diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 130 |
1 files changed, 109 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 3607c325a4..d188233a8d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -48,14 +48,20 @@ uniform sampler2D lightFunc; layout (std140, binding = 1) uniform ReflectionProbes { - // list of sphere based reflection probes sorted by distance to camera (closest first) + // 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 + // refIndex.w - priority, if negative, this probe has a box influence ivec4 refIndex[REFMAP_COUNT]; // neighbor list data (refSphere indices, not cubemap array layer) @@ -103,15 +109,38 @@ 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) { - vec3 delta = pos.xyz - refSphere[i].xyz; - float d = dot(delta, delta); - float r2 = refSphere[i].w; - r2 *= r2; - return d < r2; + 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; } // populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT @@ -245,7 +274,7 @@ bool intersect(const Ray &ray) const } */ // adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere -float sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) +vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) { float t0, t1; // solutions for t if the ray intersects @@ -258,9 +287,60 @@ float sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) t0 = tca - thc; t1 = tca + thc; - return t1; + 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 @@ -269,18 +349,24 @@ float sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) // 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, out vec3 vi) +vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) { //lod = max(lod, 1); -// parallax adjustment - float d = sphereIntersect(pos, dir, c, r2); + // parallax adjustment + vec3 v; + if (refIndex[i].w < 0) + { + v = boxIntersect(pos, dir, i); + } + else { - vec3 v = pos + dir * d; - vi = v; - v -= c.xyz; - v = env_mat * v; + 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; @@ -297,7 +383,7 @@ vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) { int i = probeIndex[idx]; float r = refSphere[i].w; // radius of sphere volume - float p = float(refIndex[i].w); // priority + 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; @@ -305,8 +391,7 @@ vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) float r2 = r1*r1; { - vec3 vi; - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i, vi); + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); float w = 1.0/d2; @@ -323,13 +408,16 @@ vec3 sampleRefMap(vec3 pos, vec3 dir, float lod) { //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 vi; - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i, vi); + vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); float w = 1.0/d2; w *= w; |