/** * @file class3/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 * $/LicenseInfo$ */ #define FLT_MAX 3.402823466e+38 #if defined(SSR) float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source); #endif uniform samplerCubeArray reflectionProbes; uniform samplerCubeArray irradianceProbes; uniform sampler2D sceneMap; uniform int cube_snapshot; uniform float max_probe_lod; #define MAX_REFMAP_COUNT 256 // must match LL_MAX_REFLECTION_PROBE_COUNT layout (std140) 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[MAX_REFMAP_COUNT]; // list of bounding spheres for reflection probes sorted by distance to camera (closest first) vec4 refSphere[MAX_REFMAP_COUNT]; // extra parameters (currently only .x used for probe ambiance) vec4 refParams[MAX_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[MAX_REFMAP_COUNT]; // neighbor list data (refSphere indices, not cubemap array layer) ivec4 refNeighbor[1024]; // number of reflection probes present in refSphere int refmapCount; }; // 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; } bool sample_automatic = true; // 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; } // never allow automatic probes to encroach on box probes sample_automatic = false; } else { if (refIndex[i].w == 0 && !sample_automatic) { return false; } 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 void preProbeSample(vec3 pos) { #if REFMAP_LEVEL > 0 // TODO: make some sort of structure that reduces the number of distance checks for (int i = 1; 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 = refIndex[i].z; 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) { break; } } count++; if (count == neighborCount) { break; } idx = refNeighbor[neighborIdx].y; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { break; } } count++; if (count == neighborCount) { break; } idx = refNeighbor[neighborIdx].z; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { break; } } count++; if (count == neighborCount) { break; } idx = refNeighbor[neighborIdx].w; if (shouldSampleProbe(idx, pos)) { probeIndex[probeInfluences++] = idx; if (probeInfluences == REF_SAMPLE_COUNT) { break; } } count++; if (count == neighborCount) { break; } ++neighborIdx; } break; } } } if (sample_automatic) { // probe at index 0 is a special probe for smoothing out automatic probes probeIndex[probeInfluences++] = 0; } #else probeIndex[probeInfluences++] = 0; #endif } // 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 intersection of ray with 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; } void swap(inout float a, inout float b) { float t = a; a = b; b = a; } // debug implementation, make no assumptions about origin void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col) { float t[2]; // solutions for t if the ray intersects // geometric solution vec3 L = center - origin; float tca = dot(L, dir); // if (tca < 0) return false; float d2 = dot(L, L) - tca * tca; if (d2 > radius2) return; float thc = sqrt(radius2 - d2); t[0] = tca - thc; t[1] = tca + thc; for (int i = 0; i < 2; ++i) { if (t[i] > 0) { if (t[i] > depth) { float w = 0.125/((t[i]-depth)*0.125 + 1.0); col += vec4(0, 0, w, w)*(1.0-min(col.a, 1.0)); } else { float w = 0.25; col += vec4(w,w,0,w)*(1.0-min(col.a, 1.0)); } } } } // 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 // d - distance to nearest wall in clip space vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) { // Intersection with OBB convert to 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; d = 1.0-max(max(abs(PositionLS.x), abs(PositionLS.y)), abs(PositionLS.z)); 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; } void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) { vec3 v = ro + rd * t; v -= ro; vec3 pos = p - ro; bool behind = dot(v,v) > dot(pos,pos); float w = 0.25; if (behind) { w *= 0.5; w /= (length(v)-length(pos))*0.5+1.0; col += vec4(0,0,w,w)*(1.0-min(col.a, 1.0)); } else { col += vec4(w,w,0,w)*(1.0-min(col.a, 1.0)); } } // cribbed from https://iquilezles.org/articles/intersectors/ // axis aligned box centered at the origin, with size boxSize void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) { vec3 rd = normalize(p-ro); vec3 m = 1.0/rd; // can precompute if traversing a set of aligned boxes vec3 n = m*ro; // can precompute if traversing a set of aligned boxes vec3 k = abs(m)*boxSize; vec3 t1 = -n - k; vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); if( tN>tF || tF<0.0) return ; // no intersection float t = tN < 0 ? tF : tN; debugBoxCol(ro, rd, t, p, col); if (tN > 0) // eye is outside box, check backside, too { debugBoxCol(ro, rd, tF, p, col); } } void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) { mat4 clipToLocal = refBox[i]; // transform into unit cube space origin = (clipToLocal * vec4(origin, 1.0)).xyz; pos = (clipToLocal * vec4(pos, 1.0)).xyz; boxIntersectionDebug(origin, pos, vec3(1), col); } // get the weight of a sphere probe // pos - position to be weighted // dir - normal to be weighted // origin - center of sphere probe // r - radius of probe influence volume // i - index of probe in refSphere // dw - distance weight float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw) { float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz - origin; float d2 = max(length(delta), 0.001); float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001); float w = 1.0 / d2; w *= refParams[i].z; dw = w * atten * max(r, 1.0)*4; w *= atten; return w; } // Tap a reflection probe // pos - position of pixel // dir - pixel normal // w - weight of sample (distance and angular attenuation) // dw - weight of sample (distance only) // lod - which mip to sample (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared // i - index of probe vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i) { // parallax adjustment vec3 v; if (refIndex[i].w < 0) { // box probe float d = 0; v = boxIntersect(pos, dir, i, d); w = max(d, 0.001); } else { // sphere probe float r = refSphere[i].w; float rr = r * r; v = sphereIntersect(pos, dir, c, refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); } v -= c; vec3 d = normalize(v); v = env_mat * v; vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y; return ret.rgb; } // Tap an irradiance map // pos - position of pixel // dir - pixel normal // w - weight of sample (distance and angular attenuation) // dw - weight of sample (distance only) // i - index of probe vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i) { // parallax adjustment vec3 v; if (refIndex[i].w < 0) { float d = 0.0; v = boxIntersect(pos, dir, i, d); w = max(d, 0.001); } else { float r = refSphere[i].w; // radius of sphere volume // pad sphere for manual probe extending into automatic probe space float rr = r * r; v = sphereIntersect(pos, dir, c, refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres rr); w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); } v -= c; v = env_mat * v; { return textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; } } vec3 sampleProbes(vec3 pos, vec3 dir, float lod) { float wsum[2]; wsum[0] = 0; wsum[1] = 0; float dwsum[2]; dwsum[0] = 0; dwsum[1] = 0; vec3 col[2]; col[0] = vec3(0); col[1] = vec3(0); for (int idx = 0; idx < probeInfluences; ++idx) { int i = probeIndex[idx]; int p = clamp(abs(refIndex[i].w), 0, 1); if (p == 0 && !sample_automatic) { continue; } float w = 0; float dw = 0; vec3 refcol; { refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i); col[p] += refcol.rgb*w; wsum[p] += w; dwsum[p] += dw; } } // mix automatic and manual probes if (sample_automatic && wsum[0] > 0.0) { // some automatic probes were sampled col[0] *= 1.0/wsum[0]; if (wsum[1] > 0.0) { //some manual probes were sampled, mix between the two col[1] *= 1.0/wsum[1]; col[1] = mix(col[0], col[1], min(dwsum[1], 1.0)); col[0] = vec3(0); } } else if (wsum[1] > 0.0) { // manual probes were sampled but no automatic probes were col[1] *= 1.0/wsum[1]; col[0] = vec3(0); } return col[1]+col[0]; } vec3 sampleProbeAmbient(vec3 pos, vec3 dir) { // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further // as irradiance map mixing is tuned independently of radiance map mixing float wsum[2]; wsum[0] = 0; wsum[1] = 0; float dwsum[2]; dwsum[0] = 0; dwsum[1] = 0; vec3 col[2]; col[0] = vec3(0); col[1] = vec3(0); for (int idx = 0; idx < probeInfluences; ++idx) { int i = probeIndex[idx]; int p = clamp(abs(refIndex[i].w), 0, 1); if (p == 0 && !sample_automatic) { continue; } { float w = 0; float dw = 0; vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i); col[p] += refcol*w; wsum[p] += w; dwsum[p] += dw; } } // mix automatic and manual probes if (sample_automatic && wsum[0] > 0.0) { // some automatic probes were sampled col[0] *= 1.0/wsum[0]; if (wsum[1] > 0.0) { //some manual probes were sampled, mix between the two col[1] *= 1.0/wsum[1]; col[1] = mix(col[0], col[1], min(dwsum[1], 1.0)); col[0] = vec3(0); } } else if (wsum[1] > 0.0) { // manual probes were sampled but no automatic probes were col[1] *= 1.0/wsum[1]; col[0] = vec3(0); } return col[1]+col[0]; } void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { // TODO - don't hard code lods float reflection_lods = max_probe_lod; vec3 refnormpersp = reflect(pos.xyz, norm.xyz); ambenv = sampleProbeAmbient(pos, norm); float lod = (1.0-glossiness)*reflection_lods; glossenv = sampleProbes(pos, normalize(refnormpersp), lod); #if defined(SSR) if (cube_snapshot != 1 && glossiness >= 0.9) { vec4 ssr = vec4(0); float w = tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap); glossenv = mix(glossenv, ssr.rgb, w); } #endif } void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { preProbeSample(pos); doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness); } void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness) { // don't sample automatic probes for water sample_automatic = false; preProbeSample(pos); sample_automatic = true; // always include void probe on water probeIndex[probeInfluences++] = 0; doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness); // fudge factor to get PBR water at a similar luminance ot legacy water glossenv *= 0.4; } void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) { vec3 origin = vec3(0,0,0); bool manual_probe = abs(refIndex[i].w) > 0; if (manual_probe) { if (refIndex[i].w < 0) { boxIntersectDebug(origin, pos, i, col); } else { float r = refSphere[i].w; // radius of sphere volume float rr = r * r; // radius squared float t = 0.0; sphereIntersectDebug(origin, dir, refSphere[i].xyz, rr, depth, col); } } } vec4 sampleReflectionProbesDebug(vec3 pos) { vec4 col = vec4(0,0,0,0); vec3 dir = normalize(pos); float d = length(pos); for (int i = 1; i < refmapCount; ++i) { debugTapRefMap(pos, dir, d, i, col); } return col; } void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity) { float reflection_lods = max_probe_lod; preProbeSample(pos); vec3 refnormpersp = reflect(pos.xyz, norm.xyz); ambenv = sampleProbeAmbient(pos, norm); 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); } #if defined(SSR) if (cube_snapshot != 1) { vec4 ssr = vec4(0); float w = tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap); glossenv = mix(glossenv, ssr.rgb, w); legacyenv = mix(legacyenv, ssr.rgb, w); } #endif glossenv = clamp(glossenv, vec3(0), vec3(10)); } void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) { glossenv *= 0.5; // fudge darker float fresnel = clamp(1.0+dot(normalize(pos.xyz), norm.xyz), 0.3, 1.0); fresnel *= fresnel; fresnel *= spec.a; glossenv *= spec.rgb*fresnel; glossenv *= vec3(1.0) - color; // fake energy conservation color.rgb += glossenv*0.5; } void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) { vec3 reflected_color = legacyenv; vec3 lookAt = normalize(pos); float fresnel = 1.0+dot(lookAt, norm.xyz); fresnel *= fresnel; fresnel = min(fresnel+envIntensity, 1.0); reflected_color *= (envIntensity*fresnel); color = mix(color.rgb, reflected_color*0.5, envIntensity); }