From 039116abd4166903005b8de6fa5d64f0fdf75422 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 13 Oct 2023 09:58:05 -0700 Subject: DRTVWR-592: (WIP) Roughly working draft of PBR terrain --- .../shaders/class1/deferred/pbrterrainF.glsl | 20 ++++++++++++-------- indra/newview/lldrawpoolterrain.cpp | 11 +++++++---- indra/newview/llfloaterregioninfo.cpp | 1 - indra/newview/llvlcomposition.cpp | 1 + 4 files changed, 20 insertions(+), 13 deletions(-) (limited to 'indra/newview') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index 60e5776bc6..4de6b9609c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -97,10 +97,11 @@ vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, vec2 te samples[1] = texture2D(tex1, texcoord); samples[2] = texture2D(tex2, texcoord); samples[3] = texture2D(tex3, texcoord); - samples[0].xyz = srgb_to_linear(samples[0].xyz); - samples[1].xyz = srgb_to_linear(samples[1].xyz); - samples[2].xyz = srgb_to_linear(samples[2].xyz); - samples[3].xyz = srgb_to_linear(samples[3].xyz); + // TODO: Why is this needed for pbropaqueF but not here? (and is there different behavior with base color vs emissive color, that also needs to be corrected?) + //samples[0].xyz = srgb_to_linear(samples[0].xyz); + //samples[1].xyz = srgb_to_linear(samples[1].xyz); + //samples[2].xyz = srgb_to_linear(samples[2].xyz); + //samples[3].xyz = srgb_to_linear(samples[3].xyz); return terrain_mix(samples, alpha1, alpha2, alphaFinal); } @@ -116,20 +117,23 @@ vec4 sample_and_mix_vector(float alpha1, float alpha2, float alphaFinal, vec2 te void main() { + // Adjust the texture repeats for a more sensible default. + float texture_density_factor = 2.0; + vec2 terrain_texcoord = texture_density_factor * vary_texcoord0.xy; float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 base_color = sample_and_mix_color4(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color); + vec4 base_color = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_base_color, detail_1_base_color, detail_2_base_color, detail_3_base_color); float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal); if (base_color.a < minimum_alpha) { discard; } - vec4 normal_texture = sample_and_mix_vector(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal); - vec4 metallic_roughness = sample_and_mix_vector(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness); - vec3 emissive_texture = sample_and_mix_color3(alpha1, alpha2, alphaFinal, vary_texcoord0.xy, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive); + vec4 normal_texture = sample_and_mix_vector(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal); + vec4 metallic_roughness = sample_and_mix_vector(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness); + vec3 emissive_texture = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive); vec4 baseColorFactor = terrain_mix(baseColorFactors, alpha1, alpha2, alphaFinal); float metallicFactor = terrain_mix(metallicFactors, alpha1, alpha2, alphaFinal); diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 2a0a7bad1c..204fbc56fd 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -370,6 +370,7 @@ void LLDrawPoolTerrain::renderFullShaderTextures() gGL.getTexUnit(detail0)->activate(); } +// TODO: Investigate use of bindFast for PBR terrain textures void LLDrawPoolTerrain::renderFullShaderPBR() { // Hack! Get the region that this draw pool is rendering from! @@ -386,7 +387,7 @@ void LLDrawPoolTerrain::renderFullShaderPBR() tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x); tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y); - constexpr U32 terrain_material_count = LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR; + constexpr U32 terrain_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR; S32 detail_basecolor[terrain_material_count]; S32 detail_normal[terrain_material_count]; S32 detail_metalrough[terrain_material_count]; @@ -456,12 +457,14 @@ void LLDrawPoolTerrain::renderFullShaderPBR() // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK // Use 0 here due to GLTF terrain blending (LLGLTFMaterial::bind uses // -1 for easier debugging) - F32 min_alpha = 0.f; + F32 min_alpha = -0.0f; if (material->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK) { - min_alpha = material->mAlphaCutoff; + // dividing the alpha cutoff by transparency here allows the shader to compare against + // the alpha value of the texture without needing the transparency value + min_alpha = material->mAlphaCutoff/material->mBaseColor.mV[3]; } - + minimum_alphas[i] = min_alpha; } shader->uniform4fv(LLShaderMgr::TERRAIN_BASE_COLOR_FACTORS, terrain_material_count, (F32*)base_color_factors); shader->uniform4f(LLShaderMgr::TERRAIN_METALLIC_FACTORS, metallic_factors[0], metallic_factors[1], metallic_factors[2], metallic_factors[3]); diff --git a/indra/newview/llfloaterregioninfo.cpp b/indra/newview/llfloaterregioninfo.cpp index b5698c1d65..2635ac3a71 100644 --- a/indra/newview/llfloaterregioninfo.cpp +++ b/indra/newview/llfloaterregioninfo.cpp @@ -1531,7 +1531,6 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region) LLVLComposition* compp = region->getComposition(); // Are these 4 texture IDs or 4 material IDs? Who knows! Let's set the IDs on both pickers for now. - // *TODO: Determine the asset type of IDs, to determine which editing mode to display. LLTextureCtrl* asset_ctrl; std::string buffer; for(S32 i = 0; i < TERRAIN_TEXTURE_COUNT; ++i) diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index 5d711f4e5d..815489f753 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -360,6 +360,7 @@ BOOL LLVLComposition::generateComposition() return FALSE; } +// TODO: Re-evaluate usefulness of this function in the PBR case. There is currently a hack here to treat the material base color like a legacy terrain texture, but I'm not sure if that's useful. BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, const F32 width, const F32 height) { -- cgit v1.2.3