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Add environment light intensity in GLSL #1737
Add environment light intensity in GLSL #1737
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This looks nearly ready to merge, @ashwinbhat, though I had one question about support in the Viewer on MacOS.
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This looks great to me, thanks @ashwinbhat!
d58092e
into
AcademySoftwareFoundation:dev_1.39
* Use framework linkage for OpenGL on macOS (AcademySoftwareFoundation#1741) This commit fixes the output of the MaterialXTargets.cmake to have proper system linkage for OpenGL in the cmake config. Without this change, downstream projects on a Mac like USD cannot build against MaterialX properly. * Static analysis fixes This changelist addresses a handful of static analysis warnings flagged by Cppcheck and MSVC. * Move dynamic analysis tests to MacOS (AcademySoftwareFoundation#1743) This changelist moves dynamic analysis tests to MacOS in GitHub Actions, allowing them to take advantage of more recent compiler environments and hardware. * Add environment light intensity in GLSL (AcademySoftwareFoundation#1737) Introduce a new uniform (u_envLightIntensity) that allows applications to control the light intensity directly in generated shaders. The uniform is a linear multiplier on environment lights. Applications can control the value of the uniform as needed. * Remove 'baked' suffix from TextureBaker names (AcademySoftwareFoundation#1744) The texturebaker appended a "_baked" token suffix to the generated material names that changed material name. Some pipelines get impacted by this rename, since the original material name is lost. Removing the suffix to retain original material name. * Update development build to 1.38.10 * Move prefilter functions to referencing GLSL files This changelist moves environment prefilter functions into the GLSL files that reference them, addressing shader compilation errors when GenOptions::hwDirectionalAlbedoMethod is set to DIRECTIONAL_ALBEDO_TABLE or DIRECTIONAL_ALBEDO_MONTE_CARLO by the client. * Move light uniforms into referencing GLSL files (AcademySoftwareFoundation#1750) This change moves the new environment light intensity uniforms into their referencing GLSL files, addressing shader compilation errors when GenOptions::hwDirectionalAlbedoMethod is set to DIRECTIONAL_ALBEDO_TABLE or DIRECTIONAL_ALBEDO_MONTE_CARLO by the client. Additionally, the change moves the environment light intensity option from the UI to the command line of the viewer, since isolated adjustments of the indirect lighting term are an unintuitive rendering control for most users. --------- Co-authored-by: Dhruv Govil <dgovil2@apple.com> Co-authored-by: Jonathan Stone <jstone@lucasfilm.com> Co-authored-by: Ashwin Bhat <1727158+ashwinbhat@users.noreply.github.com>
Introduce a new uniform (u_envLightIntensity) that allows applications to control the light intensity directly in generated shaders. The uniform is a linear multiplier on environment lights. Applications can control the value of the uniform as needed.
…n#1763) - Add environment light intensity in GLSL (AcademySoftwareFoundation#1737) - Remove 'baked' suffix from TextureBaker names (AcademySoftwareFoundation#1744) - Move light uniforms into referencing GLSL files (AcademySoftwareFoundation#1750)
Introduce a new uniform (
u_envLightIntensity
) that allows applications to control the light intensity directly in generated shaders. The uniform is a linear multiplier on environment lights. Applications can control the value of the uniform as needed.