/** * @file class2/deferred/reflectionProbeF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #extension GL_ARB_shader_texture_lod : enable #define FLT_MAX 3.402823466e+38 #define REFMAP_COUNT 256 #define REF_SAMPLE_COUNT 64 //maximum number of samples to consider uniform samplerCubeArray reflectionProbes; layout (std140, binding = 1) uniform ReflectionProbes { // 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, if negative, this probe has a box influence ivec4 refIndex[REFMAP_COUNT]; // neighbor list data (refSphere indices, not cubemap array layer) ivec4 refNeighbor[1024]; // number of reflection probes present in refSphere int refmapCount; // intensity of ambient light from reflection probes float reflectionAmbiance; }; // Inputs uniform mat3 env_mat; // list of probeIndexes shader will actually use after "getRefIndex" is called // (stores refIndex/refSphere indices, NOT rerflectionProbes layer) 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) { 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; } // call before sampleRef // populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT // overall algorithm -- void preProbeSample(vec3 pos) { // TODO: make some sort of structure that reduces the number of distance checks for (int i = 0; i < refmapCount; ++i) { // found an influencing probe if (shouldSampleProbe(i, pos)) { probeIndex[probeInfluences] = i; ++probeInfluences; int neighborIdx = refIndex[i].y; if (neighborIdx != -1) { int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1); int count = 0; while (count < neighborCount) { // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) int idx = refNeighbor[neighborIdx].x; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { return; } } count++; if (count == neighborCount) { return; } idx = refNeighbor[neighborIdx].y; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { return; } } count++; if (count == neighborCount) { return; } idx = refNeighbor[neighborIdx].z; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { return; } } count++; if (count == neighborCount) { return; } idx = refNeighbor[neighborIdx].w; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { return; } } count++; if (count == neighborCount) { return; } ++neighborIdx; } return; } } } } // from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection // original reference implementation: /* 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); // 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 // 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; } */ // adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) { float t0, t1; // solutions for t if the ray intersects 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; 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 // lod - which mip to bias towards (lower is higher res, sharper reflections) // c - center of probe // 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) { //lod = max(lod, 1); // parallax adjustment vec3 v; if (refIndex[i].w < 0) { v = boxIntersect(pos, dir, i); } else { 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; } } vec3 sampleProbes(vec3 pos, vec3 dir, float lod) { float wsum = 0.0; vec3 col = vec3(0,0,0); float vd2 = dot(pos,pos); // view distance squared for (int idx = 0; idx < probeInfluences; ++idx) { int i = probeIndex[idx]; float r = refSphere[i].w; // radius of sphere volume 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; float d2 = dot(delta,delta); float r2 = r1*r1; { vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); float w = 1.0/d2; float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); w *= atten; w *= p; // boost weight based on priority col += refcol*w; wsum += w; } } if (probeInfluences <= 1) { //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 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); float w = 1.0/d2; w *= w; col += refcol*w; wsum += w; } } } if (wsum > 0.0) { col *= 1.0/wsum; } return col; } vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod) { vec3 col = sampleProbes(pos, dir, lod); //desaturate vec3 hcol = col *0.5; col *= 2.0; col = vec3( col.r + hcol.g + hcol.b, col.g + hcol.r + hcol.b, col.b + hcol.r + hcol.g ); col *= 0.333333; return col*reflectionAmbiance; } // brighten a color so that at least one component is 1 vec3 brighten(vec3 c) { float m = max(max(c.r, c.g), c.b); if (m == 0) { return vec3(1,1,1); } return c * 1.0/m; } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec3 pos, vec3 norm, float glossiness, float envIntensity) { // TODO - don't hard code lods float reflection_lods = 8; preProbeSample(pos); vec3 refnormpersp = reflect(pos.xyz, norm.xyz); ambenv = sampleProbeAmbient(pos, norm, reflection_lods-1); if (glossiness > 0.0) { float lod = (1.0-glossiness)*reflection_lods; glossenv = sampleProbes(pos, normalize(refnormpersp), lod); } if (envIntensity > 0.0) { legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); } } void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) { glossenv *= 0.35; // fudge darker float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz); float minf = spec.a * 0.1; fresnel = fresnel * (1.0-minf) + minf; glossenv *= spec.rgb*min(fresnel, 1.0); color.rgb += glossenv; } void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { vec3 reflected_color = legacyenv; //*0.5; //fudge darker vec3 lookAt = normalize(pos); float fresnel = 1.0+dot(lookAt, norm.xyz); fresnel *= fresnel; fresnel = min(fresnel+envIntensity, 1.0); reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb); color = mix(color.rgb, reflected_color, envIntensity); }