diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 174 |
1 files changed, 114 insertions, 60 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 8b1d41776f..24539c3c3a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -80,7 +80,7 @@ bool isAbove(vec3 pos, vec4 plane) return (dot(plane.xyz, pos) + plane.w) > 0; } -int max_priority = 0; +bool sample_automatic = true; // return true if probe at index i influences position pos bool shouldSampleProbe(int i, vec3 pos) @@ -95,24 +95,24 @@ bool shouldSampleProbe(int i, vec3 pos) return false; } - max_priority = max(max_priority, -refIndex[i].w); + sample_automatic = false; } else { - if (refSphere[i].w > 0.0) // zero is special indicator to always sample this probe + if (refIndex[i].w == 0 && !sample_automatic) { - 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 false; } - max_priority = max(max_priority, refIndex[i].w); + 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; @@ -120,7 +120,6 @@ bool shouldSampleProbe(int i, vec3 pos) // 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 @@ -210,7 +209,7 @@ void preProbeSample(vec3 pos) } } - if (max_priority <= 1) + if (sample_automatic) { // probe at index 0 is a special probe for smoothing out automatic probes probeIndex[probeInfluences++] = 0; } @@ -342,7 +341,7 @@ return texCUBE(envMap, ReflDirectionWS); // d - distance to nearest wall in clip space vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) { - // Intersection with OBB convertto unit box space + // Intersection with OBB convert to unit box space // Transform in local unit parallax cube space (scaled and rotated) mat4 clipToLocal = refBox[i]; @@ -431,18 +430,24 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) // origin - center of sphere probe // r - radius of probe influence volume // min_da - minimum angular attenuation coefficient -float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da) +// i - index of probe in refSphere +// dw - distance weight +float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i, out float dw) { float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz - origin; float d2 = max(length(delta), 0.001); + float r2 = r1; //r1 * r1; //float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001); float atten = 1.0 - max(d2 - r2, 0.0) / max((r - r2), 0.001); + float w = 1.0 / d2; + + dw = w * atten * max(r, 1.0)*4; atten *= max(dot(normalize(-delta), dir), min_da); - float w = 1.0 / d2; + w *= atten; return w; @@ -451,13 +456,15 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da) // Tap a reflection probe // pos - position of pixel // dir - pixel normal +// w - weight of sample (distance and angular attenuation) +// dw - weight of sample (distance only) // vi - return value of intersection point with influence volume // wi - return value of approximate world space position of sampled pixel // 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 -vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float lod, vec3 c, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out vec3 wi, float lod, vec3 c, int i) { //lod = max(lod, 1); // parallax adjustment @@ -473,14 +480,15 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float } else { - float r = refSphere[i].w; // radius of sphere volume - float rr = r * r; // radius squared + float r = refSphere[i].w; + + float rr = r * r; v = sphereIntersect(pos, dir, c, - refIndex[i].w <= 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres + refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw); } vi = v; @@ -500,10 +508,10 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float // Tap an irradiance map // pos - position of pixel // dir - pixel normal -// c - center of probe -// r2 - radius of probe squared +// w - weight of sample (distance and angular attenuation) +// dw - weight of sample (distance only) // i - index of probe -vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i) +vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i) { // parallax adjustment vec3 v; @@ -516,14 +524,15 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i) else { float r = refSphere[i].w; // radius of sphere volume - float p = float(abs(refIndex[i].w)); // priority - float rr = r * r; // radius squred + + // pad sphere for manual probe extending into automatic probe space + float rr = r * r; v = sphereIntersect(pos, dir, c, - refIndex[i].w <= 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres + refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.001); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.001, i, dw); } v -= c; @@ -535,19 +544,30 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i) vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) { - float wsum = 0.0; - vec3 col = vec3(0,0,0); - float vd2 = dot(pos,pos); // view distance squared + float wsum[2]; + wsum[0] = 0; + wsum[1] = 0; + + float dwsum[2]; + dwsum[0] = 0; + dwsum[1] = 0; + + vec3 col[2]; + col[0] = vec3(0); + col[1] = vec3(0); for (int idx = 0; idx < probeInfluences; ++idx) { int i = probeIndex[idx]; - if (abs(refIndex[i].w) < max_priority) + int p = clamp(abs(refIndex[i].w), 0, 1); + + if (p == 0 && !sample_automatic) { continue; } - float w; + float w = 0; + float dw = 0; vec3 vi, wi; vec3 refcol; @@ -556,7 +576,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) if (errorCorrect && refIndex[i].w >= 0) { // error correction is on and this probe is a sphere //take a sample to get depth value, then error correct - refcol = tapRefMap(pos, dir, w, vi, wi, abs(lod + 2), refSphere[i].xyz, i); + refcol = tapRefMap(pos, dir, w, dw, vi, wi, abs(lod + 2), refSphere[i].xyz, i); //adjust lookup by distance result float d = length(vi - wi); @@ -571,61 +591,96 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect) // weight by vector correctness vec3 pi = normalize(wi - pos); w *= max(dot(pi, dir), 0.1); - //w = pow(w, 32.0); } else { - refcol = tapRefMap(pos, dir, w, vi, wi, lod, refSphere[i].xyz, i); + refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i); } - col += refcol.rgb*w; - - wsum += w; + col[p] += refcol.rgb*w; + wsum[p] += w; + dwsum[p] += dw; } } - if (wsum > 0.0) + // mix automatic and manual probes + if (sample_automatic && wsum[0] > 0.0) + { // some automatic probes were sampled + col[0] *= 1.0/wsum[0]; + if (wsum[1] > 0.0) + { //some manual probes were sampled, mix between the two + col[1] *= 1.0/wsum[1]; + col[1] = mix(col[0], col[1], min(dwsum[1], 1.0)); + col[0] = vec3(0); + } + } + else if (wsum[1] > 0.0) { - col *= 1.0/wsum; + // manual probes were sampled but no automatic probes were + col[1] *= 1.0/wsum[1]; + col[0] = vec3(0); } - return col; + return col[1]+col[0]; } vec3 sampleProbeAmbient(vec3 pos, vec3 dir) { // 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 + float wsum[2]; + wsum[0] = 0; + wsum[1] = 0; - float minweight = 1.0; + float dwsum[2]; + dwsum[0] = 0; + dwsum[1] = 0; + + vec3 col[2]; + col[0] = vec3(0); + col[1] = vec3(0); for (int idx = 0; idx < probeInfluences; ++idx) { int i = probeIndex[idx]; - if (abs(refIndex[i].w) < max_priority) + int p = clamp(abs(refIndex[i].w), 0, 1); + + if (p == 0 && !sample_automatic) { continue; } { - float w; - vec3 refcol = tapIrradianceMap(pos, dir, w, refSphere[i].xyz, i); + float w = 0; + float dw = 0; - col += refcol*w; - - wsum += w; + vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i); + + col[p] += refcol*w; + wsum[p] += w; + dwsum[p] += dw; } } - if (wsum > 0.0) + // mix automatic and manual probes + if (sample_automatic && wsum[0] > 0.0) + { // some automatic probes were sampled + col[0] *= 1.0/wsum[0]; + if (wsum[1] > 0.0) + { //some manual probes were sampled, mix between the two + col[1] *= 1.0/wsum[1]; + col[1] = mix(col[0], col[1], min(dwsum[1], 1.0)); + col[0] = vec3(0); + } + } + else if (wsum[1] > 0.0) { - col *= 1.0/wsum; + // manual probes were sampled but no automatic probes were + col[1] *= 1.0/wsum[1]; + col[0] = vec3(0); } - - return col; + + return col[1]+col[0]; } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, @@ -658,7 +713,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { vec3 origin = vec3(0,0,0); - bool manual_probe = abs(refIndex[i].w) > 2; + bool manual_probe = abs(refIndex[i].w) > 0; if (manual_probe) { @@ -705,7 +760,6 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity) { - // TODO - don't hard code lods float reflection_lods = max_probe_lod; preProbeSample(pos); |