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Enhancement Shader API #286

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merged 2 commits into from
Jul 19, 2024
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@GuoLei1990 GuoLei1990 commented Jul 19, 2024

Please check if the PR fulfills these requirements

  • The commit message follows our guidelines
  • Tests for the changes have been added (for bug fixes / features)
  • Docs have been added / updated (for bug fixes / features)

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

What is the current behavior? (You can also link to an open issue here)

What is the new behavior (if this is a feature change)?

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

Other information:

Summary by CodeRabbit

  • New Features

    • Introduced a new shader module for light probe calculations, enhancing the accuracy of specular reflections.
    • Streamlined specular lighting handling by removing outdated functions and improving shader structure.
  • Bug Fixes

    • Resolved potential issues with redundant calculations in the shader logic.
  • Documentation

    • Updated references to include the new LightProbe functionality in the shader module documentation.

@GuoLei1990 GuoLei1990 added the enhancement New feature or request label Jul 19, 2024
@GuoLei1990 GuoLei1990 changed the base branch from main to dev/1.3 July 19, 2024 14:06
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coderabbitai bot commented Jul 19, 2024

Walkthrough

The recent changes to the shader files primarily focus on enhancing the handling of indirect lighting through light probes. Several outdated functions related to specular calculations have been removed from LightIndirectPBR.glsl, while a new file, LightProbe.glsl, has been introduced to encapsulate light probe functionalities. This modular approach improves maintainability and readability, ultimately aiming for more realistic rendering in graphics applications.

Changes

Files Change Summary
.../shaders/shadingPBR/LightIndirectPBR.glsl Removed specular lighting functions and added #include "LightProbe.glsl" for modular light probe calculations.
.../shaders/shadingPBR/LightProbe.glsl Introduced new functions for calculating light probe radiance, enhancing environment mapping capabilities.
.../shaders/shadingPBR/index.ts Added import for LightProbe.glsl and updated export to include light probe functionality.

Sequence Diagram(s)

sequenceDiagram
    participant User
    participant Shader
    participant LightProbe

    User->>Shader: Request rendering
    Shader->>LightProbe: Query light probe radiance
    LightProbe->>Shader: Return radiance data
    Shader->>User: Render output with lighting
Loading

🐰 In the forest where bunnies play,
A shader's glow brightens the day.
With light probes now, the magic's here,
Reflecting colors, so vivid and clear!
Hopping in joy, we twirl and spin,
For brighter worlds, let the fun begin! 🌼✨


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Actionable comments posted: 0

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between 50df072 and 4e8e1b8.

Files selected for processing (3)
  • packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl (2 hunks)
  • packages/shaderlab/src/shaders/shadingPBR/LightProbe.glsl (1 hunks)
  • packages/shaderlab/src/shaders/shadingPBR/index.ts (2 hunks)
Additional comments not posted (13)
packages/shaderlab/src/shaders/shadingPBR/index.ts (2)

3-3: LGTM! Import statement aligns with the modular approach.

The import of LightProbe from ./LightProbe.glsl is appropriate and aligns with the modular approach to enhance maintainability.


21-21: LGTM! Export array entry correctly includes LightProbe.

The addition of { source: LightProbe, includeKey: "LightProbe.glsl" } in the export array ensures that the LightProbe module is included in the shader pipeline.

packages/shaderlab/src/shaders/shadingPBR/LightProbe.glsl (5)

1-21: LGTM! Preprocessor directives and envBRDFApprox function are correct.

The preprocessor directives ensure that the shader code is included only once. The envBRDFApprox function correctly approximates the environment BRDF for GGX on mobile.


24-32: LGTM! getReflectedVector function is correct.

The getReflectedVector function correctly handles anisotropy and returns the reflected vector.


34-36: LGTM! getSpecularMIPLevel function is correct.

The getSpecularMIPLevel function correctly calculates the MIP level for specular reflection.


38-69: LGTM! getLightProbeRadiance function is correct.

The getLightProbeRadiance function correctly retrieves radiance from light probes, handling various conditions such as specular environment, texture LOD, and color space.


71-71: LGTM! #endif directive is correct.

The #endif directive correctly ends the preprocessor conditional started with #ifndef LIGHT_PROBE.

packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl (6)

18-18: LGTM! Include directive is correct.

The #include "LightProbe.glsl" directive is necessary to incorporate the functionalities defined in LightProbe.glsl.


Line range hint 22-35:
LGTM! getLightProbeIrradiance function is correct.

The getLightProbeIrradiance function correctly calculates irradiance using spherical harmonics, ensuring proper lighting effects.


Line range hint 38-50:
LGTM! evaluateDiffuseIBL function is correct.

The evaluateDiffuseIBL function correctly evaluates diffuse image-based lighting (IBL), handling different conditions such as spherical harmonics and color space.


Line range hint 52-62:
LGTM! evaluateClearCoatIBL function is correct.

The evaluateClearCoatIBL function correctly evaluates clear coat image-based lighting (IBL), ensuring proper lighting effects for materials with clear coat.


Line range hint 64-72:
LGTM! evaluateSpecularIBL function is correct.

The evaluateSpecularIBL function correctly evaluates specular image-based lighting (IBL), ensuring proper lighting effects for materials with specular reflection.


Line range hint 74-88:
LGTM! evaluateIBL function is correct.

The evaluateIBL function correctly evaluates image-based lighting (IBL) by combining diffuse, clear coat, and specular components, ensuring comprehensive lighting effects.

@GuoLei1990 GuoLei1990 merged commit 73523df into galacean:dev/1.3 Jul 19, 2024
1 check failed
This was referenced Nov 6, 2024
This was referenced Dec 13, 2024
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