, RGB16I,
// 64-bits per element
RG32F, RG32UI, RG32I, // [43 - 45]
RGBA16F, RGBA16UI, RGBA16I, // [46 - 48]
RG32F, RG32UI, RG32I,
RGBA16F, RGBA16UI, RGBA16I,
// 96-bits per element
RGB32F, RGB32UI, RGB32I, // [49 - 51]
RGB32F, RGB32UI, RGB32I,
// 128-bits per element
RGBA32F, RGBA32UI, RGBA32I, // [52 - 54]
RGBA32F, RGBA32UI, RGBA32I,
// compressed formats
// Mandatory in GLES 3.0 and GL 4.3
EAC_R11, EAC_R11_SIGNED, EAC_RG11, EAC_RG11_SIGNED, // [55 - 58]
ETC2_RGB8, ETC2_SRGB8, // [59 - 60]
ETC2_RGB8_A1, ETC2_SRGB8_A1, // [61 - 62]
ETC2_EAC_RGBA8, ETC2_EAC_SRGBA8, // [63 - 64]
EAC_R11, EAC_R11_SIGNED, EAC_RG11, EAC_RG11_SIGNED,
ETC2_RGB8, ETC2_SRGB8,
ETC2_RGB8_A1, ETC2_SRGB8_A1,
ETC2_EAC_RGBA8, ETC2_EAC_SRGBA8,
// Available everywhere except Android/iOS
DXT1_RGB, DXT1_RGBA, DXT3_RGBA, DXT5_RGBA, // [65 - 68]
DXT1_SRGB, DXT1_SRGBA, DXT3_SRGBA, DXT5_SRGBA, // [69 - 72]
DXT1_RGB, DXT1_RGBA, DXT3_RGBA, DXT5_RGBA,
DXT1_SRGB, DXT1_SRGBA, DXT3_SRGBA, DXT5_SRGBA,
// ASTC formats are available with a GLES extension
RGBA_ASTC_4x4, // [73]
RGBA_ASTC_5x4, // [74]
RGBA_ASTC_5x5, // [75]
RGBA_ASTC_6x5, // [76]
RGBA_ASTC_6x6, // [77]
RGBA_ASTC_8x5, // [78]
RGBA_ASTC_8x6, // [79]
RGBA_ASTC_8x8, // [80]
RGBA_ASTC_10x5, // [81]
RGBA_ASTC_10x6, // [82]
RGBA_ASTC_10x8, // [83]
RGBA_ASTC_10x10, // [84]
RGBA_ASTC_12x10, // [85]
RGBA_ASTC_12x12, // [86]
SRGB8_ALPHA8_ASTC_4x4, // [87]
SRGB8_ALPHA8_ASTC_5x4, // [88]
SRGB8_ALPHA8_ASTC_5x5, // [89]
SRGB8_ALPHA8_ASTC_6x5, // [90]
SRGB8_ALPHA8_ASTC_6x6, // [91]
SRGB8_ALPHA8_ASTC_8x5, // [92]
SRGB8_ALPHA8_ASTC_8x6, // [93]
SRGB8_ALPHA8_ASTC_8x8, // [94]
SRGB8_ALPHA8_ASTC_10x5, // [95]
SRGB8_ALPHA8_ASTC_10x6, // [96]
SRGB8_ALPHA8_ASTC_10x8, // [97]
SRGB8_ALPHA8_ASTC_10x10, // [98]
SRGB8_ALPHA8_ASTC_12x10, // [99]
SRGB8_ALPHA8_ASTC_12x12, // [100]
RGBA_ASTC_4x4,
RGBA_ASTC_5x4,
RGBA_ASTC_5x5,
RGBA_ASTC_6x5,
RGBA_ASTC_6x6,
RGBA_ASTC_8x5,
RGBA_ASTC_8x6,
RGBA_ASTC_8x8,
RGBA_ASTC_10x5,
RGBA_ASTC_10x6,
RGBA_ASTC_10x8,
RGBA_ASTC_10x10,
RGBA_ASTC_12x10,
RGBA_ASTC_12x12,
SRGB8_ALPHA8_ASTC_4x4,
SRGB8_ALPHA8_ASTC_5x4,
SRGB8_ALPHA8_ASTC_5x5,
SRGB8_ALPHA8_ASTC_6x5,
SRGB8_ALPHA8_ASTC_6x6,
SRGB8_ALPHA8_ASTC_8x5,
SRGB8_ALPHA8_ASTC_8x6,
SRGB8_ALPHA8_ASTC_8x8,
SRGB8_ALPHA8_ASTC_10x5,
SRGB8_ALPHA8_ASTC_10x6,
SRGB8_ALPHA8_ASTC_10x8,
SRGB8_ALPHA8_ASTC_10x10,
SRGB8_ALPHA8_ASTC_12x10,
SRGB8_ALPHA8_ASTC_12x12,
// RGTC formats available with a GLES extension
RED_RGTC1, // BC4 unsigned [101]
SIGNED_RED_RGTC1, // BC4 signed [102]
RED_GREEN_RGTC2, // BC5 unsigned [103]
SIGNED_RED_GREEN_RGTC2, // BC5 signed [104]
RED_RGTC1, // BC4 unsigned
SIGNED_RED_RGTC1, // BC4 signed
RED_GREEN_RGTC2, // BC5 unsigned
SIGNED_RED_GREEN_RGTC2, // BC5 signed
// BPTC formats available with a GLES extension
RGB_BPTC_SIGNED_FLOAT, // BC6H signed [105]
RGB_BPTC_UNSIGNED_FLOAT,// BC6H unsigned [106]
RGBA_BPTC_UNORM, // BC7 [107]
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB [108]
RGB_BPTC_SIGNED_FLOAT, // BC6H signed
RGB_BPTC_UNSIGNED_FLOAT,// BC6H unsigned
RGBA_BPTC_UNORM, // BC7
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB
};
TextureType getTextureType(TextureFormat format) noexcept;
+20 -16
View File
@@ -31,10 +31,6 @@
#include <memory>
#include <mutex>
namespace utils {
class FeatureFlagManager;
}
namespace filament::backend {
class CallbackHandler;
@@ -108,11 +104,6 @@ public:
/** duration in nanosecond on the std::steady_clock */
using duration_ns = int64_t;
static constexpr time_point_ns INVALID = -1; //!< value not supported
/**
* The time delta [ns] between subsequent composition events.
*/
duration_ns compositeInterval;
/**
* The timestamp [ns] since epoch of the next time the compositor will begin composition.
* This is effectively the deadline for when the compositor must receive a newly queued
@@ -120,6 +111,11 @@ public:
*/
time_point_ns compositeDeadline;
/**
* The time delta [ns] between subsequent composition events.
*/
duration_ns compositeInterval;
/**
* The time delta [ns] between the start of composition and the expected present time of
* that composition. This can be used to estimate the latency of the actual present time.
@@ -127,9 +123,22 @@ public:
duration_ns compositeToPresentLatency;
/**
* Expected latency [ns] of frame presentation relative to vsync.
* The timestamp [ns] since epoch of the system's expected presentation time.
* INVALID if not supported.
*/
duration_ns expectedPresentLatency;
time_point_ns expectedPresentTime;
/**
* The timestamp [ns] since epoch of the current frame's start (i.e. vsync)
* INVALID if not supported.
*/
time_point_ns frameTime;
/**
* The timestamp [ns] since epoch of the current frame's deadline
* INVALID if not supported.
*/
time_point_ns frameTimelineDeadline;
};
struct FrameTimestamps {
@@ -269,11 +278,6 @@ public:
};
struct DriverConfig {
/**
* Reference to the system's FeatureFlagManager. Can be nullptr.
*/
utils::FeatureFlagManager const * UTILS_NULLABLE featureFlagManager = nullptr;
/**
* Size of handle arena in bytes. Setting to 0 indicates default value is to be used.
* Driver clamps to valid values.
@@ -56,16 +56,6 @@ struct VulkanCmdFence;
*/
class VulkanPlatform : public Platform, utils::PrivateImplementation<VulkanPlatformPrivate> {
public:
/**
* Encapsulates information required to instantiate a known external format,
* typically for the purpose of preloading a pipeline cache for materials using
* external formats for samplers.
*/
struct ExternalYcbcrFormat {
uint64_t externalFormat;
VkSamplerYcbcrModelConversion ycbcrModelConversion;
VkSamplerYcbcrRange ycbcrRange;
};
struct ExtensionHashFn {
std::size_t operator()(utils::CString const& s) const noexcept {
@@ -511,17 +501,6 @@ protected:
*/
bool isTransientAttachmentSupported() const noexcept;
/**
* For pipeline cache prewarming, if external samplers are present, we need to build
* the fake pipeline using the proper formats specified. Since there's no way to
* get these at material build time, we allow the app to register them before
* creating materials.
*
* @param format The format, containing the external format value which should be
* extracted from an AHardwareBuffer.
*/
void registerPipelineCachePrewarmExternalFormat(const ExternalYcbcrFormat& format) noexcept;
private:
/**
* Contains information about features that should be requested
@@ -540,11 +519,6 @@ private:
* to be created from a 3d VkImage.
*/
bool imageView2Don3DImage;
/**
* Desired global priority value for all VkQueue at a system level.
*/
Platform::GpuContextPriority gpuContextPriority = Platform::GpuContextPriority::DEFAULT;
};
void createInstance(ExtensionSet const& requiredExts) noexcept;
@@ -81,6 +81,7 @@ public:
bool queryFrameTimestamps(SwapChain const* swapchain, uint64_t frameId,
FrameTimestamps* outFrameTimestamps) const noexcept override;
protected:
ExtensionSet getSwapchainInstanceExtensions() const override;
+26
View File
@@ -0,0 +1,26 @@
/*
* 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 <backend/CallbackHandler.h>
namespace filament::backend {
// Define the virtual destructor here to avoid a compiler warning that we treat as an error.
// "'CallbackHandler' has no out-of-line virtual method definitions; its vtable will be emitted in every translation unit"
// The warning occurs when a class inherits from CallbackHandler.
CallbackHandler::~CallbackHandler() = default;
} // namespace filament::backend
+30 -7
View File
@@ -19,13 +19,17 @@
#include <backend/PixelBufferDescriptor.h>
#include <cstdint>
#include <cstring>
#include <stddef.h>
#include <stdint.h>
#include <math/scalar.h>
#include <math/half.h>
#include <utils/debug.h>
#include <utils/Log.h>
#include <utils/ostream.h>
namespace filament {
namespace backend {
@@ -76,7 +80,7 @@ public:
}
}
// Converts a n-channel image of UBYTE, INT, UINT, or FLOAT to a different type.
// Converts a n-channel image of UBYTE, INT, UINT, HALF, or FLOAT to a different type.
template<typename dstComponentType, typename srcComponentType>
static void reshapeImage(uint8_t* UTILS_RESTRICT dest, const uint8_t* UTILS_RESTRICT src,
size_t srcBytesPerRow,
@@ -91,6 +95,8 @@ public:
UTILS_ASSUME(minChannelCount <= 4);
dest += (dstRowOffset * dstBytesPerRow);
const int inds[4] = { swizzle ? 2 : 0, 1, swizzle ? 0 : 2, 3 };
utils::slog.e <<"dstMaxValue=" << +dstMaxValue << utils::io::endl;
for (size_t row = 0; row < height; ++row) {
const srcComponentType* in = (const srcComponentType*) src;
dstComponentType* out = (dstComponentType*)dest + (dstColumnOffset * dstChannelCount);
@@ -119,6 +125,7 @@ public:
static bool reshapeImage(PixelBufferDescriptor* UTILS_RESTRICT dst, PixelDataType srcType,
uint32_t srcChannelCount, const uint8_t* UTILS_RESTRICT srcBytes, int srcBytesPerRow,
int width, int height, bool swizzle) {
using namespace utils;
size_t dstChannelCount;
switch (dst->format) {
case PixelDataFormat::R_INTEGER: dstChannelCount = 1; break;
@@ -129,7 +136,9 @@ public:
case PixelDataFormat::RG: dstChannelCount = 2; break;
case PixelDataFormat::RGB: dstChannelCount = 3; break;
case PixelDataFormat::RGBA: dstChannelCount = 4; break;
default: return false;
default:
slog.e << "DataReshaper: unsupported dst->format: " << (int)dst->format << io::endl;
return false;
}
void (*reshaper)(uint8_t* dest, const uint8_t* src, size_t srcBytesPerRow,
size_t srcChannelCount,
@@ -155,7 +164,10 @@ public:
case FLOAT: reshaper = reshapeImage<uint8_t, float>; break;
case INT: reshaper = reshapeImage<uint8_t, int32_t>; break;
case UINT: reshaper = reshapeImage<uint8_t, uint32_t>; break;
default: return false;
case HALF: reshaper = reshapeImage<uint8_t, math::half>; break;
default:
slog.e << "DataReshaper: UBYTE dst, unsupported srcType: " << (int)srcType << io::endl;
return false;
}
break;
case FLOAT:
@@ -164,7 +176,9 @@ public:
case FLOAT: reshaper = reshapeImage<float, float>; break;
case INT: reshaper = reshapeImage<float, int32_t>; break;
case UINT: reshaper = reshapeImage<float, uint32_t>; break;
default: return false;
default:
slog.e << "DataReshaper: FLOAT dst, unsupported srcType: " << (int)srcType << io::endl;
return false;
}
break;
case INT:
@@ -173,7 +187,9 @@ public:
case FLOAT: reshaper = reshapeImage<int32_t, float>; break;
case INT: reshaper = reshapeImage<int32_t, int32_t>; break;
case UINT: reshaper = reshapeImage<int32_t, uint32_t>; break;
default: return false;
default:
slog.e << "DataReshaper: INT dst, unsupported srcType: " << (int)srcType << io::endl;
return false;
}
break;
case UINT:
@@ -182,16 +198,21 @@ public:
case FLOAT: reshaper = reshapeImage<uint32_t, float>; break;
case INT: reshaper = reshapeImage<uint32_t, int32_t>; break;
case UINT: reshaper = reshapeImage<uint32_t, uint32_t>; break;
default: return false;
default:
slog.e << "DataReshaper: UINT dst, unsupported srcType: " << (int)srcType << io::endl;
return false;
}
break;
case HALF:
switch (srcType) {
case HALF: reshaper = copyImage; break;
default: return false;
default:
slog.e << "DataReshaper: HALF dst, unsupported srcType: " << (int)srcType << io::endl;
return false;
}
break;
default:
slog.e << "DataReshaper: unsupported dst->type: " << (int)dst->type << io::endl;
return false;
}
uint8_t* dstBytes = (uint8_t*) dst->buffer;
@@ -200,6 +221,7 @@ public:
reshaper(dstBytes, srcBytes, srcBytesPerRow, srcChannelCount,
dst->top, dst->left, dstBytesPerRow,
dstChannelCount, width, height, swizzle);
return true;
}
};
@@ -209,6 +231,7 @@ template<> inline int32_t getMaxValue() { return 0x7fffffff; }
template<> inline uint32_t getMaxValue() { return 0xffffffff; }
template<> inline uint16_t getMaxValue() { return 0x3c00; } // 0x3c00 is 1.0 in half-float.
template<> inline uint8_t getMaxValue() { return 0xff; }
template<> inline math::half getMaxValue() { return math::half(1.0f); }
} // namespace backend
} // namespace filament
+7 -17
View File
@@ -81,8 +81,14 @@ DriverBase::DriverBase(const Platform::DriverConfig& driverConfig) noexcept
DriverBase::~DriverBase() noexcept {
assert_invariant(mCallbacks.empty());
assert_invariant(mServiceThreadCallbackQueue.empty());
if constexpr (UTILS_HAS_THREADING) {
stopServiceThread();
// quit our service thread
std::unique_lock<std::mutex> lock(mServiceThreadLock);
mExitRequested = true;
mServiceThreadCondition.notify_one();
lock.unlock();
mServiceThread.join();
}
}
@@ -179,22 +185,6 @@ void DriverBase::debugCommandEnd(CommandStream* cmds, bool synchronous,
}
}
#if UTILS_HAS_THREADING
void DriverBase::stopServiceThread() noexcept {
if (!mServiceThread.joinable()) {
return;
}
{
std::lock_guard<std::mutex> lock(mServiceThreadLock);
mExitRequested = true;
}
mServiceThreadCondition.notify_one();
mServiceThread.join();
assert_invariant(mServiceThreadCallbackQueue.empty());
}
#endif
size_t Driver::getElementTypeSize(ElementType type) noexcept {
switch (type) {
case ElementType::BYTE: return sizeof(int8_t);
-6
View File
@@ -173,8 +173,6 @@ struct HwTimerQuery : public HwBase {
/*
* Base class of all Driver implementations
* If multithreading is supported, this class creates a `ServiceThread` responsible for executing
* user handlers.
*/
class DriverBase : public Driver {
@@ -238,10 +236,6 @@ protected:
void debugCommandBegin(CommandStream* cmds, bool synchronous, const char* methodName) noexcept override;
void debugCommandEnd(CommandStream* cmds, bool synchronous, const char* methodName) noexcept override;
// Stops the `ServiceThread`. This method is called during destruction but may be called
// explicitly if earlier shutdown is needed. This method is idempotent.
void stopServiceThread() noexcept;
private:
const Platform::DriverConfig mDriverConfig;
@@ -382,18 +382,9 @@ void OpenGLDriver::terminate() {
delete mCurrentPushConstants;
mCurrentPushConstants = nullptr;
// Flush all pending asynchronous tasks. Some tasks may end up posting follow-up operations to
// the `ServiceThread` (e.g., via CountdownCallbackHandler or any user-provided handlers). So we
// early stop the ServiceThread to ensure these are processed as well. Tasks posted to the main
// thread (due to no user handler) during this process are handled later by `Driver::purge`
// within `FEngine::shutdown`.
if (getJobWorker()) {
getJobWorker()->terminate();
}
if constexpr (UTILS_HAS_THREADING) {
stopServiceThread();
}
mContext.terminate();
mPlatform.terminate();
}
@@ -79,7 +79,6 @@ static void process_GOOGLE_cpp_style_line_directive(OpenGLContext const& context
static void process_OVR_multiview2(OpenGLContext const& context, int32_t eyeCount, char* source,
size_t len) noexcept;
static std::string_view process_ARB_shading_language_packing(OpenGLContext& context) noexcept;
static std::string_view process_countBits(OpenGLContext& context) noexcept;
static std::array<std::string_view, 3> splitShaderSource(std::string_view source);
// ------------------------------------------------------------------------------------------------
@@ -780,7 +779,6 @@ void ShaderCompilerService::cancelPendingSynchronousProgram(program_token_t cons
// add support for ARB_shading_language_packing if needed
auto const packingFunctions = process_ARB_shading_language_packing(context);
auto const countBitsFunctions = process_countBits(context);
// split shader source, so we can insert the specialization constants and the packing
// functions
@@ -791,10 +789,10 @@ void ShaderCompilerService::cancelPendingSynchronousProgram(program_token_t cons
version = "#version 310 es\n";
}
std::array<std::string_view, 6> sources = {
std::array<std::string_view, 5> sources = {
version, prolog,
{ specializationConstantString.data(), specializationConstantString.size() },
packingFunctions, countBitsFunctions,
packingFunctions,
{ body.data(), body.size() - 1 } // null-terminated
};
@@ -805,8 +803,8 @@ void ShaderCompilerService::cancelPendingSynchronousProgram(program_token_t cons
[](std::string_view s) { return !s.empty(); });
size_t const count = std::distance(sources.begin(), partitionPoint);
std::array<const char*, 6> shaderStrings;
std::array<GLint, 6> lengths;
std::array<const char*, 5> shaderStrings;
std::array<GLint, 5> lengths;
for (size_t j = 0; j < count; j++) {
shaderStrings[j] = sources[j].data();
lengths[j] = GLint(sources[j].size());
@@ -1087,29 +1085,6 @@ UTILS_NOINLINE
}
}
/* static */ std::string_view process_countBits(OpenGLContext& context) noexcept {
using namespace std::literals;
// bitCount is available in GL 4.0 and GLES 3.1.
if (context.isAtLeastGL<4, 0>() || context.isAtLeastGLES<3, 1>()) {
return ""sv;
}
// GLES 2.0 does not support bitwise operations or unsigned integers.
if (context.isES2()) {
return ""sv;
}
return R"(
// https://graphics.stanford.edu/%7Eseander/bithacks.html
int bitCount(highp uint value) {
value = value - ((value >> 1u) & 0x55555555u);
value = (value & 0x33333333u) + ((value >> 2u) & 0x33333333u);
return int(((value + (value >> 4u) & 0xF0F0F0Fu) * 0x1010101u) >> 24u);
}
)"sv;
}
// Tragically, OpenGL 4.1 doesn't support unpackHalf2x16 (appeared in 4.2) and
// macOS doesn't support GL_ARB_shading_language_packing
// Also GLES3.0 didn't have the full set of packing/unpacking functions
@@ -296,18 +296,9 @@ bool PlatformEGLAndroid::queryCompositorTiming(SwapChain const* swapchain,
AndroidFrameCallback::Timeline const preferredTimeline{
mAndroidDetails.androidFrameCallback.getPreferredTimeline() };
// FIXME: expectedPresentLatency might reflect the previous frame's value because
// the choreographer's callback can happen before (good) or after (bad) us.
// This problem is mitigated by storing the latency instead of the deadline,
// because it generally is constant frame to frame.
if (UTILS_LIKELY(preferredTimeline.expectedPresentTime > preferredTimeline.frameTime)) {
// latency can never be negative, let's be safe
outCompositorTiming->expectedPresentLatency =
preferredTimeline.expectedPresentTime - preferredTimeline.frameTime;
} else {
// fake a reasonable value (33ms)
outCompositorTiming->expectedPresentLatency = 33'000'000;
}
outCompositorTiming->frameTime = preferredTimeline.frameTime;
outCompositorTiming->expectedPresentTime = preferredTimeline.expectedPresentTime;
outCompositorTiming->frameTimelineDeadline = preferredTimeline.frameTimelineDeadline;
outCompositorTiming->compositeDeadline = CompositorTiming::INVALID;
outCompositorTiming->compositeInterval = CompositorTiming::INVALID;
outCompositorTiming->compositeToPresentLatency = CompositorTiming::INVALID;
+1 -34
View File
@@ -22,9 +22,8 @@
#include "vulkan/memory/ResourcePointer.h"
#include <vector>
#include <utils/bitset.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Mutex.h>
#include <utils/Slice.h>
@@ -91,19 +90,6 @@ public:
return selectMemoryType(mMemoryProperties, types, reqs);
}
/**
* For pipeline cache prewarming, if external samplers are present, we need to build
* the fake pipeline using the proper formats specified. Since there's no way to
* get these at material build time, we allow the app to register them before
* creating materials.
*
* @param format The format, containing the external format value which should be
* extracted from an AHardwareBuffer.
*/
inline void addPipelineCachePrewarmExternalFormat(const VulkanPlatform::ExternalYcbcrFormat& format) {
mPipelineCachePrewarmExternalFormats.push_back(format);
}
inline fvkutils::VkFormatList const& getAttachmentDepthStencilFormats() const {
return mDepthStencilFormats;
}
@@ -120,18 +106,6 @@ public:
return mPhysicalDeviceProperties.properties.vendorID;
}
/**
* Fetches a list of pre-registered external formats for prewarming the Vulkan
* pipeline cache.
*
* @return A list containing an external format number, YCbCr color model conversion,
* and YCbCr color range.
*/
inline const std::vector<VulkanPlatform::ExternalYcbcrFormat>&
getPipelineCachePrewarmExternalFormats() const noexcept {
return mPipelineCachePrewarmExternalFormats;
}
inline VkExternalFenceHandleTypeFlags getFenceExportFlags() const noexcept {
return mFenceExportFlags;
}
@@ -207,10 +181,6 @@ public:
isDynamicRenderingSupported();
}
inline bool isGlobalPrioritySupported() const noexcept {
return mGlobalPrioritySupported;
}
private:
VkPhysicalDeviceMemoryProperties mMemoryProperties = {};
VkPhysicalDeviceProperties2 mPhysicalDeviceProperties = {
@@ -244,7 +214,6 @@ private:
bool mPipelineCreationFeedbackSupported = false;
bool mProtectedMemorySupported = false;
bool mVertexInputDynamicStateSupported = false;
bool mGlobalPrioritySupported = false;
// These are options that can be enabled or disabled at an application level.
bool mAsyncPipelineCachePrewarmingEnabled = false;
@@ -254,8 +223,6 @@ private:
fvkutils::VkFormatList mDepthStencilFormats;
fvkutils::VkFormatList mBlittableDepthStencilFormats;
std::vector<VulkanPlatform::ExternalYcbcrFormat> mPipelineCachePrewarmExternalFormats;
// For convenience so that VulkanPlatform can initialize the private fields.
friend class VulkanPlatform;
};
+3 -78
View File
@@ -41,7 +41,6 @@
#include <utils/CString.h>
#include <utils/ImmutableCString.h>
#include <utils/Panic.h>
#include <private/utils/FeatureFlagManager.h>
#ifndef NDEBUG
#include <set> // For VulkanDriver::debugCommandBegin
@@ -152,28 +151,6 @@ static CallbackHandler::Callback syncCallbackWrapper = [](void* userData) {
cbData->cb(cbData->sync, cbData->userData);
};
/**
* Shorthand for converting a description for an external YCbCr format used for
* pipeline cache prewarming to the params for the actual YCbCr conversion.
*/
inline VulkanYcbcrConversionCache::Params getYcbcrConversionParams(const VulkanPlatform::ExternalYcbcrFormat& format) {
return VulkanYcbcrConversionCache::Params {
.conversion = {
.ycbcrModel = fvkutils::getYcbcrModelConversionFilament(format.ycbcrModelConversion),
.r = fvkutils::getSwizzleFilament(VK_COMPONENT_SWIZZLE_R, 0),
.g = fvkutils::getSwizzleFilament(VK_COMPONENT_SWIZZLE_G, 1),
.b = fvkutils::getSwizzleFilament(VK_COMPONENT_SWIZZLE_B, 2),
.a = fvkutils::getSwizzleFilament(VK_COMPONENT_SWIZZLE_A, 3),
.ycbcrRange = fvkutils::getYcbcrRangeFilament(format.ycbcrRange),
.xChromaOffset = fvkutils::getChromaLocationFilament(VK_CHROMA_LOCATION_MIDPOINT),
.yChromaOffset = fvkutils::getChromaLocationFilament(VK_CHROMA_LOCATION_MIDPOINT),
.chromaFilter = SamplerMagFilter::NEAREST,
},
.format = VK_FORMAT_UNDEFINED,
.externalFormat = format.externalFormat,
};
}
}// anonymous namespace
#if FVK_ENABLED(FVK_DEBUG_DEBUG_UTILS)
@@ -273,10 +250,6 @@ VulkanDriver::VulkanDriver(VulkanPlatform* platform, VulkanContext& context,
mStreamedImageManager(&mExternalImageManager),
mIsSRGBSwapChainSupported(mPlatform->getCustomization().isSRGBSwapChainSupported),
mIsMSAASwapChainSupported(false), // TODO: support MSAA swapchain
mAcquireSwapChainInMakeCurrent(
driverConfig.featureFlagManager ?
driverConfig.featureFlagManager->features.backend.vulkan.enable_acquire_swapchain_in_make_current :
false),
mStereoscopicType(driverConfig.stereoscopicType),
mStereoscopicEyeCount(driverConfig.stereoscopicEyeCount),
mAsynchronousMode(driverConfig.asynchronousMode) {
@@ -830,18 +803,12 @@ void VulkanDriver::createProgramR(Handle<HwProgram> ph, Program&& program, utils
}
// If async prewarming is enabled, let's find the proper layout and build the pipeline.
std::array<resource_ptr<VulkanDescriptorSetLayout>, MAX_DESCRIPTOR_SET_COUNT> layouts {};
VulkanDescriptorSetLayout::DescriptorSetLayoutArray vkLayouts {};
bool hasExternalSamplers = false;
for (const auto& layoutBinding : program.getDescriptorSetLayouts()) {
DescriptorSetLayout layoutDescription = layoutBinding.layout;
auto layoutHandle = mResourceManager.allocHandle<VulkanDescriptorSetLayout>();
auto layout = mDescriptorSetLayoutCache.createLayout(layoutHandle, std::move(layoutDescription));
layouts[layoutBinding.set] = layout;
vkLayouts[layoutBinding.set] = layout->getVkLayout();
if (layout->bitmask.externalSampler.count() > 0) {
hasExternalSamplers = true;
}
}
StereoscopicType stereoscopicType = mStereoscopicType;
@@ -849,51 +816,13 @@ void VulkanDriver::createProgramR(Handle<HwProgram> ph, Program&& program, utils
stereoscopicType = StereoscopicType::NONE;
}
// Base case - build the pipeline without any external samplers.
VkPipelineLayout layout = mPipelineLayoutCache.getLayout(vkLayouts, vprogram);
mPipelineCache.asyncPrewarmCache(
vprogram,
mPipelineLayoutCache.getLayout(vkLayouts, vprogram),
*vprogram.get(),
layout,
stereoscopicType,
mStereoscopicEyeCount,
program.getPriorityQueue());
if (!hasExternalSamplers) {
return;
}
// If we have external samplers, let's do this again with the external samplers
// specified.
for (const auto& format : mContext.getPipelineCachePrewarmExternalFormats()) {
// The values that seem to matter in terms of cache hits here are the model conversion,
// and model range. We need some value for externalFormat that is known to support that
// pair of values, but we need not find every possible externalFormat. As we test on
// more devices, this may change.
VkSamplerYcbcrConversion vkConversion = mYcbcrConversionCache.getConversion(
getYcbcrConversionParams(format));
VkSampler externalSampler = mSamplerCache.getSampler({.sampler = {}, .conversion = vkConversion});
// Update all layouts to use the external samplers.
for (size_t i = 0; i < MAX_DESCRIPTOR_SET_COUNT; ++i) {
if (!layouts[i]) {
continue;
}
// For cache prewarming, we don't need every single possible combination of external sampler
// formats. It seems to be enough, in practicce, to simply run through a list of the types of
// samplers that *might* appear. As long as the real pipeline is close enough to something that
// the driver has seen before, we are able to get a cache hit.
utils::FixedCapacityVector<VkSampler> externalSamplers (layouts[i]->bitmask.externalSampler.count(), externalSampler);
vkLayouts[i] = mDescriptorSetLayoutCache.getVkLayout(
layouts[i]->bitmask, layouts[i]->bitmask.externalSampler, externalSamplers);
}
mPipelineCache.asyncPrewarmCache(
vprogram,
mPipelineLayoutCache.getLayout(vkLayouts, vprogram),
stereoscopicType,
mStereoscopicEyeCount,
program.getPriorityQueue());
}
}
void VulkanDriver::destroyProgram(Handle<HwProgram> ph) {
@@ -2151,10 +2080,6 @@ void VulkanDriver::makeCurrent(Handle<HwSwapChain> drawSch, Handle<HwSwapChain>
resource_ptr<VulkanSwapChain> swapChain =
resource_ptr<VulkanSwapChain>::cast(&mResourceManager, drawSch);
mCurrentSwapChain = swapChain;
if (mAcquireSwapChainInMakeCurrent) {
acquireNextSwapchainImage();
}
}
void VulkanDriver::commit(Handle<HwSwapChain> sch) {
@@ -205,7 +205,6 @@ private:
bool const mIsSRGBSwapChainSupported;
bool const mIsMSAASwapChainSupported;
bool const mAcquireSwapChainInMakeCurrent;
backend::StereoscopicType const mStereoscopicType;
uint8_t const mStereoscopicEyeCount;
backend::AsynchronousMode const mAsynchronousMode;
+10 -21
View File
@@ -265,31 +265,24 @@ void VulkanDescriptorSet::addNewSet(VkDescriptorSet vkSet, OnRecycle&& onRecycle
PushConstantDescription::PushConstantDescription(backend::Program const& program) {
mRangeCount = 0;
uint32_t offset = 0;
// The range is laid out so that the vertex constants are defined as the first set of bytes,
// followed by fragment and compute. This means we need to keep track of the offset for each
// stage. We do the bookeeping in mDescriptions.
for (auto stage: { ShaderStage::VERTEX, ShaderStage::FRAGMENT, ShaderStage::COMPUTE }) {
for (auto stage : { ShaderStage::VERTEX, ShaderStage::FRAGMENT, ShaderStage::COMPUTE }) {
auto const& constants = program.getPushConstants(stage);
if (constants.empty()) {
continue;
}
auto& description = mDescriptions[(uint8_t) stage];
// We store the type of the constant for type-checking when writing.
description.types.reserve(constants.size());
std::for_each(constants.cbegin(), constants.cend(),
[&description](Program::PushConstant t) { description.types.push_back(t.type); });
auto& types = mTypes[(uint8_t) stage];
types.reserve(constants.size());
std::for_each(constants.cbegin(), constants.cend(), [&types] (Program::PushConstant t) {
types.push_back(t.type);
});
uint32_t const constantsSize = (uint32_t) constants.size() * ENTRY_SIZE;
mRanges[mRangeCount++] = {
.stageFlags = getVkStage(stage),
.offset = offset,
.size = constantsSize,
.offset = 0,
.size = (uint32_t) constants.size() * ENTRY_SIZE,
};
description.offset = offset;
offset += constantsSize;
}
}
@@ -297,10 +290,7 @@ void PushConstantDescription::write(VkCommandBuffer cmdbuf, VkPipelineLayout lay
backend::ShaderStage stage, uint8_t index, backend::PushConstantVariant const& value) {
uint32_t binaryValue = 0;
auto const& description = mDescriptions[(uint8_t) stage];
UTILS_UNUSED_IN_RELEASE auto const& types = description.types;
uint32_t const offset = description.offset;
UTILS_UNUSED_IN_RELEASE auto const& types = mTypes[(uint8_t) stage];
if (std::holds_alternative<bool>(value)) {
assert_invariant(types[index] == ConstantType::BOOL);
bool const bval = std::get<bool>(value);
@@ -314,8 +304,7 @@ void PushConstantDescription::write(VkCommandBuffer cmdbuf, VkPipelineLayout lay
int const ival = std::get<int>(value);
binaryValue = *reinterpret_cast<uint32_t const*>(&ival);
}
vkCmdPushConstants(cmdbuf, layout, getVkStage(stage), offset + index * ENTRY_SIZE, ENTRY_SIZE,
vkCmdPushConstants(cmdbuf, layout, getVkStage(stage), index * ENTRY_SIZE, ENTRY_SIZE,
&binaryValue);
}
+1 -7
View File
@@ -245,13 +245,7 @@ struct PushConstantDescription {
private:
static constexpr uint32_t ENTRY_SIZE = sizeof(uint32_t);
struct ConstantDescription {
utils::FixedCapacityVector<backend::ConstantType> types;
uint32_t offset = 0;
};
// Describes the constants in each shader stage.
ConstantDescription mDescriptions[Program::SHADER_TYPE_COUNT];
utils::FixedCapacityVector<backend::ConstantType> mTypes[Program::SHADER_TYPE_COUNT];
VkPushConstantRange mRanges[Program::SHADER_TYPE_COUNT];
uint32_t mRangeCount;
};
@@ -126,16 +126,14 @@ void VulkanPipelineCache::bindPipeline(VulkanCommandBuffer* commands) {
}
}
void VulkanPipelineCache::asyncPrewarmCache(
resource_ptr<VulkanProgram> vprogram,
void VulkanPipelineCache::asyncPrewarmCache(const VulkanProgram& program,
VkPipelineLayout layout,
StereoscopicType stereoscopicType,
uint8_t stereoscopicViewCount,
CompilerPriorityQueue priority) {
uint8_t stereoscopicViewCount, CompilerPriorityQueue priority) {
PipelineKey key {
.shaders = {
vprogram->getVertexShader(),
vprogram->getFragmentShader(),
program.getVertexShader(),
program.getFragmentShader(),
},
// We're using dynamic rendering, so this should be empty.
.renderPass = VK_NULL_HANDLE,
@@ -177,20 +175,12 @@ void VulkanPipelineCache::asyncPrewarmCache(
CallbackManager::Handle cmh = mCallbackManager.get();
auto token = std::make_shared<ProgramToken>();
// Note: we keep a ref to vprogram in this lambda so that the shader modules don't get
// destroyed before we call createPipeline(). This is rare enough that we are ok with
// occasionally creating pipelines for destroyed materials.
mCompilerThreadPool.queue(priority, token, [this, vprogram, key, dynamicOptions, cmh]() mutable {
mCompilerThreadPool.queue(priority, token, [this, key, dynamicOptions, cmh]() mutable {
VkPipeline pipeline = createPipeline(key, dynamicOptions);
mCallbackManager.put(cmh);
// We don't actually need this pipeline, we just wanted to force the driver to cache
// the pipeline's information.
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(mDevice, pipeline, VKALLOC);
} else {
FVK_LOGW << "Failed to create a pipeline during prewarming, draw-time pipeline "
"creation may fail.";
}
vkDestroyPipeline(mDevice, pipeline, VKALLOC);
});
}
@@ -104,7 +104,7 @@ public:
// compiling the pipeline on the main thread at draw time. This is very dependent
// on the implementation of the driver on the current device; it's expected to work
// on devices with VK_EXT_vertex_input_dynamic_state and VK_KHR_dynamic_rendering.
void asyncPrewarmCache(resource_ptr<VulkanProgram> vprogram, VkPipelineLayout layout,
void asyncPrewarmCache(const VulkanProgram& program, VkPipelineLayout layout,
StereoscopicType stereoscopicType, uint8_t stereoscopicViewCount,
CompilerPriorityQueue priority);
@@ -33,7 +33,7 @@ VkPipelineLayout VulkanPipelineLayoutCache::getLayout(
// build the push constant layout key
uint32_t const pushConstantRangeCount = program->getPushConstantRangeCount();
auto pushConstantRanges = program->getPushConstantRanges();
auto const& pushConstantRanges = program->getPushConstantRanges();
if (pushConstantRangeCount > 0) {
assert_invariant(pushConstantRangeCount <= Program::SHADER_TYPE_COUNT);
for (uint8_t i = 0; i < pushConstantRangeCount; ++i) {
@@ -232,7 +232,6 @@ ExtensionSet getDeviceExtensions(VkPhysicalDevice device) {
VK_KHR_DYNAMIC_RENDERING_EXTENSION_NAME,
// Required for dynamic rendering, enable this too.
VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME,
VK_KHR_GLOBAL_PRIORITY_EXTENSION_NAME,
#if FVK_ENABLED(FVK_DEBUG_SHADER_MODULE)
VK_EXT_PIPELINE_CREATION_FEEDBACK_EXTENSION_NAME,
@@ -486,22 +485,6 @@ bool hasUnifiedMemoryArchitecture(VkPhysicalDeviceMemoryProperties memoryPropert
return true;
}
VkQueueGlobalPriorityKHR getVkQueueGlobalPriority(
Platform::GpuContextPriority priority) {
switch (priority) {
case Platform::GpuContextPriority::LOW:
return VK_QUEUE_GLOBAL_PRIORITY_LOW_KHR;
case Platform::GpuContextPriority::MEDIUM:
return VK_QUEUE_GLOBAL_PRIORITY_MEDIUM_KHR;
case Platform::GpuContextPriority::HIGH:
return VK_QUEUE_GLOBAL_PRIORITY_HIGH_KHR;
case Platform::GpuContextPriority::REALTIME:
return VK_QUEUE_GLOBAL_PRIORITY_REALTIME_KHR;
case Platform::GpuContextPriority::DEFAULT:
return VK_QUEUE_GLOBAL_PRIORITY_MEDIUM_KHR;
}
}
}// anonymous namespace
using SwapChainPtr = VulkanPlatform::SwapChainPtr;
@@ -641,6 +624,9 @@ Driver* VulkanPlatform::createDriver(void* sharedContext,
}
}
// TODO: Add support of VK_KHR_global_priority with `driverConfig.gpuContextPriority`
// in VulkanPlatform::createDriver.
MiscDeviceFeatures requestedFeatures {};
if (setContains(deviceExts, VK_KHR_DYNAMIC_RENDERING_EXTENSION_NAME)) {
@@ -653,10 +639,6 @@ Driver* VulkanPlatform::createDriver(void* sharedContext,
context.mPortabilitySubsetFeatures.imageView2DOn3DImage == VK_TRUE;
}
if (context.mGlobalPrioritySupported) {
requestedFeatures.gpuContextPriority = driverConfig.gpuContextPriority;
}
if (mImpl->mDevice == VK_NULL_HANDLE) {
createLogicalDeviceAndQueues(deviceExts, context.mPhysicalDeviceFeatures.features,
context.mPhysicalDeviceVk11Features, context.mProtectedMemorySupported,
@@ -816,11 +798,6 @@ bool VulkanPlatform::isTransientAttachmentSupported() const noexcept {
return mImpl->mContext.isLazilyAllocatedMemorySupported();
}
void VulkanPlatform::registerPipelineCachePrewarmExternalFormat(
const ExternalYcbcrFormat& format) noexcept {
mImpl->mContext.addPipelineCachePrewarmExternalFormat(format);
}
VkInstance VulkanPlatform::createVkInstance(const VkInstanceCreateInfo& createInfo) noexcept {
VkInstance instance = VK_NULL_HANDLE;
VkResult result = vkCreateInstance(&createInfo, VKALLOC, &instance);
@@ -945,13 +922,6 @@ void VulkanPlatform::queryAndSetDeviceFeatures(Platform::DriverConfig const& dri
chainStruct(&context.mPhysicalDeviceFeatures, &context.mPortabilitySubsetFeatures);
}
VkPhysicalDeviceGlobalPriorityQueryFeaturesKHR globalPriorityFeatures = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GLOBAL_PRIORITY_QUERY_FEATURES_KHR,
};
if (setContains(deviceExts, VK_KHR_GLOBAL_PRIORITY_EXTENSION_NAME)) {
chainStruct(&context.mPhysicalDeviceFeatures, &globalPriorityFeatures);
}
// Initialize the following fields: physicalDeviceProperties, memoryProperties,
// physicalDeviceFeatures.
vkGetPhysicalDeviceProperties2(mImpl->mPhysicalDevice, &context.mPhysicalDeviceProperties);
@@ -968,7 +938,6 @@ void VulkanPlatform::queryAndSetDeviceFeatures(Platform::DriverConfig const& dri
setContains(deviceExts, VK_EXT_PIPELINE_CREATION_FEEDBACK_EXTENSION_NAME);
context.mVertexInputDynamicStateSupported =
setContains(deviceExts, VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME);
context.mGlobalPrioritySupported = globalPriorityFeatures.globalPriorityQuery == VK_TRUE;
} else {
VulkanSharedContext const* scontext = (VulkanSharedContext const*) sharedContext;
context.mDebugUtilsSupported = scontext->debugUtilsSupported;
@@ -1041,18 +1010,9 @@ void VulkanPlatform::createLogicalDeviceAndQueues(const ExtensionSet& deviceExte
for (auto const& ext: deviceExtensions) {
requestExtensions.push_back(ext.data());
}
bool const requiresGpuPriority =
requestedFeatures.gpuContextPriority != Platform::GpuContextPriority::DEFAULT;
VkDeviceQueueGlobalPriorityCreateInfoKHR queuePriorityCreateInfo = {
.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_GLOBAL_PRIORITY_CREATE_INFO_KHR,
.globalPriority = getVkQueueGlobalPriority(requestedFeatures.gpuContextPriority),
};
VkDeviceQueueCreateInfo deviceQueueCreateInfo[2] = {};
deviceQueueCreateInfo[0] = {
.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO,
.pNext = requiresGpuPriority ? &queuePriorityCreateInfo : nullptr,
.queueFamilyIndex = mImpl->mGraphicsQueueFamilyIndex,
.queueCount = 1,
.pQueuePriorities = &queuePriority[0],
@@ -1130,14 +1090,6 @@ void VulkanPlatform::createLogicalDeviceAndQueues(const ExtensionSet& deviceExte
chainStruct(&deviceCreateInfo, &protectedMemory);
}
VkPhysicalDeviceGlobalPriorityQueryFeaturesKHR globalPriority = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GLOBAL_PRIORITY_QUERY_FEATURES_KHR,
.globalPriorityQuery = VK_TRUE,
};
if (requiresGpuPriority) {
chainStruct(&deviceCreateInfo, &globalPriority);
}
mImpl->mDevice = createVkDevice(deviceCreateInfo);
}
@@ -27,7 +27,6 @@
#include <backend/DriverEnums.h>
#include <utils/compiler.h>
#include <utils/Panic.h>
#include <bluevk/BlueVK.h>
@@ -539,18 +538,9 @@ bool VulkanPlatformAndroid::queryCompositorTiming(SwapChain const* swapchain,
AndroidFrameCallback::Timeline const preferredTimeline{
mAndroidDetails.androidFrameCallback.getPreferredTimeline() };
// FIXME: expectedPresentLatency might reflect the previous frame's value because
// the choreographer's callback can happen before (good) or after (bad) us.
// This problem is mitigated by storing the latency instead of the deadline,
// because it generally is constant frame to frame.
if (UTILS_LIKELY(preferredTimeline.expectedPresentTime > preferredTimeline.frameTime)) {
// latency can never be negative, let's be safe
outCompositorTiming->expectedPresentLatency =
preferredTimeline.expectedPresentTime - preferredTimeline.frameTime;
} else {
// fake a reasonable value (33ms)
outCompositorTiming->expectedPresentLatency = 33'000'000;
}
outCompositorTiming->frameTime = preferredTimeline.frameTime;
outCompositorTiming->expectedPresentTime = preferredTimeline.expectedPresentTime;
outCompositorTiming->frameTimelineDeadline = preferredTimeline.frameTimelineDeadline;
outCompositorTiming->compositeDeadline = CompositorTiming::INVALID;
outCompositorTiming->compositeInterval = CompositorTiming::INVALID;
outCompositorTiming->compositeToPresentLatency = CompositorTiming::INVALID;
+1 -8
View File
@@ -72,13 +72,7 @@ void main() {
static const char* const triangleFs = R"(#version 450 core
layout(push_constant) uniform Constants {
#if defined(TARGET_VULKAN_ENVIRONMENT)
// offset here accounts for the size of the push constants in the vertex stage. Vulkan has one
// block of memory for all stages to share.
layout(offset=16) float red;
#else
float red;
#endif
bool padding; // test correct bool padding
float green;
float blue;
@@ -110,9 +104,8 @@ void initPushConstants() {
}
TEST_F(BackendTest, PushConstants) {
SKIP_IF(SkipEnvironment(OperatingSystem::CI, Backend::VULKAN), "see b/453776664");
SKIP_IF(Backend::WEBGPU, "Push constants not supported on WebGPU");
// Test is flaky on CI (but does not repro locally).
SKIP_IF(SkipEnvironment(OperatingSystem::CI, Backend::VULKAN), "b/453776664");
initPushConstants();
+2 -2
View File
@@ -44,8 +44,8 @@ public:
math::float3 halfExtent = {};
/**
* Whether the box is empty, i.e.: its extents are zero.
* @return true if the extents of the box are zero
* Whether the box is empty, i.e.: it's volume is null.
* @return true if the volume of the box is null
*/
constexpr bool isEmpty() const noexcept {
return length2(halfExtent) == 0;
+1 -1
View File
@@ -311,7 +311,7 @@ public:
/** Sets an additional matrix that scales the projection matrix.
*
* This is useful to adjust the aspect ratio of the camera independent of its projection.
* This is useful to adjust the aspect ratio of the camera independent from its projection.
* First, pass an aspect of 1.0 to setProjection. Then set the scaling with the desired aspect
* ratio:
*
+1 -1
View File
@@ -57,7 +57,7 @@ public:
* Blocks the current thread until the Fence signals.
*
* @param mode Whether the command stream is flushed before waiting or not.
* @param timeout Wait time out in nanoseconds. Using a \p timeout of 0 is a way to query the state of the fence.
* @param timeout Wait time out. Using a \p timeout of 0 is a way to query the state of the fence.
* A \p timeout value of FENCE_WAIT_FOR_EVER is used to disable the timeout.
* @return FenceStatus::CONDITION_SATISFIED on success,
* FenceStatus::TIMEOUT_EXPIRED if the time out expired or
-7
View File
@@ -51,13 +51,6 @@ class FMaterial;
class Engine;
/**
* A Material defines the visual appearance of a surface.
*
* Materials are created from a binary blob generated by the material compiler (matc).
* A Material is a template from which MaterialInstance objects can be created.
*
*/
class UTILS_PUBLIC Material : public FilamentAPI {
struct BuilderDetails;
@@ -42,13 +42,6 @@ class TextureSampler;
class UniformBuffer;
class BufferInterfaceBlock;
/**
* A MaterialInstance represents a specific instance of a Material.
*
* While a Material defines the shader code and the set of parameters, a MaterialInstance
* holds the specific values for those parameters.
*
*/
class UTILS_PUBLIC MaterialInstance : public FilamentAPI {
template<size_t N>
using StringLiteralHelper = const char[N];
@@ -119,13 +112,6 @@ public:
/**
* Set a uniform by name
*
* Supported types:
* - float, float2, float3, float4
* - int, int2, int3, int4
* - uint, uint2, uint3, uint4
* - bool, bool2, bool3, bool4
* - mat3f, mat4f
*
* @param name Name of the parameter as defined by Material. Cannot be nullptr.
* @param nameLength Length in `char` of the name parameter.
* @param value Value of the parameter to set.
+9 -83
View File
@@ -31,29 +31,10 @@
namespace filament {
/**
* A container for vertex morphing data that supports both automatic and manual morphing.
* MorphTargetBuffer is used to hold morphing data (positions and tangents).
*
* MorphTargetBuffer operates in a hybrid model depending on the attribute being morphed:
* Both positions and tangents are required.
*
* 1. Automatic for Built-ins (positions/tangents):
* Enable via `withPositions(true)` or `withTangents(true)`. The MorphTargetBuffer will
* allocate internal storage and hold the data for these attributes, which you upload
* via `setPositionsAt()` or `setTangentsAt()`. The framework automatically applies
* the morphing logic in the vertex shader.
*
* 2. Manual for Custom Data (e.g., UVs, colors):
* The MorphTargetBuffer does NOT hold data for custom targets. The user is responsible
* for the full data pipeline:
* - Create and manage a separate `Texture` to hold the morph target data (offsets).
* - In the material, declare a `sampler2d_array` parameter.
* - Bind the `Texture` to the material instance.
* - In the vertex shader, manually call `morphData2`, `morphData3`, or `morphData4`
* with the custom sampler to apply the morphing.
*
* A MorphTargetBuffer object must be associated with a Renderable via
* `RenderableManager::Builder::morphing()` to enable the morphing pipeline for all cases.
*
* @see RenderableManager
*/
class UTILS_PUBLIC MorphTargetBuffer : public FilamentAPI {
struct BuilderDetails;
@@ -110,46 +91,6 @@ public:
*/
Builder& name(utils::StaticString const& name) noexcept;
/**
* Enables and allocates the built-in buffer for position morphing.
*
* If enabled, `setPositionsAt` can be called to set the position data for each target.
* The vertex position will be morphed automatically without any further actions.
*
* @param enable true to enable, false to disable. Default is true.
* @return A reference to this Builder for chaining calls.
*/
Builder& withPositions(bool enable = true) noexcept;
/**
* Enables and allocates the built-in buffer for tangent/normal morphing.
*
* If enabled, `setTangentsAt` can be called to set the tangent data for each target.
* The vertex position will be morphed automatically without any further actions.
*
* @param enable true to enable, false to disable. Default is true.
* @return A reference to this Builder for chaining calls.
*/
Builder& withTangents(bool enable = true) noexcept;
/**
* Enables the custom morphing pipeline.
*
* When enabled, the `morphData2`, `morphData3`, and `morphData4` helper functions are
* available in the vertex shader. You must provide a 2D array texture containing the morph
* deltas, bind it to a `sampler2DArray` uniform, and call the appropriate `morphData`
* function to apply the morphing to your custom attributes.
*
* Note: Unlike `withPositions` or `withTangents`, this does NOT allocate any internal
* storage. You are responsible for managing the morph data texture.
*
* Custom morphing can be used together with automatic position and/or tangent morphing.
*
* @param enable true to enable, false to disable. Default is false.
* @return A reference to this Builder for chaining calls.
*/
Builder& enableCustomMorphing(bool enable) noexcept;
/**
* Creates the MorphTargetBuffer object and returns a pointer to it.
*
@@ -169,14 +110,16 @@ public:
/**
* Updates positions for the given morph target.
*
* This method can only be called if the MorphTargetBuffer was built with `withPositions(true)`.
* This is equivalent to the float4 method, but uses 1.0 for the 4th component.
*
* Both positions and tangents must be provided.
*
* @param engine Reference to the filament::Engine associated with this MorphTargetBuffer.
* @param targetIndex the index of morph target to be updated.
* @param positions pointer to at least "count" positions
* @param count number of float3 vectors in positions
* @param offset offset into the target buffer, expressed as a number of float3 vectors
* @param offset offset into the target buffer, expressed as a number of float4 vectors
* @see setTangentsAt
*/
void setPositionsAt(Engine& engine, size_t targetIndex,
math::float3 const* UTILS_NONNULL positions, size_t count, size_t offset = 0);
@@ -184,13 +127,14 @@ public:
/**
* Updates positions for the given morph target.
*
* This method can only be called if the MorphTargetBuffer was built with `withPositions(true)`.
* Both positions and tangents must be provided.
*
* @param engine Reference to the filament::Engine associated with this MorphTargetBuffer.
* @param targetIndex the index of morph target to be updated.
* @param positions pointer to at least "count" positions
* @param count number of float4 vectors in positions
* @param offset offset into the target buffer, expressed as a number of float4 vectors
* @see setTangentsAt
*/
void setPositionsAt(Engine& engine, size_t targetIndex,
math::float4 const* UTILS_NONNULL positions, size_t count, size_t offset = 0);
@@ -198,7 +142,6 @@ public:
/**
* Updates tangents for the given morph target.
*
* This method can only be called if the MorphTargetBuffer was built with `withTangents(true)`.
* These quaternions must be represented as signed shorts, where real numbers in the [-1,+1]
* range multiplied by 32767.
*
@@ -207,6 +150,7 @@ public:
* @param tangents pointer to at least "count" tangents
* @param count number of short4 quaternions in tangents
* @param offset offset into the target buffer, expressed as a number of short4 vectors
* @see setPositionsAt
*/
void setTangentsAt(Engine& engine, size_t targetIndex,
math::short4 const* UTILS_NONNULL tangents, size_t count, size_t offset = 0);
@@ -223,24 +167,6 @@ public:
*/
size_t getCount() const noexcept;
/**
* Returns true if this MorphTargetBuffer has a position buffer.
* @see Builder::withPositions
*/
bool hasPositions() const noexcept;
/**
* Returns true if this MorphTargetBuffer has a tangent buffer.
* @see Builder::withTangents
*/
bool hasTangents() const noexcept;
/**
* Returns true if custom morphing is enabled
* @see Builder::enableCustomMorphing
*/
bool isCustomMorphingEnabled() const noexcept;
protected:
// prevent heap allocation
~MorphTargetBuffer() = default;
+1 -12
View File
@@ -165,17 +165,6 @@ public:
STATIC //!< skinning/morphing not allowed and Vertex/IndexBuffer immutables
};
/**
* Type of morphing for a Renderable.
* This usually acts as a bitmask of multiple types.
*/
enum class MorphType : uint8_t {
NONE = 0,
POSITION = 1,
TANGENT = 2,
CUSTOM = 4
};
/**
* Creates a builder for renderable components.
*
@@ -228,7 +217,7 @@ public:
/**
* Specify the type of geometry for this renderable. DYNAMIC geometry has no restriction,
* STATIC_BOUNDS geometry means that both the bounds and the world-space transform of the
* renderable are immutable.
* the renderable are immutable.
* STATIC geometry has the same restrictions as STATIC_BOUNDS, but in addition disallows
* skinning, morphing and changing the VertexBuffer or IndexBuffer in any way.
* @param type type of geometry.
+2 -2
View File
@@ -107,7 +107,7 @@ public:
time_point_ns presentDeadline; //!< deadline for queuing a frame [ns]
duration_ns displayPresentInterval; //!< display refresh rate [ns]
duration_ns compositionToPresentLatency; //!< time between the start of composition and the expected present time [ns]
duration_ns expectedPresentLatency; //!< system's expected presentation time since epoch [ns]
time_point_ns expectedPresentTime; //!< system's expected presentation time since epoch [ns]
};
/**
@@ -668,7 +668,7 @@ public:
* Requests the next frameCount frames to be skipped. For Debugging.
* @param frameCount number of frames to skip.
*/
void skipNextFrames(size_t frameCount) noexcept;
void skipNextFrames(size_t frameCount) const noexcept;
/**
* Remainder count of frame to be skipped
+1 -1
View File
@@ -106,7 +106,7 @@ public:
/**
* Adds an Entity to the Scene.
*
* @param entity The entity is ignored for rendering purposes if it doesn't have a Renderable or Light component.
* @param entity The entity is ignored if it doesn't have a Renderable or Light component.
*
* \attention
* A given Entity object can only be added once to a Scene.
+1 -1
View File
@@ -136,7 +136,7 @@ public:
* priority (7) such that the Skybox is always rendered after the opaque objects,
* to reduce overdraw when depth culling is enabled.
*
* @param priority clamped to the range [0..7], defaults to 7; 7 is lowest priority
* @param priority clamped to the range [0..7], defaults to 4; 7 is lowest priority
* (rendered last).
*
* @return Builder reference for chaining calls.
+3 -4
View File
@@ -69,11 +69,12 @@ class Engine;
* - Filament invokes low-level graphics commands on the \em{driver thread}.
* - The thread that calls `beginFrame` is called the \em{main thread}.
*
* For ACQUIRED streams, there is no need to perform the copy because Filament explicitly acquires
* For ACQUIRED streams, there is no need to perform the copy because Filament explictly acquires
* the stream, then releases it later via a callback function. This configuration is especially
* useful when the Vulkan backend is enabled.
*
* NATIVE streams are deprecated because they are backend specific and do not make any synchronization guarantee.
* For NATIVE streams, Filament does not make any synchronization guarantee. However they are simple
* to use and do not incur a copy. These are often appropriate in video applications.
*
* Please see `sample-stream-test` and `sample-hello-camera` for usage examples.
*
@@ -115,9 +116,7 @@ public:
* be CLAMP_TO_EDGE.
*
* @return This Builder, for chaining calls.
* @deprecated Use Stream::setAcquiredImage instead.
*/
UTILS_DEPRECATED
Builder& stream(void* UTILS_NULLABLE stream) noexcept;
/**

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