From b162ff3cae482a443f93d818125f6e22d647451f Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 13 Oct 2023 10:42:50 -0700 Subject: DRTVWR-592: Implement reduced branching terrain shader --- .../shaders/class1/deferred/pbrterrainF.glsl | 207 ++++++++++++--------- .../shaders/class1/deferred/pbrterrainUtilF.glsl | 70 ++++++- 2 files changed, 186 insertions(+), 91 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index f788b46aa7..22071421de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -31,6 +31,52 @@ #define TerrainCoord vec2 #endif +#if 0 // TODO: Remove debug +#define TERRAIN_DEBUG 1 +#endif + +// TODO: Decide if this struct needs to be declared +struct TerrainMix +{ + vec4 weight; + int type; +#if TERRAIN_DEBUG + ivec4 usage; +#endif +}; + +TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal); + +// TODO: Decide if this struct needs to be declared +struct PBRMix +{ + vec4 col; // RGB color with alpha, linear space + vec3 orm; // Occlusion, roughness, metallic + vec3 vNt; // Unpacked normal texture sample, vector +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + vec3 emissive; // RGB emissive color, linear space +#endif +}; + +PBRMix init_pbr_mix(); + +PBRMix terrain_sample_and_multiply_pbr( + TerrainCoord terrain_coord + , sampler2D tex_col + , sampler2D tex_orm + , sampler2D tex_vNt +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , sampler2D tex_emissive +#endif + , vec4 factor_col + , vec3 factor_orm +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , vec3 factor_emissive +#endif + ); + +PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight); + out vec4 frag_data[4]; uniform sampler2D alpha_ramp; @@ -82,19 +128,6 @@ vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, Terrain vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3); vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3); -#if 0 // TODO: Remove -#define TERRAIN_DEBUG 1 // TODO: Remove debug -struct TerrainMix -{ - vec4 weight; - int type; -#if TERRAIN_DEBUG - ivec4 usage; -#endif -}; -TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal); -#endif - void main() { @@ -108,36 +141,91 @@ void main() float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; - vec4 col = sample_and_mix_color4(alpha1, alpha2, alphaFinal, terrain_texcoord, baseColorFactors, 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 (col.a < minimum_alpha) - { - discard; - } + TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); - - vec3[4] orm_factors; - orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x); - orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y); - orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z); - orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w); // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep // occlusion 1.0 // roughness 0.0 // metal 0.0 - vec3 spec = sample_and_mix_vector3(alpha1, alpha2, alphaFinal, terrain_texcoord, orm_factors, detail_0_metallic_roughness, detail_1_metallic_roughness, detail_2_metallic_roughness, detail_3_metallic_roughness); + vec3[4] orm_factors; + orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x); + orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y); + orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z); + orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w); -#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) - vec3 emissive = sample_and_mix_color3(alpha1, alpha2, alphaFinal, terrain_texcoord, emissiveColors, detail_0_emissive, detail_1_emissive, detail_2_emissive, detail_3_emissive); -#else - vec3 emissive = vec3(0); -#endif + PBRMix mix = init_pbr_mix(); + PBRMix mix2; + mix2 = terrain_sample_and_multiply_pbr( + terrain_texcoord + , detail_0_base_color + , detail_0_metallic_roughness + , detail_0_normal + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , detail_0_emissive + #endif + , baseColorFactors[0] + , orm_factors[0] + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , emissiveColors[0] + #endif + ); + mix = mix_pbr(mix, mix2, tm.weight[0]); + mix2 = terrain_sample_and_multiply_pbr( + terrain_texcoord + , detail_1_base_color + , detail_1_metallic_roughness + , detail_1_normal + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , detail_1_emissive + #endif + , baseColorFactors[1] + , orm_factors[1] + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , emissiveColors[1] + #endif + ); + mix = mix_pbr(mix, mix2, tm.weight[1]); + mix2 = terrain_sample_and_multiply_pbr( + terrain_texcoord + , detail_2_base_color + , detail_2_metallic_roughness + , detail_2_normal + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , detail_2_emissive + #endif + , baseColorFactors[2] + , orm_factors[2] + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , emissiveColors[2] + #endif + ); + mix = mix_pbr(mix, mix2, tm.weight[2]); + mix2 = terrain_sample_and_multiply_pbr( + terrain_texcoord + , detail_3_base_color + , detail_3_metallic_roughness + , detail_3_normal + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , detail_3_emissive + #endif + , baseColorFactors[3] + , orm_factors[3] + #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , emissiveColors[3] + #endif + ); + mix = mix_pbr(mix, mix2, tm.weight[3]); + float minimum_alpha = terrain_mix(minimum_alphas, alpha1, alpha2, alphaFinal); + if (mix.col.a < minimum_alpha) + { + discard; + } float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal); // from mikktspace.com - vec3 vNt = sample_and_mix_normal(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal); + vec3 vNt = mix.vNt; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -145,59 +233,10 @@ void main() vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); tnorm *= gl_FrontFacing ? 1.0 : -1.0; - -#if TERRAIN_DEBUG // TODO: Remove -#if 0 // TODO: Remove (terrain weights visualization) - TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); -#if 1 - // Show full usage and weights - float uw = 0.3; -#if 1 -#if 0 - vec4 mix_usage = vec4(tm.usage); -#else - vec4 mix_usage = vec4(tm.weight); -#endif -#else - // Version with easier-to-see boundaries of weights vs usage - vec4 mix_usage = mix(vec4(tm.usage), - mix(max(vec4(0.0), sign(tm.weight - 0.01)), - max(vec4(0.0), sign(tm.weight - 0.005)), - 0.5), - uw); -#endif - col.xyz = mix_usage.xyz; - col.x = max(col.x, mix_usage.w); - //col.y = 0.0; - //col.z = 0.0; -#else - // Show places where weight > usage + tolerance - float tolerance = 0.005; - vec4 weight_gt_usage = sign( - max( - vec4(0.0), - (tm.weight - (vec4(tm.usage) + vec4(tolerance))) - ) - ); - col.xyz = weight_gt_usage.xyz; - col.x = max(col.x, weight_gt_usage.w); -#endif -#endif -#if 0 // TODO: Remove (material channel discriminator) - //col.rgb = vec3(0.0, 1.0, 0.0); - //col.rgb = spec.rgb; - //col.rgb = (vNt + 1.0) / 2.0; - //col.rgb = (tnorm + 1.0) / 2.0; - //spec.rgb = vec3(1.0, 1.0, 0.0); - col.rgb = spec.rgb; - tnorm = vary_normal; - emissive = vec3(0); -#endif -#endif - frag_data[0] = max(vec4(col.xyz, 0.0), vec4(0)); // Diffuse - frag_data[1] = max(vec4(spec.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[0] = max(vec4(mix.col.xyz, 0.0), vec4(0)); // Diffuse + frag_data[1] = max(vec4(mix.orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = max(vec4(encode_normal(tnorm), base_color_factor_alpha, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags - frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive + frag_data[3] = max(vec4(mix.emissive,0), vec4(0)); // PBR sRGB Emissive } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index a8d8b1a91d..a87927786c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -153,7 +153,7 @@ struct TerrainMix #define TerrainMixSample vec4[4] #define TerrainMixSample3 vec3[4] -TerrainMix _t_mix(float alpha1, float alpha2, float alphaFinal) +TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal) { TerrainMix tm; vec4 sample_x = vec4(1,0,0,0); @@ -198,7 +198,7 @@ TerrainTriplanar _t_triplanar() float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal) { - TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); + TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); // Assume weights add to 1 return tm.weight.x * samples.x + tm.weight.y * samples.y + @@ -511,7 +511,6 @@ vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord) return col; } -// TODO: Implement this for the more complex triplanar case PBRMix terrain_sample_pbr( TerrainCoord terrain_coord , sampler2D tex_col @@ -671,7 +670,7 @@ TerrainMixSample3 _tmix_sample_normal(TerrainMix tm, TerrainCoord texcoord, samp vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { - TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); + TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); TerrainMixSample tms = _tmix_sample_color(tm, texcoord, tex0, tex1, tex2, tex3); vec3[4] tms3; tms3[0] = tms[0].xyz; @@ -687,7 +686,7 @@ vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, Terrain vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { - TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); + TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); TerrainMixSample tms = _tmix_sample_color(tm, texcoord, tex0, tex1, tex2, tex3); tms[0] *= factors[0]; tms[1] *= factors[1]; @@ -698,7 +697,7 @@ vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, Terrain vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { - TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); + TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); TerrainMixSample tms = _tmix_sample(tm, texcoord, tex0, tex1, tex2, tex3); vec3[4] tms3; tms3[0] = tms[0].xyz; @@ -715,7 +714,64 @@ vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, Terrai // Returns the unpacked normal texture in range [-1, 1] vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3) { - TerrainMix tm = _t_mix(alpha1, alpha2, alphaFinal); + TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); TerrainMixSample3 tms3 = _tmix_sample_normal(tm, texcoord, tex0, tex1, tex2, tex3); return terrain_mix(tm, tms3); } + +PBRMix multiply_factors_pbr( + PBRMix mix_in + , vec4 factor_col + , vec3 factor_orm +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , vec3 factor_emissive +#endif + ) +{ + PBRMix mix = mix_in; + mix.col *= factor_col; + mix.orm *= factor_orm; +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + mix.emissive *= factor_emissive; +#endif + return mix; +} + +PBRMix terrain_sample_and_multiply_pbr( + TerrainCoord terrain_coord + , sampler2D tex_col + , sampler2D tex_orm + , sampler2D tex_vNt +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , sampler2D tex_emissive +#endif + , vec4 factor_col + , vec3 factor_orm +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , vec3 factor_emissive +#endif + ) +{ + PBRMix mix = terrain_sample_pbr( + terrain_coord +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , _t_triplanar() +#endif + , tex_col + , tex_orm + , tex_vNt +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , tex_emissive +#endif + ); + + mix = multiply_factors_pbr(mix + , factor_col + , factor_orm +#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) + , factor_emissive +#endif + ); + + return mix; +} -- cgit v1.2.3