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+/**
+ * @file class2/deferred/reflectionProbeF.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_shader_texture_lod : enable
+
+#define FLT_MAX 3.402823466e+38
+
+#define REFMAP_COUNT 256
+#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
+
+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;
+
+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)
+{
+ //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;
+ }
+
+ return col;
+}
+
+vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod)
+{
+ 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
+ );
+
+ col *= 0.333333;
+
+ return col*reflectionAmbiance;
+
+}
+
+// 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)
+{
+ // 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)
+{
+ 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;
+}
+
+ 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);
+ }
+