RFR: 8217853: Cleanup in the D3D native pipeline [v2]
Nir Lisker
nlisker at openjdk.org
Wed Aug 17 17:42:25 UTC 2022
On Mon, 15 Aug 2022 10:03:11 GMT, Nir Lisker <nlisker at openjdk.org> wrote:
>> Command to run the system test:
>> `gradle -PFULL_TEST=true -PUSE_ROBOT=true systemTests:test --tests test.robot.test3d.PointLightIlluminationTest`
>>
>> I ran all the tests, only above test failed:
>> Command to run all the system tests: `gradle -PFULL_TEST=true -PUSE_ROBOT=true systemTests:test`
>
> First of all, I found that the mistake was in the shortcut branch of the shader: it was using the light direction instead of the vector to the light (incident ray), so in the code I need to replace `dot(n, -lightDir)` with `dot(n, -l)`, like is done in the full computation branch. Then the test passes with the `0` input for no-attenuation. Thanks.
>
> Then I looked at the computation some more and I found something in the computation of the specular component. According to the theory, both in online sources and in the `PhongMaterial` class doc, the computation should be:
> `R . V` where `V` is the vector to the eye/cam and `R` is the reflection vector computed by `R = 2(N . L)N - L`, or using the [reflect](https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-reflect) HLSL function, `R = -reflect(N, L)`. So the shader files should look something like this:
>
> float3 refl = reflect(l, n);
> s = ... dot(-refl, e); // e is the vector to the eye, like V
>
> However, looking at the shader files, [already from legacy](https://github.com/openjdk/jfx/blob/c420248b9b459efcfbd3657170d9be0b96b5fb38/modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h), the vectors are switched:
>
> float3 refl = reflect(e, n);
> s = ... dot(-refl, l);
>
> It looks like the specular computation was wrong from the start.
>
> I tested the visuals on the `master` branch before and after swapping the `l` and `e` vectors and I see no difference in the specular reflection. Rather odd. Will need to look into this more.
>
> The same mistakes are coded into the glsl shaders too, so I should fix the one you found at the very least.
@kevinrushforth maybe you can take a look at this too.
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PR: https://git.openjdk.org/jfx/pull/789
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