WIP - switch PBR implementations

meow-7.2.2
Dave Parks 2022-09-17 01:12:52 -05:00
parent dc1ed19511
commit b2cf07f53c
16 changed files with 507 additions and 262 deletions

View File

@ -1324,6 +1324,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("diffuseRect");
mReservedUniforms.push_back("specularRect");
mReservedUniforms.push_back("emissiveRect");
mReservedUniforms.push_back("brdfLut");
mReservedUniforms.push_back("noiseMap");
mReservedUniforms.push_back("lightFunc");
mReservedUniforms.push_back("lightMap");

View File

@ -177,6 +177,7 @@ public:
DEFERRED_DIFFUSE, // "diffuseRect"
DEFERRED_SPECULAR, // "specularRect"
DEFERRED_EMISSIVE, // "emissiveRect"
DEFERRED_BRDF_LUT, // "brdfLut"
DEFERRED_NOISE, // "noiseMap"
DEFERRED_LIGHTFUNC, // "lightFunc"
DEFERRED_LIGHT, // "lightMap"

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@ -23,9 +23,38 @@
* $/LicenseInfo$
*/
/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation
MIT License
Copyright (c) 2018 Sascha Willems
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
// projected lighted params
uniform mat4 proj_mat; //screen space to light space projector
@ -482,38 +511,227 @@ vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float spe
return fresnel * vis * d;
}
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float random(vec2 co)
{
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt= dot(co.xy ,vec2(a,b));
float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
vec2 hammersley2d(uint i, uint N)
{
// Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
uint bits = (i << 16u) | (i >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
float rdi = float(bits) * 2.3283064365386963e-10;
return vec2(float(i) /float(N), rdi);
}
// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
{
// Maps a 2D point to a hemisphere with spread based on roughness
float alpha = roughness * roughness;
float phi = 2.0 * M_PI * Xi.x + random(normal.xz) * 0.1;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
// Tangent space
vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangentX = normalize(cross(up, normal));
vec3 tangentY = normalize(cross(normal, tangentX));
// Convert to world Space
return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
}
// Geometric Shadowing function
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
float k = (roughness * roughness) / 2.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
#define NUM_SAMPLES 16
vec2 BRDF(float NoV, float roughness)
{
#if 0
// Normal always points along z-axis for the 2D lookup
const vec3 N = vec3(0.0, 0.0, 1.0);
vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
vec2 LUT = vec2(0.0);
for(uint i = 0u; i < NUM_SAMPLES; i++) {
vec2 Xi = hammersley2d(i, NUM_SAMPLES);
vec3 H = importanceSample_GGX(Xi, roughness, N);
vec3 L = 2.0 * dot(V, H) * H - V;
float dotNL = max(dot(N, L), 0.0);
float dotNV = max(dot(N, V), 0.0);
float dotVH = max(dot(V, H), 0.0);
float dotNH = max(dot(H, N), 0.0);
if (dotNL > 0.0) {
float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
float G_Vis = (G * dotVH) / (dotNH * dotNV);
float Fc = pow(1.0 - dotVH, 5.0);
LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
}
}
return LUT / float(NUM_SAMPLES);
#else
return texture(brdfLut, vec2(NoV, roughness)).rg;
#endif
}
// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL
void pbrIbl(out vec3 colorDiffuse, // diffuse color output
out vec3 colorSpec, // specular color output,
vec3 pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
float perceptualRough, // roughness factor
float gloss, // 1.0 - roughness factor
vec3 reflect0, // see also: initMaterial
vec3 c_diff)
float perceptualRough)
{
// Common to RadianceGGX and RadianceLambertian
vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1));
vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
vec3 fresnelR = max(vec3(gloss), reflect0) - reflect0; // roughness dependent fresnel
vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
vec3 diffuseLight = irradiance;
vec3 specularLight = radiance;
vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
colorSpec = radiance * FssEssGGX;
vec3 diffuse = diffuseLight * diffuseColor;
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
// Reference: getIBLRadianceLambertian fs
vec3 FssEssLambert = kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
float Ems = 1.0 - (vScaleBias.x + vScaleBias.y);
vec3 avg = (reflect0 + (1.0 - reflect0) / 21.0);
vec3 AvgEms = avg * Ems;
vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms);
colorDiffuse = (FmsEms + kDiffuse) * irradiance;
return (diffuse + specular) * ao;
}
colorDiffuse *= ao;
colorSpec *= ao;
// Encapsulate the various inputs used by the various functions in the shading equation
// We store values in this struct to simplify the integration of alternative implementations
// of the shading terms, outlined in the Readme.MD Appendix.
struct PBRInfo
{
float NdotL; // cos angle between normal and light direction
float NdotV; // cos angle between normal and view direction
float NdotH; // cos angle between normal and half vector
float LdotH; // cos angle between light direction and half vector
float VdotH; // cos angle between view direction and half vector
float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
float metalness; // metallic value at the surface
vec3 reflectance0; // full reflectance color (normal incidence angle)
vec3 reflectance90; // reflectance color at grazing angle
float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
vec3 diffuseColor; // color contribution from diffuse lighting
vec3 specularColor; // color contribution from specular lighting
};
// Basic Lambertian diffuse
// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
// See also [1], Equation 1
vec3 diffuse(PBRInfo pbrInputs)
{
return pbrInputs.diffuseColor / M_PI;
}
// The following equation models the Fresnel reflectance term of the spec equation (aka F())
// Implementation of fresnel from [4], Equation 15
vec3 specularReflection(PBRInfo pbrInputs)
{
return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
}
// This calculates the specular geometric attenuation (aka G()),
// where rougher material will reflect less light back to the viewer.
// This implementation is based on [1] Equation 4, and we adopt their modifications to
// alphaRoughness as input as originally proposed in [2].
float geometricOcclusion(PBRInfo pbrInputs)
{
float NdotL = pbrInputs.NdotL;
float NdotV = pbrInputs.NdotV;
float r = pbrInputs.alphaRoughness;
float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
return attenuationL * attenuationV;
}
// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
float microfacetDistribution(PBRInfo pbrInputs)
{
float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
return roughnessSq / (M_PI * f * f);
}
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l) //surface point to light
{
float alphaRoughness = perceptualRoughness * perceptualRoughness;
// Compute reflectance.
float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
// For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
// For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
vec3 specularEnvironmentR0 = specularColor.rgb;
vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
vec3 h = normalize(l+v); // Half vector between both l and v
vec3 reflection = -normalize(reflect(v, n));
reflection.y *= -1.0f;
float NdotL = clamp(dot(n, l), 0.001, 1.0);
float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
float NdotH = clamp(dot(n, h), 0.0, 1.0);
float LdotH = clamp(dot(l, h), 0.0, 1.0);
float VdotH = clamp(dot(v, h), 0.0, 1.0);
PBRInfo pbrInputs = PBRInfo(
NdotL,
NdotV,
NdotH,
LdotH,
VdotH,
perceptualRoughness,
metallic,
specularEnvironmentR0,
specularEnvironmentR90,
alphaRoughness,
diffuseColor,
specularColor
);
// Calculate the shading terms for the microfacet specular shading model
vec3 F = specularReflection(pbrInputs);
float G = geometricOcclusion(pbrInputs);
float D = microfacetDistribution(pbrInputs);
const vec3 u_LightColor = vec3(1.0);
// Calculation of analytical lighting contribution
vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
// Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
vec3 color = NdotL * u_LightColor * (diffuseContrib + specContrib);
return color;
}
void pbrDirectionalLight(inout vec3 colorDiffuse,
@ -529,7 +747,7 @@ void pbrDirectionalLight(inout vec3 colorDiffuse,
float nv,
float nh)
{
float scale = 16.0;
float scale = 32.0;
vec3 sunColor = sunlit * scale;
// scol = sun shadow

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@ -0,0 +1,141 @@
/**
* @file class1/deferred/genbrdflut.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
* $/LicenseInfo$
*/
/* Taken from Sascha Willem's Vulkan GLTF refernce implementation
MIT License
Copyright (c) 2018 Sascha Willems
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*[EXTRA_CODE_HERE]*/
VARYING vec2 vary_uv;
out vec4 outColor;
#define NUM_SAMPLES 1024
const float PI = 3.1415926536;
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float random(vec2 co)
{
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt= dot(co.xy ,vec2(a,b));
float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
vec2 hammersley2d(uint i, uint N)
{
// Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
uint bits = (i << 16u) | (i >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
float rdi = float(bits) * 2.3283064365386963e-10;
return vec2(float(i) /float(N), rdi);
}
// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
{
// Maps a 2D point to a hemisphere with spread based on roughness
float alpha = roughness * roughness;
float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
// Tangent space
vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangentX = normalize(cross(up, normal));
vec3 tangentY = normalize(cross(normal, tangentX));
// Convert to world Space
return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
}
// Geometric Shadowing function
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
float k = (roughness * roughness) / 2.0;
float GL = dotNL / (dotNL * (1.0 - k) + k);
float GV = dotNV / (dotNV * (1.0 - k) + k);
return GL * GV;
}
vec2 BRDF(float NoV, float roughness)
{
// Normal always points along z-axis for the 2D lookup
const vec3 N = vec3(0.0, 0.0, 1.0);
vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
vec2 LUT = vec2(0.0);
for(uint i = 0u; i < NUM_SAMPLES; i++) {
vec2 Xi = hammersley2d(i, NUM_SAMPLES);
vec3 H = importanceSample_GGX(Xi, roughness, N);
vec3 L = 2.0 * dot(V, H) * H - V;
float dotNL = max(dot(N, L), 0.0);
float dotNV = max(dot(N, V), 0.0);
float dotVH = max(dot(V, H), 0.0);
float dotNH = max(dot(H, N), 0.0);
if (dotNL > 0.0) {
float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
float G_Vis = (G * dotVH) / (dotNH * dotNV);
float Fc = pow(1.0 - dotVH, 5.0);
LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
}
}
return LUT / float(NUM_SAMPLES);
}
void main()
{
outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0);
}

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@ -0,0 +1,39 @@
/**
* @file class3\deferred\genbrdflutV.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
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
VARYING vec2 vary_uv;
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_uv = position.xy*0.5+0.5;
gl_Position = vec4(position.xyz, 1.0);
}

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@ -120,7 +120,7 @@ void pbrDirectionalLight(inout vec3 colorDiffuse,
float nv,
float nh);
void pbrIbl(out vec3 colorDiffuse, // diffuse color output
/*void pbrIbl(out vec3 colorDiffuse, // diffuse color output
out vec3 colorSpec, // specular color output,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
@ -129,7 +129,7 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output
float perceptualRough, // roughness factor
float gloss, // 1.0 - roughness factor
vec3 reflect0,
vec3 c_diff);
vec3 c_diff);*/
// lp = light position
// la = linear attenuation, light radius
@ -255,7 +255,7 @@ void main()
sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
irradiance = max(amblit,irradiance) * ambocc;
pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
//pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
// Sun/Moon Lighting
if (nl > 0.0 || nv > 0.0)

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@ -112,7 +112,7 @@ void main()
if (dist <= 1.0 && nl > 0.0)
{
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
vec3 intensity = dist_atten * nl * lightColor;
vec3 intensity = dist_atten * nl * lightColor * 2.0;
colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}

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@ -28,40 +28,6 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_ANY_LIGHT_TYPE 0 // Output blue light cone
#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in blue
#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object
#define DEBUG_PBR_SPOT 0
#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit
#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit
#define DEBUG_LIGHT_FRUSTUM 0 // If projected light effects a surface
#define DEBUG_AMBIANCE_COLOR 0 // calculated ambiance color
#define DEBUG_AMBIANCE_AOE 0 // area of effect using inverse ambiance color
#define DEBUG_AMBIANCE_FINAL 0 // light color * ambiance color
#define DEBUG_NOISE 0 // monochrome noise
#define DEBUG_SHADOW 0 // Show inverted shadow
#define DEBUG_SPOT_DIFFUSE 0 // dot(n,l) * dist_atten
#define DEBUG_SPOT_NL 0 // monochome area effected by light
#define DEBUG_SPOT_SPEC_POS 0
#define DEBUG_SPOT_REFLECTION 0 // color: pos reflected along n
#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight
#define DEBUG_PBR_LIGHT_H 0 // Half vector
#define DEBUG_PBR_LIHGT_L 0 // Light vector
#define DEBUG_PBR_LIGHT_NH 0 // colorized dot(n,h)
#define DEBUG_PBR_LIGHT_NL 0 // colorized dot(n,l)
#define DEBUG_PBR_LIGHT_NV 0 // colorized dot(n,v)
#define DEBUG_PBR_LIGHT_VH 0 // colorized dot(v,h)
#define DEBUG_PBR_LIGHT_DIFFUSE_COLOR 0 // non PBR spotlight
#define DEBUG_PBR_LIGHT_SPECULAR_COLOR 0 // non PBR spotlight
#define DEBUG_PBR_LIGHT_INTENSITY 0 // Light intensity
#define DEBUG_PBR_LIGHT_INTENSITY_NL 0 // Light intensity * dot(n,l)
#define DEBUG_PBR_LIGHT_BRDF_DIFFUSE 0 // like "fullbright" if no "nl" factor
#define DEBUG_PBR_LIGHT_BRDF_SPECULAR 0
#define DEBUG_PBR_LIGHT_BRDF_FINAL 0 // BRDF Diffuse + BRDF Specular
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -211,93 +177,13 @@ void main()
colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
colorSpec += shadow * lit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
#if DEBUG_PBR_SPOT_DIFFUSE
colorDiffuse = dlit.rgb; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_SPOT_SPECULAR
colorDiffuse = vec3(0); colorSpec = slit.rgb;
#endif
#if DEBUG_PBR_SPOT
colorDiffuse = dlit; colorSpec = vec3(0);
colorDiffuse *= nl;
colorDiffuse *= shadow;
#endif
}
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
colorDiffuse += diffuse.rgb * amb_rgb;
#if DEBUG_AMBIANCE_FINAL
colorDiffuse = diffuse.rgb * amb_rgb; colorSpec = vec3(0);
#endif
#if DEBUG_LIGHT_FRUSTUM
colorDiffuse = vec3(0,1,0); colorSpec = vec3(0);
#endif
#if DEBUG_NOISE
float noise = texture2D(noiseMap, tc/128.0).b;
colorDiffuse = vec3(noise); colorSpec = vec3(0);
#endif
}
#if DEBUG_PBR_LIGHT_TYPE
colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_H
colorDiffuse = h*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIHGT_L
colorDiffuse = l*0.5 + 0.5; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_NH
colorDiffuse = colorized_dot(nh); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_NL
colorDiffuse = colorized_dot(nl); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_NV
colorDiffuse = colorized_dot(nv); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_VH
colorDiffuse = colorized_dot(vh); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_DIFFUSE_COLOR
colorDiffuse = dlit;
#endif
#if DEBUG_PBR_LIGHT_SPECULAR_COLOR
colorDiffuse = slit;
#endif
#if DEBUG_PBR_LIGHT_INTENSITY
colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ); colorSpec = vec3(0);
// colorDiffuse = nl * dist_atten;
#endif
#if DEBUG_PBR_LIGHT_INTENSITY_NL
colorDiffuse = getLightIntensitySpot( color, size, lightDist, v ) * nl; colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_BRDF_DIFFUSE
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
colorDiffuse = BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_BRDF_SPECULAR
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
colorDiffuse = vec3(0);
colorSpec = BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
#endif
#if DEBUG_PBR_LIGHT_BRDF_FINAL
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
colorDiffuse = nl * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
colorSpec = nl * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
#endif
final_color = colorDiffuse + colorSpec;
}
else
@ -326,9 +212,6 @@ void main()
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
final_color += diffuse.rgb * amb_rgb;
#if DEBUG_LEG_LIGHT_TYPE
final_color = vec3(0,0,0.5);
#endif
}
if (spec.a > 0.0)
@ -376,59 +259,9 @@ void main()
}
}
}
#if DEBUG_SPOT_REFLECTION
final_color = ref;
#endif
}
#if DEBUG_LIGHT_FRUSTUM
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
&& proj_tc.y > 0.0 && proj_tc.y < 1.0)
{
final_color = vec3(0,0,1);
}
#endif
}
#if DEBUG_AMBIANCE_AOE
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
&& proj_tc.y > 0.0 && proj_tc.y < 1.0)
{
final_color = 1.0 - amb_rgb;
}
#endif
#if DEBUG_AMBIANCE_COLOR
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
&& proj_tc.y > 0.0 && proj_tc.y < 1.0)
{
final_color = amb_rgb;
}
#endif
#if DEBUG_SHADOW
final_color = 1.0 - vec3(shadow);
#endif
#if DEBUG_SPOT_DIFFUSE
final_color = vec3(nl * dist_atten);
#endif
#if DEBUG_SPOT_NL
final_color =vec3(nl);
#endif
#if DEBUG_SPOT_SPEC_POS
vec3 ref = reflect(normalize(pos), n);
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
final_color = pos + ref * dot(pdelta, proj_n)/ds;
#endif
#if DEBUG_SPOT_REFLECTION
final_color = reflect(normalize(pos), n);
#endif
#if DEBUG_SPOT_ZERO
final_color = vec3(0,0,0);
#endif
#if DEBUG_ANY_LIGHT_TYPE
final_color = vec3(0,0,0.3333);
#endif
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));

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@ -109,7 +109,7 @@ void main()
if (nl > 0.0)
{
vec3 intensity = dist_atten * nl * lightColor; // Legacy attenuation
vec3 intensity = dist_atten * nl * lightColor * 2.0; // Legacy attenuation
colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}

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@ -524,14 +524,14 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l
vec3 pos, vec3 norm, float glossiness, float envIntensity)
{
// TODO - don't hard code lods
float reflection_lods = 8;
float reflection_lods = 7;
preProbeSample(pos);
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
ambenv = sampleProbeAmbient(pos, norm);
if (glossiness > 0.0)
//if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod, 1.f);

View File

@ -89,34 +89,21 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
// PBR interface
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
void initMaterial( vec3 diffuse, vec3 packedORM,
out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );
// perform PBR image based lighting according to GLTF spec
// all parameters are in linear space
void pbrIbl(out vec3 colorDiffuse, // diffuse color output
out vec3 colorSpec, // specular color output,
vec3 pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv,
float perceptualRough, // roughness factor
float gloss, // 1.0 - roughness factor
vec3 reflect0,
vec3 c_diff);
float nv, // normal dot view vector
float perceptualRoughness);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
void pbrDirectionalLight(inout vec3 colorDiffuse,
inout vec3 colorSpec,
vec3 sunlit,
float scol,
vec3 reflect0,
vec3 reflect90,
vec3 c_diff,
float alphaRough,
float vh,
float nl,
float nv,
float nh);
void main()
{
@ -160,51 +147,34 @@ void main()
bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR);
if (hasPBR)
{
// 5.22.2. material.pbrMetallicRoughness.baseColorTexture
// The first three components (RGB) MUST be encoded with the sRGB transfer function.
//
// 5.19.7. material.emissiveTexture
// This texture contains RGB components encoded with the sRGB transfer function.
//
// 5.22.5. material.pbrMetallicRoughness.metallicRoughnessTexture
// These values MUST be encoded with a linear transfer function.
vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r * ambocc;
vec3 colorDiffuse = vec3(0);
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 colorSpec = vec3(0);
vec3 colorEmissive = texture2DRect(specularRect, tc).rgb; //specularRect is sRGB sampler, result is in linear space
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
float ao = packedORM.r;
float metal = packedORM.b;
vec3 v = -normalize(pos.xyz);
vec3 n = norm.xyz;
vec3 h, l;
float nh, nl, nv, vh, lightDist;
calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
float perceptualRough = packedORM.g; // NOTE: do NOT clamp here to be consistent with Blender, Blender is wrong and Substance is right
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
initMaterial( diffuse.rgb, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
float gloss = 1.0 - perceptualRough;
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
irradiance = max(amblit,irradiance) * ambocc;
irradiance = max(srgb_to_linear(amblit),irradiance) * ambocc*4.0;
pbrIbl(colorDiffuse, colorSpec, radiance, irradiance, ao, nv, perceptualRough, gloss, reflect0, c_diff);
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
// Add in sun/moon punctual light
if (nl > 0.0 || nv > 0.0)
{
pbrDirectionalLight(colorDiffuse, colorSpec, srgb_to_linear(sunlit), scol, reflect0, reflect90, c_diff, alphaRough, vh, nl, nv, nh);
}
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
color.rgb = colorDiffuse + colorEmissive + colorSpec;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
vec3 v = -normalize(pos.xyz);
float NdotV = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
color.rgb += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
color.rgb += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, v, normalize(light_dir)) * sunlit*8.0 * scol;
color.rgb += colorEmissive;
color = linear_to_srgb(color);
color *= atten.r;
@ -212,6 +182,7 @@ void main()
color = scaleSoftClipFrag(color);
color = srgb_to_linear(color);
frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results
}
else

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@ -204,14 +204,14 @@ void LLMaterialEditor::setAlbedoUploadId(const LLUUID& id)
LLColor4 LLMaterialEditor::getAlbedoColor()
{
LLColor4 ret = LLColor4(childGetValue("albedo color"));
LLColor4 ret = linearColor4(LLColor4(childGetValue("albedo color")));
ret.mV[3] = getTransparency();
return ret;
}
void LLMaterialEditor::setAlbedoColor(const LLColor4& color)
{
childSetValue("albedo color", color.getValue());
childSetValue("albedo color", srgbColor4(color).getValue());
setTransparency(color.mV[3]);
}

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@ -252,6 +252,7 @@ LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
LLGLSLShader gDeferredSkinnedFullbrightProgram;
LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram;
LLGLSLShader gNormalMapGenProgram;
LLGLSLShader gDeferredGenBrdfLutProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
@ -1244,6 +1245,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredHighlightSpecularProgram.unload();
gNormalMapGenProgram.unload();
gDeferredGenBrdfLutProgram.unload();
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
@ -2855,6 +2858,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gNormalMapGenProgram.createShader(NULL, NULL);
}
if (success && gGLManager.mHasCubeMapArray)
{
gDeferredGenBrdfLutProgram.mName = "Brdf Gen Shader";
gDeferredGenBrdfLutProgram.mShaderFiles.clear();
gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutV.glsl", GL_VERTEX_SHADER));
gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutF.glsl", GL_FRAGMENT_SHADER));
gDeferredGenBrdfLutProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL);
}
return success;
}

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@ -305,6 +305,7 @@ extern LLGLSLShader gDeferredWLMoonProgram;
extern LLGLSLShader gDeferredStarProgram;
extern LLGLSLShader gDeferredFullbrightShinyProgram;
extern LLGLSLShader gNormalMapGenProgram;
extern LLGLSLShader gDeferredGenBrdfLutProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];

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@ -1182,6 +1182,8 @@ void LLPipeline::releaseLUTBuffers()
LLImageGL::deleteTextures(1, &mLightFunc);
mLightFunc = 0;
}
mPbrBrdfLut.release();
}
void LLPipeline::releaseShadowBuffers()
@ -1363,6 +1365,21 @@ void LLPipeline::createLUTBuffers()
delete [] ls;
}
mPbrBrdfLut.allocate(512, 512, GL_RGB16, false, false);
mPbrBrdfLut.bindTarget();
gDeferredGenBrdfLutProgram.bind();
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.vertex2f(-1, -1);
gGL.vertex2f(-1, 1);
gGL.vertex2f(1, -1);
gGL.vertex2f(1, 1);
gGL.end();
gGL.flush();
gDeferredGenBrdfLutProgram.unbind();
mPbrBrdfLut.flush();
}
}
@ -8165,6 +8182,13 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3]
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE);
if (channel > -1)
{
mPbrBrdfLut.bindTexture(0, channel);
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
if (channel > -1)
{
@ -8304,7 +8328,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
}
bindReflectionProbes(shader);
if (gAtmosphere)
{
// bind precomputed textures necessary for calculating sun and sky luminance
@ -9212,6 +9236,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT);
shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage());
shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);

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@ -682,6 +682,7 @@ public:
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
LLRenderTarget mPbrBrdfLut;
LLCullResult mSky;
LLCullResult mReflectedObjects;