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Add environment light intensity in GLSL #1737

2 changes: 1 addition & 1 deletion libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl
Expand Up @@ -495,7 +495,7 @@ vec3 mx_latlong_map_lookup(vec3 dir, mat4 transform, float lod, sampler2D envSam
{
vec3 envDir = normalize((transform * vec4(dir,0.0)).xyz);
vec2 uv = mx_latlong_projection(envDir);
return textureLod(envSampler, uv, lod).rgb;
return textureLod(envSampler, uv, lod).rgb * $envLightIntensity;
}

// Return the mip level with the appropriate coverage for a filtered importance sample.
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7 changes: 6 additions & 1 deletion resources/Lights/environment_map.mtlx
Expand Up @@ -46,7 +46,12 @@
<input name="filtertype" type="string" value="linear" />
</image>

<multiply name="envImageAdjusted" type="color3">
<input name="in1" type="color3" nodename="envImage" />
<input name="in2" type="float" value="1.0" />
</multiply>

<!-- Return the resulting color -->
<output name="out" type="color3" nodename="envImage" />
<output name="out" type="color3" nodename="envImageAdjusted" />
</nodegraph>
</materialx>
5 changes: 5 additions & 0 deletions source/MaterialXGenShader/HwShaderGenerator.cpp
Expand Up @@ -77,6 +77,7 @@ const string T_ENV_RADIANCE = "$envRadiance";
const string T_ENV_RADIANCE_MIPS = "$envRadianceMips";
const string T_ENV_RADIANCE_SAMPLES = "$envRadianceSamples";
const string T_ENV_IRRADIANCE = "$envIrradiance";
const string T_ENV_LIGHT_INTENSITY = "$envLightIntensity";
const string T_ENV_PREFILTER_MIP = "$envPrefilterMip";
const string T_REFRACTION_TWO_SIDED = "$refractionTwoSided";
const string T_ALBEDO_TABLE = "$albedoTable";
Expand Down Expand Up @@ -132,6 +133,7 @@ const string ENV_RADIANCE = "u_envRadiance";
const string ENV_RADIANCE_MIPS = "u_envRadianceMips";
const string ENV_RADIANCE_SAMPLES = "u_envRadianceSamples";
const string ENV_IRRADIANCE = "u_envIrradiance";
const string ENV_LIGHT_INTENSITY = "u_envLightIntensity";
const string ENV_PREFILTER_MIP = "u_envPrefilterMip";
const string REFRACTION_TWO_SIDED = "u_refractionTwoSided";
const string ALBEDO_TABLE = "u_albedoTable";
Expand Down Expand Up @@ -233,6 +235,7 @@ HwShaderGenerator::HwShaderGenerator(SyntaxPtr syntax) :
_tokenSubstitutions[HW::T_ENV_RADIANCE_MIPS] = HW::ENV_RADIANCE_MIPS;
_tokenSubstitutions[HW::T_ENV_RADIANCE_SAMPLES] = HW::ENV_RADIANCE_SAMPLES;
_tokenSubstitutions[HW::T_ENV_IRRADIANCE] = HW::ENV_IRRADIANCE;
_tokenSubstitutions[HW::T_ENV_LIGHT_INTENSITY] = HW::ENV_LIGHT_INTENSITY;
_tokenSubstitutions[HW::T_REFRACTION_TWO_SIDED] = HW::REFRACTION_TWO_SIDED;
_tokenSubstitutions[HW::T_ALBEDO_TABLE] = HW::ALBEDO_TABLE;
_tokenSubstitutions[HW::T_ALBEDO_TABLE_SIZE] = HW::ALBEDO_TABLE_SIZE;
Expand Down Expand Up @@ -366,6 +369,7 @@ ShaderPtr HwShaderGenerator::createShader(const string& name, ElementPtr element
const Matrix44 yRotationPI = Matrix44::createScale(Vector3(-1, 1, -1));
psPrivateUniforms->add(Type::MATRIX44, HW::T_ENV_MATRIX, Value::createValue(yRotationPI));
psPrivateUniforms->add(Type::FILENAME, HW::T_ENV_RADIANCE);
psPrivateUniforms->add(Type::FLOAT, HW::T_ENV_LIGHT_INTENSITY, Value::createValue(1.0f));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_RADIANCE_MIPS, Value::createValue<int>(1));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_RADIANCE_SAMPLES, Value::createValue<int>(16));
psPrivateUniforms->add(Type::FILENAME, HW::T_ENV_IRRADIANCE);
Expand All @@ -384,6 +388,7 @@ ShaderPtr HwShaderGenerator::createShader(const string& name, ElementPtr element
if (context.getOptions().hwWriteEnvPrefilter)
{
psPrivateUniforms->add(Type::FILENAME, HW::T_ENV_RADIANCE);
psPrivateUniforms->add(Type::FLOAT, HW::T_ENV_LIGHT_INTENSITY, Value::createValue(1.0f));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_PREFILTER_MIP, Value::createValue<int>(1));
const Matrix44 yRotationPI = Matrix44::createScale(Vector3(-1, 1, -1));
psPrivateUniforms->add(Type::MATRIX44, HW::T_ENV_MATRIX, Value::createValue(yRotationPI));
Expand Down
3 changes: 3 additions & 0 deletions source/MaterialXGenShader/HwShaderGenerator.h
Expand Up @@ -71,6 +71,7 @@ Uniform variables :
$envMatrix u_envMatrix mat4 Rotation matrix for the environment.
$envIrradiance u_envIrradiance sampler2D Sampler for the texture used for diffuse environment lighting.
$envRadiance u_envRadiance sampler2D Sampler for the texture used for specular environment lighting.
$envLightIntensity u_envLightIntensity float Linear multiplier for environment lighting
$envRadianceMips u_envRadianceMips int Number of mipmaps used on the specular environment texture.
$envRadianceSamples u_envRadianceSamples int Samples to use if Filtered Importance Sampling is used for specular environment lighting.

Expand Down Expand Up @@ -126,6 +127,7 @@ extern MX_GENSHADER_API const string T_ENV_RADIANCE;
extern MX_GENSHADER_API const string T_ENV_RADIANCE_MIPS;
extern MX_GENSHADER_API const string T_ENV_RADIANCE_SAMPLES;
extern MX_GENSHADER_API const string T_ENV_IRRADIANCE;
extern MX_GENSHADER_API const string T_ENV_LIGHT_INTENSITY;
extern MX_GENSHADER_API const string T_ENV_PREFILTER_MIP;
extern MX_GENSHADER_API const string T_REFRACTION_TWO_SIDED;
extern MX_GENSHADER_API const string T_ALBEDO_TABLE;
Expand Down Expand Up @@ -183,6 +185,7 @@ extern MX_GENSHADER_API const string ENV_RADIANCE;
extern MX_GENSHADER_API const string ENV_RADIANCE_MIPS;
extern MX_GENSHADER_API const string ENV_RADIANCE_SAMPLES;
extern MX_GENSHADER_API const string ENV_IRRADIANCE;
extern MX_GENSHADER_API const string ENV_LIGHT_INTENSITY;
extern MX_GENSHADER_API const string ENV_PREFILTER_MIP;
extern MX_GENSHADER_API const string REFRACTION_TWO_SIDED;
extern MX_GENSHADER_API const string ALBEDO_TABLE;
Expand Down
14 changes: 14 additions & 0 deletions source/MaterialXRender/LightHandler.h
Expand Up @@ -38,6 +38,7 @@ class MX_RENDER_API LightHandler
_directLighting(true),
_indirectLighting(true),
_usePrefilteredMap(false),
_envLightIntensity(1.0f),
_envSampleCount(DEFAULT_ENV_SAMPLE_COUNT),
_refractionTwoSided(false)
{
Expand Down Expand Up @@ -150,6 +151,18 @@ class MX_RENDER_API LightHandler
return _envSampleCount;
}

/// Set the environment light intensity.
void setEnvLightIntensity(const float intensity)
{
_envLightIntensity = intensity;
}

/// Return the environment light intensity.
float getEnvLightIntensity()
{
return _envLightIntensity;
}

/// Set the two-sided refraction property.
void setRefractionTwoSided(bool enable)
{
Expand Down Expand Up @@ -246,6 +259,7 @@ class MX_RENDER_API LightHandler
ImagePtr _envRadianceMap;
ImagePtr _envPrefilteredMap;
ImagePtr _envIrradianceMap;
float _envLightIntensity;
int _envSampleCount;

bool _refractionTwoSided;
Expand Down
1 change: 1 addition & 0 deletions source/MaterialXRenderGlsl/GlslProgram.cpp
Expand Up @@ -578,6 +578,7 @@ void GlslProgram::bindLighting(LightHandlerPtr lightHandler, ImageHandlerPtr ima
Matrix44 envRotation = Matrix44::createRotationY(PI) * lightHandler->getLightTransform().getTranspose();
bindUniform(HW::ENV_MATRIX, Value::createValue(envRotation), false);
bindUniform(HW::ENV_RADIANCE_SAMPLES, Value::createValue(lightHandler->getEnvSampleCount()), false);
bindUniform(HW::ENV_LIGHT_INTENSITY, Value::createValue(lightHandler->getEnvLightIntensity()), false);
ImagePtr envRadiance = nullptr;
if (lightHandler->getIndirectLighting())
{
Expand Down
1 change: 1 addition & 0 deletions source/MaterialXRenderMsl/MslPipelineStateObject.mm
Expand Up @@ -706,6 +706,7 @@ int GetStrideOfMetalType(MTLDataType type)
Matrix44 envRotation = Matrix44::createRotationY(PI) * lightHandler->getLightTransform().getTranspose();
bindUniform(HW::ENV_MATRIX, Value::createValue(envRotation), false);
bindUniform(HW::ENV_RADIANCE_SAMPLES, Value::createValue(lightHandler->getEnvSampleCount()), false);
bindUniform(HW::ENV_LIGHT_INTENSITY, Value::createValue(lightHandler->getEnvLightIntensity()), false);
ImageMap envLights =
{
{ HW::ENV_RADIANCE, lightHandler->getEnvRadianceMap() },
Expand Down
3 changes: 3 additions & 0 deletions source/MaterialXView/RenderPipelineGL.cpp
Expand Up @@ -370,6 +370,9 @@ void GLRenderPipeline::renderFrame(void*, int shadowMapSize, const char* dirLigh
float longitudeOffset = (lightRotation / 360.0f) + 0.5f;
envMaterial->modifyUniform("longitude/in2", mx::Value::createValue(longitudeOffset));

// Apply light intensity to the environment shader.
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envMaterial->modifyUniform("envImageAdjusted/in2", mx::Value::createValue(lightHandler->getEnvLightIntensity()));

// Render the environment mesh.
glDepthMask(GL_FALSE);
envMaterial->bindShader();
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17 changes: 17 additions & 0 deletions source/MaterialXView/Viewer.cpp
Expand Up @@ -172,6 +172,7 @@ Viewer::Viewer(const std::string& materialFilename,
_userCameraEnabled(true),
_userTranslationActive(false),
_lightRotation(0.0f),
_intensityMultiplier(1.0f),
_normalizeEnvironment(false),
_splitDirectLight(false),
_generateReferenceIrradiance(false),
Expand Down Expand Up @@ -817,6 +818,22 @@ void Viewer::createAdvancedSettings(Widget* parent)
});
lightRotationBox->set_editable(true);

Widget* envLightIntensityRow = new Widget(advancedPopup);
envLightIntensityRow->set_layout(new ng::BoxLayout(ng::Orientation::Horizontal));
mx::UIProperties intensityUI;
intensityUI.uiSoftMin = mx::Value::createValue(0.0f);
intensityUI.uiSoftMax = mx::Value::createValue(10.0f);
intensityUI.uiStep = mx::Value::createValue(0.1f);

ng::FloatBox<float>* envIntensity = createFloatWidget(envLightIntensityRow, "Light Intensity:",
_intensityMultiplier, &intensityUI, [this](float value)
{
_intensityMultiplier = value;
_lightHandler->setEnvLightIntensity(_intensityMultiplier);
});
envIntensity->set_value(1.0);
envIntensity->set_editable(true);

ng::Label* shadowingLabel = new ng::Label(advancedPopup, "Shadowing Options");
shadowingLabel->set_font_size(20);
shadowingLabel->set_font("sans-bold");
Expand Down
1 change: 1 addition & 0 deletions source/MaterialXView/Viewer.h
Expand Up @@ -355,6 +355,7 @@ class Viewer : public ng::Screen
mx::FilePath _lightRigFilename;
mx::DocumentPtr _lightRigDoc;
float _lightRotation;
float _intensityMultiplier;

// Light processing options
bool _normalizeEnvironment;
Expand Down