diff options
author | Dave Parks <davep@lindenlab.com> | 2022-04-29 13:51:11 +0000 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2022-04-29 13:51:11 +0000 |
commit | 93a025966649e281ceff8d1471bc983cc036bc17 (patch) | |
tree | 478dad507b450dce72c84ce7c87ab0266549ef45 /indra/newview | |
parent | deffbca3ee209f6aea3358692d9ca6dc7090e748 (diff) |
SL-17282 prototype mixing of reflection map into legacy materials
Diffstat (limited to 'indra/newview')
6 files changed, 58 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 09c47165dd..0ae4bbfc5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index ec3fb9c543..8dcc18080d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -42,7 +42,6 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 18616a9bb3..c1061f1933 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2DRect depthMap; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 7700d16007..6958841d05 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -40,6 +40,7 @@ uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform samplerCube environmentMap; +uniform samplerCube reflectionMap; uniform sampler2D lightFunc; uniform float blur_size; @@ -119,6 +120,8 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + if (spec.a > 0.0) // specular reflection { float sa = dot(refnormpersp, light_dir.xyz); @@ -128,13 +131,28 @@ void main() vec3 spec_contrib = dumbshiny * spec.rgb; bloom = dot(spec_contrib, spec_contrib) / 6; color.rgb += spec_contrib; + + // add reflection map - EXPERIMENTAL WORK IN PROGRESS + float reflection_lods = 11; // TODO -- base this on resolution of reflection map instead of hard coding + float min_lod = textureQueryLod(reflectionMap,env_vec).y; // lower is higher res + + //vec3 reflected_color = texture(reflectionMap, env_vec, (1.0-spec.a)*reflection_lod).rgb; + vec3 reflected_color = textureLod(reflectionMap, env_vec, max(min_lod, (1.0-spec.a)*reflection_lods)).rgb; + //vec3 reflected_color = texture(reflectionMap, env_vec).rgb; + //vec3 reflected_color = normalize(env_vec)*0.5+0.5; + reflected_color *= spec.rgb; + vec3 mixer = clamp(color.rgb + vec3(1,1,1) - spec.rgb, vec3(0,0,0), vec3(1,1,1)); + + color.rgb = mix(reflected_color*sqrt(spec.a*0.8), color, mixer); + + //color.rgb = mix(reflected_color * spec.rgb * sqrt(spec.a*0.8), color.rgb, color.rgb); + //color.rgb += reflected_color * spec.rgb; // * sqrt(spec.a*0.8), color.rgb, color.rgb); } color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { // add environmentmap - vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; color = mix(color.rgb, reflected_color, envIntensity); } @@ -154,5 +172,6 @@ void main() // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... frag_color.rgb = srgb_to_linear(color.rgb); + //frag_color.r = 1.0; frag_color.a = bloom; } diff --git a/indra/newview/llenvironmentmap.cpp b/indra/newview/llenvironmentmap.cpp index 7f23c630f1..ee185d8ce7 100644 --- a/indra/newview/llenvironmentmap.cpp +++ b/indra/newview/llenvironmentmap.cpp @@ -67,7 +67,7 @@ void LLEnvironmentMap::update(const LLVector3& origin, U32 resolution) LLVector3(0, -1, 0), LLVector3(0, 0, -1), LLVector3(0, 0, 1), - LLVector3(0, 1, 0), + LLVector3(0, -1, 0), LLVector3(0, -1, 0) }; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 09437473d9..ac7276e1e0 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8188,24 +8188,42 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ stop_glerror(); + bool setup_env_mat = false; channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { - LLCubeMap* cube_map = mEnvironmentMap.mCubeMap.notNull() ? mEnvironmentMap.mCubeMap : gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; + LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if (cube_map) { + setup_env_mat = true; cube_map->enable(channel); cube_map->bind(); - F32* m = gGLModelView; - - F32 mat[] = { m[0], m[1], m[2], - m[4], m[5], m[6], - m[8], m[9], m[10] }; - - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat); } } + channel = shader.enableTexture(LLShaderMgr::REFLECTION_MAP, LLTexUnit::TT_CUBE_MAP); + if (channel > -1) + { + LLCubeMap* cube_map = mEnvironmentMap.mCubeMap; + if (cube_map) + { + setup_env_mat = true; + cube_map->enable(channel); + cube_map->bind(); + } + } + + if (setup_env_mat) + { + F32* m = gGLModelView; + + F32 mat[] = { m[0], m[1], m[2], + m[4], m[5], m[6], + m[8], m[9], m[10] }; + + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat); + } + if (gAtmosphere) { // bind precomputed textures necessary for calculating sun and sky luminance @@ -9103,6 +9121,17 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) cube_map->disable(); } } + + channel = shader.disableTexture(LLShaderMgr::REFLECTION_MAP, LLTexUnit::TT_CUBE_MAP); + if (channel > -1) + { + LLCubeMap* cube_map = mEnvironmentMap.mCubeMap; + if (cube_map) + { + cube_map->disable(); + } + } + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); |