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authorCosmic Linden <cosmic@lindenlab.com>2023-10-13 10:42:44 -0700
committerCosmic Linden <cosmic@lindenlab.com>2023-10-13 10:42:44 -0700
commitb163f72ecc2ebdb553b312e5e399d103f00eaf34 (patch)
treebcdb373bb405241ea56fb3e94d2ca3366fef7195 /indra
parent00d56e2607a671b9478bf06b7df808b2f4141395 (diff)
DRTVWR-592: (WIP) (has debug) Add new functions for mixing PBR materials. Not yet used.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl286
1 files changed, 252 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index 9d1990bd4a..a8d8b1a91d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -44,18 +44,99 @@
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
in vec3 vary_vertex_normal;
vec3 srgb_to_linear(vec3 c);
-// A relatively agressive threshold ensures that only one or two materials are used in most places
+// A relatively agressive threshold for terrain material mixing sampling
+// cutoff. This ensures that only one or two materials are used in most places,
+// making PBR terrain blending more performant. Should be greater than 0 to work.
#define TERRAIN_RAMP_MIX_THRESHOLD 0.1
+// A small threshold for triplanar mapping sampling cutoff. This and
+// TERRAIN_TRIPLANAR_BLEND_FACTOR together ensures that only one or two samples
+// per texture are used in most places, making triplanar mapping more
+// performant. Should be greater than 0 to work.
+// There's also an artistic design choice in the use of these factors, and the
+// use of triplanar generally. Don't take these triplanar constants for granted.
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+
+#define SAMPLE_X 1 << 0
+#define SAMPLE_Y 1 << 1
+#define SAMPLE_Z 1 << 2
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+ vec3 orm; // Occlusion, roughness, metallic
+ vec3 vNt; // Unpacked normal texture sample, vector
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
-#define MIX_X 1 << 3
-#define MIX_Y 1 << 2
-#define MIX_Z 1 << 1
-#define MIX_W 1 << 0
+PBRMix init_pbr_mix()
+{
+ PBRMix mix;
+ mix.col = vec4(0);
+ mix.orm = vec3(0);
+ mix.vNt = vec3(0);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = vec3(0);
+#endif
+ return mix;
+}
+
+// Usage example, for two weights:
+// vec2 weights = ... // Weights must add up to 1
+// PBRMix mix = init_pbr_mix();
+// PBRMix mix1 = ...
+// mix = mix_pbr(mix, mix1, weights.x);
+// PBRMix mix2 = ...
+// mix = mix_pbr(mix, mix2, weights.y);
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight)
+{
+ PBRMix mix;
+ mix.col = mix1.col + (mix2.col * mix2_weight);
+ mix.orm = mix1.orm + (mix2.orm * mix2_weight);
+ mix.vNt = mix1.vNt + (mix2.vNt * mix2_weight);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = mix1.emissive + (mix2.emissive * mix2_weight);
+#endif
+ return mix;
+}
+
+PBRMix sample_pbr(
+ vec2 uv
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix;
+ mix.col = texture(tex_col, uv);
+ mix.col.rgb = srgb_to_linear(mix.col.rgb);
+ mix.orm = texture(tex_orm, uv).xyz;
+ mix.vNt = texture(tex_vNt, uv).xyz*2.0-1.0;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = srgb_to_linear(texture(tex_emissive, uv).xyz);
+#endif
+ return mix;
+}
+
+struct TerrainTriplanar
+{
+ vec3 weight;
+ int type;
+};
#if 0 // TODO: Remove debug
#define TERRAIN_DEBUG 1
@@ -97,6 +178,24 @@ TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal)
return tm;
}
+TerrainTriplanar _t_triplanar()
+{
+ float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
+ vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
+ weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
+ weight_signed -= vec3(threshold);
+ TerrainTriplanar tw;
+ // *NOTE: Make sure the threshold doesn't affect the materials
+ tw.weight = max(vec3(0), weight_signed);
+ tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
+ ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
+ tw.type = ((usage.x) * SAMPLE_X) |
+ ((usage.y) * SAMPLE_Y) |
+ ((usage.z) * SAMPLE_Z);
+ return tw;
+}
+
float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal)
{
TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal);
@@ -130,7 +229,6 @@ vec3 terrain_mix(TerrainMix tm, TerrainMixSample3 tms3)
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[2]
-#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero)
{
@@ -143,31 +241,50 @@ vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero)
return texture(tex, uv);
}
-#define SAMPLE_X 1 << 2
-#define SAMPLE_Y 1 << 1
-#define SAMPLE_Z 1 << 0
-struct TerrainWeight
+vec2 _t_uv(vec2 uv_unflipped, float sign_or_zero)
{
- vec3 weight;
- int type;
-};
+ // Handle case where sign is 0
+ float sign = (2.0*sign_or_zero) + 1.0;
+ sign /= abs(sign);
+ // If the vertex normal is negative, flip the texture back
+ // right-side up.
+ vec2 uv = uv_unflipped * vec2(sign, 1);
+ return uv;
+}
-TerrainWeight _t_weight(TerrainCoord terrain_coord)
+vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
{
- float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
- float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
- vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
- weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
- weight_signed -= vec3(threshold);
- TerrainWeight tw;
- // *NOTE: Make sure the threshold doesn't affect the materials
- tw.weight = max(vec3(0), weight_signed);
- tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
- ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
- tw.type = ((usage.x) * SAMPLE_X) |
- ((usage.y) * SAMPLE_Y) |
- ((usage.z) * SAMPLE_Z);
- return tw;
+ // Assume normal is unpacked
+ vec3 vNt1 = vNt0;
+ // Get sign
+ float sign = sign_or_zero;
+ // Handle case where sign is 0
+ sign = (2.0*sign) + 1.0;
+ sign /= abs(sign);
+ // If the sign is negative, rotate normal by 180 degrees
+ vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy);
+ return vNt1;
+}
+
+// Triplanar-specific normal texture fixes
+vec3 _t_normal_post_x(vec3 vNt0)
+{
+ vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_x.xy = vec2(-vNt_x.y, vNt_x.x);
+ return vNt_x;
+}
+vec3 _t_normal_post_y(vec3 vNt0)
+{
+ vec3 vNt_y = _t_normal_post_1(vNt0, sign(vary_vertex_normal.y));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_y.xy = -vNt_y.xy;
+ return vNt_y;
+}
+vec3 _t_normal_post_z(vec3 vNt0)
+{
+ vec3 vNt_z = _t_normal_post_1(vNt0, sign(vary_vertex_normal.z));
+ return vNt_z;
}
struct TerrainSample
@@ -177,7 +294,7 @@ struct TerrainSample
vec4 z;
};
-TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
+TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainTriplanar tw)
{
TerrainSample ts;
@@ -227,7 +344,7 @@ struct TerrainSampleNormal
vec3 z;
};
-TerrainSampleNormal _t_sample_n(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
+TerrainSampleNormal _t_sample_n(sampler2D tex, TerrainCoord terrain_coord, TerrainTriplanar tw)
{
TerrainSample ts = _t_sample(tex, terrain_coord, tw);
TerrainSampleNormal tsn;
@@ -250,7 +367,7 @@ TerrainSampleNormal _t_sample_n(sampler2D tex, TerrainCoord terrain_coord, Terra
return tsn;
}
-TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight tw)
+TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainTriplanar tw)
{
TerrainSample ts = _t_sample(tex, terrain_coord, tw);
ts.x.xyz = srgb_to_linear(ts.x.xyz);
@@ -262,7 +379,7 @@ TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainWeig
// Triplanar sampling of things that are neither colors nor normals (i.e. orm)
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
{
- TerrainWeight tw = _t_weight(terrain_coord);
+ TerrainTriplanar tw = _t_triplanar();
TerrainSample ts = _t_sample(tex, terrain_coord, tw);
@@ -279,7 +396,7 @@ vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
// *NOTE: Bottom face has not been tested
vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
{
- TerrainWeight tw = _t_weight(terrain_coord);
+ TerrainTriplanar tw = _t_triplanar();
TerrainSampleNormal ts = _t_sample_n(tex, terrain_coord, tw);
@@ -289,13 +406,92 @@ vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
// Triplanar sampling of colors. Colors are converted to linear space before blending.
vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
{
- TerrainWeight tw = _t_weight(terrain_coord);
+ TerrainTriplanar tw = _t_triplanar();
TerrainSample ts = _t_sample_c(tex, terrain_coord, tw);
return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z);
}
+PBRMix terrain_sample_pbr(
+ TerrainCoord terrain_coord
+ , TerrainTriplanar tw
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix = init_pbr_mix();
+
+ #define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
+ #define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
+ #define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
+ switch (tw.type & SAMPLE_X)
+ {
+ case SAMPLE_X:
+ PBRMix mix_x = sample_pbr(
+ get_uv_x()
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+ // Triplanar-specific normal texture fix
+ mix_x.vNt = _t_normal_post_x(mix_x.vNt);
+ mix = mix_pbr(mix, mix_x, tw.weight.x);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Y)
+ {
+ case SAMPLE_Y:
+ PBRMix mix_y = sample_pbr(
+ get_uv_y()
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+ // Triplanar-specific normal texture fix
+ mix_y.vNt = _t_normal_post_y(mix_y.vNt);
+ mix = mix_pbr(mix, mix_y, tw.weight.y);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Z)
+ {
+ case SAMPLE_Z:
+ PBRMix mix_z = sample_pbr(
+ get_uv_z()
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+ // Triplanar-specific normal texture fix
+ mix_z.vNt = _t_normal_post_z(mix_z.vNt);
+ mix = mix_pbr(mix, mix_z, tw.weight.z);
+ break;
+ default:
+ break;
+ }
+
+ return mix;
+}
+
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
#define TerrainCoord vec2
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
@@ -314,6 +510,28 @@ vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord)
col.xyz = srgb_to_linear(col.xyz);
return col;
}
+
+// TODO: Implement this for the more complex triplanar case
+PBRMix terrain_sample_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+ , sampler2D tex_orm
+ , sampler2D tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ return sample_pbr(
+ terrain_coord
+ , tex_col
+ , tex_orm
+ , tex_vNt
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+}
#endif
// The goal of _tmix_sample and related functions is to only sample textures when necessary, ignoring if the weights are low.