diff options
author | Dave Parks <davep@lindenlab.com> | 2022-05-16 17:21:08 +0000 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-05-16 17:21:08 +0000 |
commit | 3400e5fd302c0d9dea6386c4d5bf38876f2cc287 (patch) | |
tree | e791863ef5dabe1a6fb6cba59771607912362ab7 /indra/newview/app_settings | |
parent | 6c1fdac9df52ff920860066905a08db748ab0d95 (diff) |
SL-17284 Reflection probe tuning and optimization take 1
Diffstat (limited to 'indra/newview/app_settings')
5 files changed, 336 insertions, 67 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 20b708fe99..284b779be3 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10269,6 +10269,17 @@ <integer>2</integer> </map> + <key>RenderReflectionProbeDrawDistance</key> + <map> + <key>Comment</key> + <string>Camera far clip to use when updating reflection probes.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>64</real> + </map> <key>RenderReflectionRes</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 23adbded5e..73c125bbdc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -29,8 +29,6 @@ uniform sampler2DRect depthMap; uniform float ssao_radius; uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -83,14 +81,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + float angle_hidden = 0.0; float points = 0; - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); @@ -105,14 +103,14 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) //(k should vary inversely with # of samples, but this is taken care of later) float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); + angle_hidden = angle_hidden + funky_val * min(1.0/dist2, 1.0); // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; points = points + diffz_val; } - - angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); + + angle_hidden = min(angle_hidden/points, 1.0); float points_val = (points > 0.0) ? 1.0 : 0.0; ret = (1.0 - (points_val * angle_hidden)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 596d0274af..fa3634f3b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -69,36 +69,47 @@ void main() tc_mod *= 2.0; tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - for (int i = 1; i < 4; i++) + // TODO: move this to kern instead of building kernel per pixel + vec3 k[7]; + k[0] = kern[0]; + k[2] = kern[1]; + k[4] = kern[2]; + k[6] = kern[3]; + + k[1] = (k[0]+k[2])*0.5f; + k[3] = (k[2]+k[4])*0.5f; + k[5] = (k[4]+k[6])*0.5f; + + for (int i = 1; i < 7; i++) { - vec2 samptc = tc + kern[i].z*dlt; + vec2 samptc = tc + k[i].z*dlt*2.0; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } - for (int i = 1; i < 4; i++) + for (int i = 1; i < 7; i++) { - vec2 samptc = tc - kern[i].z*dlt; + vec2 samptc = tc - k[i].z*dlt*2.0; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture2DRect(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } col /= defined_weight.xyxx; - col.y *= col.y; + //col.y *= max(col.y, 0.75); frag_color = col; diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl new file mode 100644 index 0000000000..ea687aab4f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -0,0 +1,75 @@ +/** + * @file reflectionmipF.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_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect screenMap; + +VARYING vec2 vary_texcoord0; + +void main() +{ + float w[9]; + + float c = 1.0/16.0; //corner weight + float e = 1.0/8.0; //edge weight + float m = 1.0/4.0; //middle weight + + //float wsum = c*4+e*4+m; + + w[0] = c; w[1] = e; w[2] = c; + w[3] = e; w[4] = m; w[5] = e; + w[6] = c; w[7] = e; w[8] = c; + + vec2 tc[9]; + + float ed = 1; + float cd = 1; + + + tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd); + tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0); + tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1); + + vec3 color = vec3(0,0,0); + + for (int i = 0; i < 9; ++i) + { + color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; + //color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; + } + + //color /= wsum; + + frag_color = vec4(color, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 5bb64e18a7..3a1287e910 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -26,9 +26,10 @@ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable -/*[EXTRA_CODE_HERE]*/ +#define FLT_MAX 3.402823466e+38 -#define REFMAP_COUNT 8 +#define REFMAP_COUNT 256 +#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -42,12 +43,26 @@ uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform samplerCube environmentMap; -uniform samplerCube reflectionMap[REFMAP_COUNT]; +uniform samplerCubeArray reflectionProbes; uniform sampler2D lightFunc; -uniform int refmapCount; - -uniform vec3 refOrigin[REFMAP_COUNT]; +layout (std140, binding = 1) uniform ReflectionProbes +{ + // list of sphere based 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 + 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; +}; uniform float blur_size; uniform float blur_fidelity; @@ -80,7 +95,116 @@ vec3 srgb_to_linear(vec3 c); vec4 applyWaterFogView(vec3 pos, vec4 color); #endif +// 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; + + +// return true if probe at index i influences position pos +bool shouldSampleProbe(int i, vec3 pos) +{ + vec3 delta = pos.xyz - refSphere[i].xyz; + float d = dot(delta, delta); + float r2 = refSphere[i].w; + r2 *= r2; + return d < r2; +} + +// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT +// overall algorithm -- +void getRefIndex(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 @@ -120,13 +244,10 @@ bool intersect(const Ray &ray) const } */ // adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere -float sphereIntersect(vec3 origin, vec3 dir, vec4 sph ) +float sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) { float t0, t1; // solutions for t if the ray intersects - vec3 center = sph.xyz; - float radius2 = sph.w * sph.w; - vec3 L = center - origin; float tca = dot(L,dir); @@ -139,33 +260,78 @@ float sphereIntersect(vec3 origin, vec3 dir, vec4 sph ) return t1; } +// 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, out vec3 vi) +{ + //lod = max(lod, 1); +// parallax adjustment + float d = sphereIntersect(pos, dir, c, r2); + + { + vec3 v = pos + dir * d; + vi = v; + v -= c.xyz; + 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 sampleRefMap(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 i = 0; i < refmapCount; ++i) - //int i = 0; + for (int idx = 0; idx < probeInfluences; ++idx) { - float r = 16.0; - vec3 delta = pos.xyz-refOrigin[i].xyz; - if (length(delta) < r) + int i = probeIndex[idx]; + float r = refSphere[i].w; // radius of sphere volume + 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; + { - float w = 1.0/max(dot(delta, delta), r); - w *= w; - w *= w; + vec3 vi; + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i, vi); + + float w = 1.0/d2; - // parallax adjustment - float d = sphereIntersect(pos, dir, vec4(refOrigin[i].xyz, r)); + float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + w *= atten; - { - vec3 v = pos + dir * d; - v -= refOrigin[i].xyz; - v = env_mat * v; + col += refcol*w; + + wsum += w; + } + } - float min_lod = textureQueryLod(reflectionMap[i],v).y; // lower is higher res - col += textureLod(reflectionMap[i], v, max(min_lod, lod)).rgb*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) + { + int i = idx; + vec3 delta = pos.xyz-refSphere[i].xyz; + float d2 = dot(delta,delta); + + { + vec3 vi; + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i, vi); + + float w = 1.0/d2; + w *= w; + col += refcol*w; wsum += w; } } @@ -175,13 +341,6 @@ vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) { col *= 1.0/wsum; } - else - { - // this pixel not covered by a probe, fallback to "full scene" environment map - vec3 v = env_mat * dir; - float min_lod = textureQueryLod(environmentMap, v).y; // lower is higher res - col = textureLod(environmentMap, v, max(min_lod, lod)).rgb; - } return col; } @@ -202,13 +361,26 @@ vec3 sampleAmbient(vec3 pos, vec3 dir, float lod) col *= 0.333333; - return col*0.6; // fudge darker + return col*0.8; // fudge darker } +// 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 main() { - float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding + float reflection_lods = 8; // TODO -- base this on resolution of reflection map instead of hard coding vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; @@ -238,14 +410,16 @@ void main() vec3 amblit; vec3 additive; vec3 atten; + + getRefIndex(pos.xyz); + calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); //vec3 amb_vec = env_mat * norm.xyz; - vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods-1); - amblit = mix(ambenv, amblit, amblit); - color.rgb = amblit; - + vec3 ambenv = sampleAmbient(pos.xyz, norm.xyz, reflection_lods); + amblit = max(ambenv, amblit); + color.rgb = amblit*ambocc; //float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); //ambient *= 0.5; @@ -255,6 +429,7 @@ void main() vec3 sun_contrib = min(da, scol) * sunlit; color.rgb += sun_contrib; + color.rgb = min(color.rgb, vec3(1,1,1)); color.rgb *= diffuse.rgb; vec3 refnormpersp = reflect(pos.xyz, norm.xyz); @@ -274,26 +449,23 @@ void main() float lod = (1.0-spec.a)*reflection_lods; vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), lod); - reflected_color *= 0.5; // fudge darker, not sure where there's a multiply by two and it's late + reflected_color *= 0.35; // fudge darker float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); - fresnel += spec.a; - fresnel *= fresnel; - //fresnel *= spec.a; + float minf = spec.a * 0.1; + fresnel = fresnel * (1.0-minf) + minf; reflected_color *= spec.rgb*min(fresnel, 1.0); - //reflected_color = srgb_to_linear(reflected_color); - vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1)); - color.rgb = mix(reflected_color, color, mixer); + color.rgb += reflected_color; } color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { // add environmentmap - vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0); + vec3 reflected_color = sampleRefMap(pos.xyz, normalize(refnormpersp), 0.0)*0.5; //fudge darker float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); fresnel *= fresnel; - fresnel = fresnel * 0.95 + 0.05; - reflected_color *= fresnel; + fresnel = min(fresnel+envIntensity, 1.0); + reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb); color = mix(color.rgb, reflected_color, envIntensity); } @@ -311,5 +483,7 @@ void main() // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... + //color = vec3(ambocc); + //color = ambenv; frag_color.rgb = srgb_to_linear(color.rgb); } |