diff options
author | Dave Parks <davep@lindenlab.com> | 2022-06-22 13:25:50 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-06-22 13:25:50 -0500 |
commit | d0d1b832d4983f35ab29947eb6fda54a8aa48f8a (patch) | |
tree | a07f61179a59d315d842dc08aa9d7fd52dc35e79 /indra/newview/app_settings/shaders | |
parent | 4273b262072553aaa1a805ff08008de95da47aac (diff) |
SL-17600 Proper irradiance probes.
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 238 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl new file mode 100644 index 0000000000..2028509775 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl @@ -0,0 +1,99 @@ +/** + * @file irradianceGenF.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 + * $/LicenseInfo$ + */ + + +/*[EXTRA_CODE_HERE]*/ + + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform samplerCubeArray reflectionProbes; +uniform int sourceIdx; + +VARYING vec3 vary_dir; + +// ============================================================================================================= +// Parts of this file are (c) 2018 Sascha Willems +// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/irradiancecube.frag +/* +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ +// ============================================================================================================= + + + +#define PI 3.1415926535897932384626433832795 + +float deltaPhi = PI/16.0; +float deltaTheta = deltaPhi*0.25; + +void main() +{ + vec3 N = normalize(vary_dir); + vec3 up = vec3(0.0, 1.0, 0.0); + vec3 right = normalize(cross(up, N)); + up = cross(N, right); + + const float TWO_PI = PI * 2.0; + const float HALF_PI = PI * 0.5; + + vec3 color = vec3(0.0); + uint sampleCount = 0u; + for (float phi = 0.0; phi < TWO_PI; phi += deltaPhi) { + for (float theta = 0.0; theta < HALF_PI; theta += deltaTheta) { + vec3 tempVec = cos(phi) * right + sin(phi) * up; + vec3 sampleVector = cos(theta) * N + sin(theta) * tempVec; + color += textureLod(reflectionProbes, vec4(sampleVector, sourceIdx), 3).rgb * cos(theta) * sin(theta); + sampleCount++; + } + } + frag_color = vec4(PI * color / float(sampleCount), 1.0); +} +// ============================================================================================================= + diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl new file mode 100644 index 0000000000..5190abf17c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl @@ -0,0 +1,38 @@ +/** + * @file irradianceGenV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec3 vary_dir; + +void main() +{ + gl_Position = vec4(position, 1.0); + + vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index 27008b8a1c..3fc227eae7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -26,8 +26,6 @@ /*[EXTRA_CODE_HERE]*/ -#define REFMAP_COUNT 256 - #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else @@ -35,6 +33,7 @@ out vec4 frag_color; #endif uniform samplerCubeArray reflectionProbes; +uniform int sourceIdx; VARYING vec3 vary_dir; @@ -150,7 +149,7 @@ vec3 prefilterEnvMap(vec3 R, float roughness) float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); // Biased (+1.0) mip level for better result float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f); - color += textureLod(reflectionProbes, vec4(L,REFMAP_COUNT), mipLevel).rgb * dotNL; + color += textureLod(reflectionProbes, vec4(L,sourceIdx), mipLevel).rgb * dotNL; totalWeight += dotNL; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 40378b49ea..83348077d7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -31,6 +31,7 @@ #define REF_SAMPLE_COUNT 64 //maximum number of samples to consider uniform samplerCubeArray reflectionProbes; +uniform samplerCubeArray irradianceProbes; layout (std140, binding = 1) uniform ReflectionProbes { @@ -308,7 +309,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i) -// Tap a sphere based reflection probe +// Tap a reflection probe // pos - position of pixel // dir - pixel normal // lod - which mip to bias towards (lower is higher res, sharper reflections) @@ -334,10 +335,36 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) 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 textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb; - //return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb; + } +} + +// Tap an irradiance map +// pos - position of pixel +// dir - pixel normal +// 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 tapIrradianceMap(vec3 pos, vec3 dir, 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; + { + return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x; } } @@ -371,7 +398,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); w *= atten; //w *= p; // boost weight based on priority - col += refcol*w*max(minweight, refParams[i].x); + col += refcol*w; wsum += w; } @@ -394,7 +421,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float w = 1.0/d2; w *= w; - col += refcol*w*max(minweight, refParams[i].x); + col += refcol*w; wsum += w; } } @@ -408,24 +435,75 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) return col; } -vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) +vec3 sampleProbeAmbient(vec3 pos, vec3 dir) { - vec3 col = sampleProbes(pos, dir, lod, 0.f); + // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further + // as irradiance map mixing is tuned independently of radiance map mixing + float wsum = 0.0; + vec3 col = vec3(0,0,0); + float vd2 = dot(pos,pos); // view distance squared - //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; + float minweight = 1.0; - return col; + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + if (abs(refIndex[i].w) < max_priority) + { + continue; + } + 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 = tapIrradianceMap(pos, dir, 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 = tapIrradianceMap(pos, dir, 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; } // brighten a color so that at least one component is 1 @@ -451,7 +529,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - ambenv = sampleProbeAmbient(pos, norm, reflection_lods-2); + ambenv = sampleProbeAmbient(pos, norm); if (glossiness > 0.0) { |