diff options
author | Dave Parks <davep@lindenlab.com> | 2022-05-19 22:24:41 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-05-19 22:24:41 -0500 |
commit | 3564b24e2a90e0772c37185cc5dcedca29d62ab8 (patch) | |
tree | 9c0e7fa9d747d7bca7b25352bf8e28c875163e77 /indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl | |
parent | 02fb1bd6103cad5538fc170e015f4329f3545542 (diff) |
SL-17286 Reflection probe alpha/fullbright support.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl | 476 |
1 files changed, 476 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..8c1323ba1a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -0,0 +1,476 @@ +/** + * @file class2/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_shader_texture_lod : enable + +#define FLT_MAX 3.402823466e+38 + +#define REFMAP_COUNT 256 +#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider + +uniform samplerCubeArray reflectionProbes; + +layout (std140, binding = 1) uniform ReflectionProbes +{ + // list of OBBs for user override probes + // box is a set of 3 planes outward facing planes and the depth of the box along that plane + // for each box refBox[i]... + /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation + // box[3][0..2] - plane thickness + mat4 refBox[REFMAP_COUNT]; + // list of bounding spheres for reflection probes sorted by distance to camera (closest first) + vec4 refSphere[REFMAP_COUNT]; + // index of cube map in reflectionProbes for a corresponding reflection probe + // e.g. cube map channel of refSphere[2] is stored in refIndex[2] + // refIndex.x - cubemap channel in reflectionProbes + // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index) + // refIndex.z - number of neighbors + // refIndex.w - priority, if negative, this probe has a box influence + ivec4 refIndex[REFMAP_COUNT]; + + // neighbor list data (refSphere indices, not cubemap array layer) + ivec4 refNeighbor[1024]; + + // number of reflection probes present in refSphere + int refmapCount; + + // intensity of ambient light from reflection probes + float reflectionAmbiance; +}; + +// Inputs +uniform mat3 env_mat; + +// list of probeIndexes shader will actually use after "getRefIndex" is called +// (stores refIndex/refSphere indices, NOT rerflectionProbes layer) +int probeIndex[REF_SAMPLE_COUNT]; + +// number of probes stored in probeIndex +int probeInfluences = 0; + +bool isAbove(vec3 pos, vec4 plane) +{ + return (dot(plane.xyz, pos) + plane.w) > 0; +} + +// return true if probe at index i influences position pos +bool shouldSampleProbe(int i, vec3 pos) +{ + if (refIndex[i].w < 0) + { + vec4 v = refBox[i] * vec4(pos, 1.0); + if (abs(v.x) > 1 || + abs(v.y) > 1 || + abs(v.z) > 1) + { + return false; + } + } + else + { + vec3 delta = pos.xyz - refSphere[i].xyz; + float d = dot(delta, delta); + float r2 = refSphere[i].w; + r2 *= r2; + + if (d > r2) + { //outside bounding sphere + return false; + } + } + + return true; +} + +// call before sampleRef +// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT +// overall algorithm -- +void preProbeSample(vec3 pos) +{ + // TODO: make some sort of structure that reduces the number of distance checks + + for (int i = 0; i < refmapCount; ++i) + { + // found an influencing probe + if (shouldSampleProbe(i, pos)) + { + probeIndex[probeInfluences] = i; + ++probeInfluences; + + int neighborIdx = refIndex[i].y; + if (neighborIdx != -1) + { + int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1); + + int count = 0; + while (count < neighborCount) + { + // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) + + int idx = refNeighbor[neighborIdx].x; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].y; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].z; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + idx = refNeighbor[neighborIdx].w; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + return; + } + } + count++; + if (count == neighborCount) + { + return; + } + + ++neighborIdx; + } + + return; + } + } + } +} + +// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection + +// original reference implementation: +/* +bool intersect(const Ray &ray) const +{ + float t0, t1; // solutions for t if the ray intersects +#if 0 + // geometric solution + Vec3f L = center - orig; + float tca = L.dotProduct(dir); + // if (tca < 0) return false; + float d2 = L.dotProduct(L) - tca * tca; + if (d2 > radius2) return false; + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; +#else + // analytic solution + Vec3f L = orig - center; + float a = dir.dotProduct(dir); + float b = 2 * dir.dotProduct(L); + float c = L.dotProduct(L) - radius2; + if (!solveQuadratic(a, b, c, t0, t1)) return false; +#endif + if (t0 > t1) std::swap(t0, t1); + + if (t0 < 0) { + t0 = t1; // if t0 is negative, let's use t1 instead + if (t0 < 0) return false; // both t0 and t1 are negative + } + + t = t0; + + return true; +} */ + +// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere +vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) +{ + float t0, t1; // solutions for t if the ray intersects + + vec3 L = center - origin; + float tca = dot(L,dir); + + float d2 = dot(L,L) - tca * tca; + + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; + + vec3 v = origin + dir * t1; + return v; +} + +// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ +/* +vec3 DirectionWS = normalize(PositionWS - CameraWS); +vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS); + +// Intersection with OBB convertto unit box space +// Transform in local unit parallax cube space (scaled and rotated) +vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS); +vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS); + +vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); +vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; +vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; +vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); +float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + +// Use Distance in WS directly to recover intersection +vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; +vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; + +return texCUBE(envMap, ReflDirectionWS); +*/ + +// get point of intersection with given probe's box influence volume +// origin - ray origin in clip space +// dir - ray direction in clip space +// i - probe index in refBox/refSphere +vec3 boxIntersect(vec3 origin, vec3 dir, int i) +{ + // Intersection with OBB convertto unit box space + // Transform in local unit parallax cube space (scaled and rotated) + mat4 clipToLocal = refBox[i]; + + vec3 RayLS = mat3(clipToLocal) * dir; + vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; + + vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); + vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; + vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; + vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); + float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + + // Use Distance in CS directly to recover intersection + vec3 IntersectPositionCS = origin + dir * Distance; + + return IntersectPositionCS; +} + + + +// Tap a sphere based reflection probe +// pos - position of pixel +// dir - pixel normal +// lod - which mip to bias towards (lower is higher res, sharper reflections) +// c - center of probe +// r2 - radius of probe squared +// i - index of probe +// vi - point at which reflection vector struck the influence volume, in clip space +vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) +{ + //lod = max(lod, 1); + // parallax adjustment + + vec3 v; + if (refIndex[i].w < 0) + { + v = boxIntersect(pos, dir, i); + } + else + { + v = sphereIntersect(pos, dir, c, r2); + } + + v -= c; + v = env_mat * v; + { + float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res + return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb; + //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb; + } +} + +vec3 sampleProbes(vec3 pos, vec3 dir, float lod) +{ + float wsum = 0.0; + vec3 col = vec3(0,0,0); + float vd2 = dot(pos,pos); // view distance squared + + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + float r = refSphere[i].w; // radius of sphere volume + float p = float(abs(refIndex[i].w)); // priority + float rr = r*r; // radius squred + float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + float r2 = r1*r1; + + { + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); + + float w = 1.0/d2; + + float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + w *= atten; + w *= p; // boost weight based on priority + col += refcol*w; + + wsum += w; + } + } + + if (probeInfluences <= 1) + { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera + for (int idx = 0; idx < 8; ++idx) + { + if (refIndex[idx].w < 0) + { // don't fallback to box probes, they are *very* specific + continue; + } + int i = idx; + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + + { + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); + + float w = 1.0/d2; + w *= w; + col += refcol*w; + wsum += w; + } + } + } + + if (wsum > 0.0) + { + col *= 1.0/wsum; + } + + return col; +} + +vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) +{ + vec3 col = sampleProbes(pos, dir, lod); + + //desaturate + vec3 hcol = col *0.5; + + col *= 2.0; + col = vec3( + col.r + hcol.g + hcol.b, + col.g + hcol.r + hcol.b, + col.b + hcol.r + hcol.g + ); + + col *= 0.333333; + + return col*reflectionAmbiance; + +} + +// brighten a color so that at least one component is 1 +vec3 brighten(vec3 c) +{ + float m = max(max(c.r, c.g), c.b); + + if (m == 0) + { + return vec3(1,1,1); + } + + return c * 1.0/m; +} + + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) +{ + // TODO - don't hard code lods + float reflection_lods = 8; + preProbeSample(pos); + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + ambenv = sampleProbeAmbient(pos, norm, reflection_lods-1); + + if (glossiness > 0.0) + { + float lod = (1.0-glossiness)*reflection_lods; + glossenv = sampleProbes(pos, normalize(refnormpersp), lod); + } + + if (envIntensity > 0.0) + { + legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); + } +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + glossenv *= 0.35; // fudge darker + float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); + float minf = spec.a * 0.1; + fresnel = fresnel * (1.0-minf) + minf; + glossenv *= spec.rgb*min(fresnel, 1.0); + color.rgb += glossenv; +} + + void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) + { + vec3 reflected_color = legacyenv; //*0.5; //fudge darker + vec3 lookAt = normalize(pos); + float fresnel = 1.0+dot(lookAt, norm.xyz); + fresnel *= fresnel; + fresnel = min(fresnel+envIntensity, 1.0); + reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb); + color = mix(color.rgb, reflected_color, envIntensity); + }
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