diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-22 17:27:18 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-22 17:27:18 -0500 |
commit | e5d463ca200bdfa93b8c65e588d490c2f23e3918 (patch) | |
tree | f30bebb5091a9e1a8230a34bd4a2e6ae3e5f7987 /indra/newview/app_settings/shaders/class2/deferred | |
parent | 4697b7049c3557189e6242ac2a8b6a4c2c0588c7 (diff) |
SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl | 451 |
1 files changed, 21 insertions, 430 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 3d96fe25be..15d6b5a05d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -23,455 +23,46 @@ * $/LicenseInfo$ */ -#extension GL_ARB_shader_texture_lod : enable +// Implementation for when reflection probes are disabled -#define FLT_MAX 3.402823466e+38 +uniform float minimumReflectionAmbiance; -#define REFMAP_COUNT 256 -#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider +uniform samplerCube environmentMap; -uniform samplerCubeArray reflectionProbes; - -layout (std140) 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; +vec3 srgb_to_linear(vec3 c); -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) +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness) { - //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; - } + ambenv = vec3(0,0,0); - return col; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); } -vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity) { - 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 - ); + ambenv = vec3(0,0,0); - col *= 0.333333; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; - return col*reflectionAmbiance; + legacyenv = textureCube(environmentMap, env_vec).rgb; + glossenv = legacyenv; } -// 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) +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) { - // 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) +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { - 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; + color = mix(color.rgb, legacyenv, envIntensity); } - 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); - } - |