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 | 206 |
1 files changed, 131 insertions, 75 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index ae81a4b472..90c84cc428 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -31,6 +31,7 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, uniform samplerCubeArray reflectionProbes; uniform samplerCubeArray irradianceProbes; + uniform sampler2D sceneMap; uniform int cube_snapshot; uniform float max_probe_lod; @@ -47,14 +48,16 @@ layout (std140) uniform ReflectionProbes /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation // box[3][0..2] - plane thickness mat4 refBox[MAX_REFMAP_COUNT]; + mat4 heroBox; // list of bounding spheres for reflection probes sorted by distance to camera (closest first) vec4 refSphere[MAX_REFMAP_COUNT]; - // extra parameters + // extra parameters // x - irradiance scale // y - radiance scale // z - fade in // w - znear vec4 refParams[MAX_REFMAP_COUNT]; + vec4 heroSphere; // 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 @@ -70,6 +73,10 @@ layout (std140) uniform ReflectionProbes // number of reflection probes present in refSphere int refmapCount; + + int heroShape; + int heroMipCount; + int heroProbeCount; }; // Inputs @@ -95,7 +102,7 @@ bool shouldSampleProbe(int i, vec3 pos) if (refIndex[i].w < 0) { vec4 v = refBox[i] * vec4(pos, 1.0); - if (abs(v.x) > 1 || + if (abs(v.x) > 1 || abs(v.y) > 1 || abs(v.z) > 1) { @@ -222,7 +229,7 @@ void preProbeSample(vec3 pos) } } count++; - + ++neighborIdx; } @@ -244,56 +251,56 @@ void preProbeSample(vec3 pos) // original reference implementation: /* -bool intersect(const Ray &ray) const -{ - float t0, t1; // solutions for t if the ray intersects -#if 0 +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); + 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 + 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; + 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 intersection of ray with edge of sphere vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) -{ - float t0, t1; // solutions for t if the ray intersects +{ + float t0, t1; // solutions for t if the ray intersects - vec3 L = center - origin; + 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; + 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; -} + return v; +} void swap(inout float a, inout float b) { @@ -305,17 +312,17 @@ void swap(inout float a, inout float b) // debug implementation, make no assumptions about origin void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col) { - float t[2]; // solutions for t if the ray intersects + float t[2]; // solutions for t if the ray intersects // geometric solution - vec3 L = center - origin; + vec3 L = center - origin; float tca = dot(L, dir); // if (tca < 0) return false; - float d2 = dot(L, L) - tca * tca; - if (d2 > radius2) return; - float thc = sqrt(radius2 - d2); - t[0] = tca - thc; - t[1] = tca + thc; + float d2 = dot(L, L) - tca * tca; + if (d2 > radius2) return; + float thc = sqrt(radius2 - d2); + t[0] = tca - thc; + t[1] = tca + thc; for (int i = 0; i < 2; ++i) { @@ -365,11 +372,11 @@ return texCUBE(envMap, ReflDirectionWS); // i - probe index in refBox/refSphere // d - distance to nearest wall in clip space // scale - scale of box, default 1.0 -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale) { // Intersection with OBB convert to unit box space // Transform in local unit parallax cube space (scaled and rotated) - mat4 clipToLocal = refBox[i]; + mat4 clipToLocal = i; vec3 RayLS = mat3(clipToLocal) * dir; vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; @@ -388,7 +395,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) return IntersectPositionCS; } -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d) { return boxIntersect(origin, dir, i, d, 1.0); } @@ -404,8 +411,8 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) bool behind = dot(v,v) > dot(pos,pos); float w = 0.25; - - if (behind) + + if (behind) { w *= 0.5; w /= (length(v)-length(pos))*0.5+1.0; @@ -419,7 +426,7 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) // cribbed from https://iquilezles.org/articles/intersectors/ // axis aligned box centered at the origin, with size boxSize -void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) +void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) { vec3 rd = normalize(p-ro); @@ -443,10 +450,10 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) } -void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) +void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col) { - mat4 clipToLocal = refBox[i]; - + mat4 clipToLocal = i; + // transform into unit cube space origin = (clipToLocal * vec4(origin, 1.0)).xyz; pos = (clipToLocal * vec4(pos, 1.0)).xyz; @@ -462,16 +469,16 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) // r - radius of probe influence volume // i - index of probe in refSphere // dw - distance weight -float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw) +float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw) { - float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) + 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 atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001); float w = 1.0 / d2; - w *= refParams[i].z; + w *= i.z; dw = w * atten * max(r, 1.0)*4; @@ -488,7 +495,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw // lod - which mip to sample (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared -// i - index of probe +// i - index of probe vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i) { // parallax adjustment @@ -497,7 +504,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, if (refIndex[i].w < 0) { // box probe float d = 0; - v = boxIntersect(pos, dir, i, d); + v = boxIntersect(pos, dir, refBox[i], d); w = max(d, 0.001); } @@ -507,18 +514,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, float rr = r * r; - v = sphereIntersect(pos, dir, c, + 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 rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; vec3 d = normalize(v); v = env_mat * v; - + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y; return ret.rgb; @@ -529,7 +536,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, // dir - pixel normal // w - weight of sample (distance and angular attenuation) // dw - weight of sample (distance only) -// i - index of probe +// i - index of probe vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit) { // parallax adjustment @@ -537,7 +544,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int if (refIndex[i].w < 0) { float d = 0.0; - v = boxIntersect(pos, dir, i, d, 3.0); + v = boxIntersect(pos, dir, refBox[i], d, 3.0); w = max(d, 0.001); } else @@ -547,16 +554,16 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int // pad sphere for manual probe extending into automatic probe space float rr = r * r; - v = sphereIntersect(pos, dir, c, + 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 rr); - w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw); } v -= c; v = env_mat * v; - + vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; col = mix(amblit, col, min(refParams[i].x, 1.0)); @@ -618,7 +625,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod) col[1] *= 1.0/wsum[1]; col[0] = vec3(0); } - + return col[1]+col[0]; } @@ -647,7 +654,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit) { continue; } - + { float w = 0; float dw = 0; @@ -677,10 +684,53 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit) col[1] *= 1.0/wsum[1]; col[0] = vec3(0); } - + return col[1]+col[0]; } +#if defined(HERO_PROBES) + +uniform vec4 clipPlane; +uniform samplerCubeArray heroProbes; + +void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness) +{ + float clipDist = dot(pos.xyz, clipPlane.xyz) + clipPlane.w; + float w = 0; + float dw = 0; + float falloffMult = 10; + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + if (heroShape < 1) + { + float d = 0; + boxIntersect(pos, norm, heroBox, d, 1.0); + + w = max(d, 0); + } + else + { + float r = heroSphere.w; + + w = sphereWeight(pos, refnormpersp, heroSphere.xyz, r, vec4(1), dw); + } + + clipDist = clipDist * 0.95 + 0.05; + clipDist = clamp(clipDist * falloffMult, 0, 1); + w = clamp(w * falloffMult * clipDist, 0, 1); + w = mix(0, w, clamp(glossiness - 0.75, 0, 1) * 4); // We only generate a quarter of the mips for the hero probes. Linearly interpolate between normal probes and hero probes based upon glossiness. + glossenv = mix(glossenv, textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*heroMipCount).xyz, w); +} + +#else + +void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness) +{ +} + +#endif + + + void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit) { @@ -712,6 +762,8 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, glossenv = mix(glossenv, ssr.rgb, ssr.a); } #endif + + tapHeroProbe(glossenv, pos, norm, glossiness); } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, @@ -747,7 +799,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { if (refIndex[i].w < 0) { - boxIntersectDebug(origin, pos, i, col); + boxIntersectDebug(origin, pos, refBox[i], col); } else { @@ -799,8 +851,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout { float lod = (1.0-glossiness)*reflection_lods; glossenv = sampleProbes(pos, normalize(refnormpersp), lod); + } - + if (envIntensity > 0.0) { legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); @@ -826,6 +879,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout } #endif + tapHeroProbe(glossenv, pos, norm, glossiness); + tapHeroProbe(legacyenv, pos, norm, 1.0); + glossenv = clamp(glossenv, vec3(0), vec3(10)); } |