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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl130
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;