SL-17600 Proper irradiance probes.

meow-7.2.2
Dave Parks 2022-06-22 13:25:50 -05:00
parent 4273b26207
commit d0d1b832d4
11 changed files with 334 additions and 31 deletions

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@ -1171,6 +1171,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("bumpMap2");
mReservedUniforms.push_back("environmentMap");
mReservedUniforms.push_back("reflectionProbes");
mReservedUniforms.push_back("irradianceProbes");
mReservedUniforms.push_back("cloud_noise_texture");
mReservedUniforms.push_back("cloud_noise_texture_next");
mReservedUniforms.push_back("fullbright");

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@ -81,6 +81,7 @@ public:
BUMP_MAP2, // "bumpMap2"
ENVIRONMENT_MAP, // "environmentMap"
REFLECTION_PROBES, // "reflectionProbes"
IRRADIANCE_PROBES, // "irradianceProbes"
CLOUD_NOISE_MAP, // "cloud_noise_texture"
CLOUD_NOISE_MAP_NEXT, // "cloud_noise_texture_next"
FULLBRIGHT, // "fullbright"

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@ -0,0 +1,99 @@
/**
* @file irradianceGenF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform samplerCubeArray reflectionProbes;
uniform int sourceIdx;
VARYING vec3 vary_dir;
// =============================================================================================================
// Parts of this file are (c) 2018 Sascha Willems
// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/irradiancecube.frag
/*
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.
*/
// =============================================================================================================
#define PI 3.1415926535897932384626433832795
float deltaPhi = PI/16.0;
float deltaTheta = deltaPhi*0.25;
void main()
{
vec3 N = normalize(vary_dir);
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = normalize(cross(up, N));
up = cross(N, right);
const float TWO_PI = PI * 2.0;
const float HALF_PI = PI * 0.5;
vec3 color = vec3(0.0);
uint sampleCount = 0u;
for (float phi = 0.0; phi < TWO_PI; phi += deltaPhi) {
for (float theta = 0.0; theta < HALF_PI; theta += deltaTheta) {
vec3 tempVec = cos(phi) * right + sin(phi) * up;
vec3 sampleVector = cos(theta) * N + sin(theta) * tempVec;
color += textureLod(reflectionProbes, vec4(sampleVector, sourceIdx), 3).rgb * cos(theta) * sin(theta);
sampleCount++;
}
}
frag_color = vec4(PI * color / float(sampleCount), 1.0);
}
// =============================================================================================================

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@ -0,0 +1,38 @@
/**
* @file irradianceGenV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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_matrix;
ATTRIBUTE vec3 position;
VARYING vec3 vary_dir;
void main()
{
gl_Position = vec4(position, 1.0);
vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
}

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@ -26,8 +26,6 @@
/*[EXTRA_CODE_HERE]*/
#define REFMAP_COUNT 256
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@ -35,6 +33,7 @@ out vec4 frag_color;
#endif
uniform samplerCubeArray reflectionProbes;
uniform int sourceIdx;
VARYING vec3 vary_dir;
@ -150,7 +149,7 @@ vec3 prefilterEnvMap(vec3 R, float roughness)
float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
// Biased (+1.0) mip level for better result
float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
color += textureLod(reflectionProbes, vec4(L,REFMAP_COUNT), mipLevel).rgb * dotNL;
color += textureLod(reflectionProbes, vec4(L,sourceIdx), mipLevel).rgb * dotNL;
totalWeight += dotNL;
}

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@ -31,6 +31,7 @@
#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
layout (std140, binding = 1) uniform ReflectionProbes
{
@ -308,7 +309,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i)
// Tap a sphere based reflection probe
// Tap a reflection probe
// pos - position of pixel
// dir - pixel normal
// lod - which mip to bias towards (lower is higher res, sharper reflections)
@ -334,10 +335,36 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i)
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 textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb;
//return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb;
}
}
// Tap an irradiance map
// pos - position of pixel
// dir - pixel normal
// 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 tapIrradianceMap(vec3 pos, vec3 dir, 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;
{
return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x;
}
}
@ -371,7 +398,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
float atten = 1.0-max(d2-r2, 0.0)/(rr-r2);
w *= atten;
//w *= p; // boost weight based on priority
col += refcol*w*max(minweight, refParams[i].x);
col += refcol*w;
wsum += w;
}
@ -394,7 +421,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
float w = 1.0/d2;
w *= w;
col += refcol*w*max(minweight, refParams[i].x);
col += refcol*w;
wsum += w;
}
}
@ -408,24 +435,75 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
return col;
}
vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod)
vec3 sampleProbeAmbient(vec3 pos, vec3 dir)
{
vec3 col = sampleProbes(pos, dir, lod, 0.f);
// 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 = 0.0;
vec3 col = vec3(0,0,0);
float vd2 = dot(pos,pos); // view distance squared
//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;
float minweight = 1.0;
for (int idx = 0; idx < probeInfluences; ++idx)
{
int i = probeIndex[idx];
if (abs(refIndex[i].w) < max_priority)
{
continue;
}
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 = tapIrradianceMap(pos, dir, 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 = tapIrradianceMap(pos, dir, 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;
}
// brighten a color so that at least one component is 1
@ -451,7 +529,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
ambenv = sampleProbeAmbient(pos, norm, reflection_lods-2);
ambenv = sampleProbeAmbient(pos, norm);
if (glossiness > 0.0)
{

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@ -80,8 +80,11 @@ void LLReflectionMapManager::update()
if (mTexture.isNull())
{
mTexture = new LLCubeMapArray();
// store LL_REFLECTION_PROBE_COUNT+1 cube maps, final cube map is used for render target and radiance map generation source)
// store LL_REFLECTION_PROBE_COUNT+2 cube maps, final two cube maps are used for render target and radiance map generation source)
mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, LL_REFLECTION_PROBE_COUNT+2);
mIrradianceMaps = new LLCubeMapArray();
mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, LL_REFLECTION_PROBE_COUNT);
}
if (!mRenderTarget.isComplete())
@ -396,6 +399,13 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
gPipeline.mRT = &gPipeline.mMainRT;
mRenderTarget.flush();
S32 targetIdx = LL_REFLECTION_PROBE_COUNT;
if (probe != mUpdatingProbe)
{ // this is the "realtime" probe that's updating every frame, use the secondary scratch space channel
targetIdx += 1;
}
// downsample to placeholder map
{
LLGLDepthTest depth(GL_FALSE, GL_FALSE);
@ -453,7 +463,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
{
mTexture->bind(0);
//glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, LL_REFLECTION_PROBE_COUNT * 6 + face, 0, 0, res, res);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, targetIdx * 6 + face, 0, 0, res, res);
mTexture->unbind();
}
mMipChain[i].flush();
@ -472,7 +482,9 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
gRadianceGenProgram.bind();
S32 channel = gRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
mTexture->bind(channel);
static LLStaticHashedString sSourceIdx("sourceIdx");
gRadianceGenProgram.uniform1i(sSourceIdx, targetIdx);
for (int cf = 0; cf < 6; ++cf)
{ // for each cube face
LLCoordFrame frame;
@ -499,13 +511,59 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
gGL.end();
gGL.flush();
S32 res = mMipChain[i].getWidth();
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res);
mMipChain[i].flush();
}
}
gRadianceGenProgram.unbind();
//generate irradiance map
gIrradianceGenProgram.bind();
channel = gIrradianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
mTexture->bind(channel);
gIrradianceGenProgram.uniform1i(sSourceIdx, targetIdx);
int start_mip = 0;
// find the mip target to start with based on irradiance map resolution
for (start_mip = 0; start_mip < mMipChain.size(); ++start_mip)
{
if (mMipChain[start_mip].getWidth() == LL_IRRADIANCE_MAP_RESOLUTION)
{
break;
}
}
for (int cf = 0; cf < 6; ++cf)
{ // for each cube face
LLCoordFrame frame;
frame.lookAt(LLVector3(0, 0, 0), LLCubeMapArray::sClipToCubeLookVecs[cf], LLCubeMapArray::sClipToCubeUpVecs[cf]);
F32 mat[16];
frame.getOpenGLRotation(mat);
gGL.loadMatrix(mat);
for (int i = start_mip; i < mMipChain.size(); ++i)
{
mMipChain[i].bindTarget();
gGL.begin(gGL.QUADS);
gGL.vertex3f(-1, -1, -1);
gGL.vertex3f(1, -1, -1);
gGL.vertex3f(1, 1, -1);
gGL.vertex3f(-1, 1, -1);
gGL.end();
gGL.flush();
S32 res = mMipChain[i].getWidth();
mIrradianceMaps->bind(channel);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i-start_mip, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res);
mTexture->bind(channel);
mMipChain[i].flush();
}
}
gIrradianceGenProgram.unbind();
}
}

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@ -39,6 +39,7 @@ class LLViewerObject;
// reflection probe resolution
#define LL_REFLECTION_PROBE_RESOLUTION 256
#define LL_IRRADIANCE_MAP_RESOLUTION 64
// reflection probe mininum scale
#define LL_REFLECTION_PROBE_MINIMUM_SCALE 1.f;
@ -112,9 +113,12 @@ private:
std::vector<LLRenderTarget> mMipChain;
// storage for reflection probes
// storage for reflection probe radiance maps (plus two scratch space cubemaps)
LLPointer<LLCubeMapArray> mTexture;
// storage for reflection probe irradiance maps
LLPointer<LLCubeMapArray> mIrradianceMaps;
// array indicating if a particular cubemap is free
bool mCubeFree[LL_REFLECTION_PROBE_COUNT];

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@ -86,6 +86,7 @@ LLGLSLShader gGlowCombineProgram;
LLGLSLShader gSplatTextureRectProgram;
LLGLSLShader gReflectionMipProgram;
LLGLSLShader gRadianceGenProgram;
LLGLSLShader gIrradianceGenProgram;
LLGLSLShader gGlowCombineFXAAProgram;
LLGLSLShader gTwoTextureAddProgram;
LLGLSLShader gTwoTextureCompareProgram;
@ -764,6 +765,7 @@ void LLViewerShaderMgr::unloadShaders()
gSplatTextureRectProgram.unload();
gReflectionMipProgram.unload();
gRadianceGenProgram.unload();
gIrradianceGenProgram.unload();
gGlowCombineFXAAProgram.unload();
gTwoTextureAddProgram.unload();
gTwoTextureCompareProgram.unload();
@ -3833,6 +3835,16 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
success = gRadianceGenProgram.createShader(NULL, NULL);
}
if (success)
{
gIrradianceGenProgram.mName = "Irradiance Gen Shader";
gIrradianceGenProgram.mShaderFiles.clear();
gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenV.glsl", GL_VERTEX_SHADER_ARB));
gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenF.glsl", GL_FRAGMENT_SHADER_ARB));
gIrradianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gIrradianceGenProgram.createShader(NULL, NULL);
}
if( !success )
{
mShaderLevel[SHADER_INTERFACE] = 0;

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@ -163,6 +163,7 @@ extern LLGLSLShader gGlowCombineProgram;
extern LLGLSLShader gSplatTextureRectProgram;
extern LLGLSLShader gReflectionMipProgram;
extern LLGLSLShader gRadianceGenProgram;
extern LLGLSLShader gIrradianceGenProgram;
extern LLGLSLShader gGlowCombineFXAAProgram;
extern LLGLSLShader gDebugProgram;
extern LLGLSLShader gClipProgram;

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@ -9205,10 +9205,22 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
{
S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
bool bound = false;
if (channel > -1 && mReflectionMapManager.mTexture.notNull())
{
// see comments in class2/deferred/softenLightF.glsl for what these uniforms mean
mReflectionMapManager.mTexture->bind(channel);
bound = true;
}
channel = shader.enableTexture(LLShaderMgr::IRRADIANCE_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
if (channel > -1 && mReflectionMapManager.mIrradianceMaps.notNull())
{
mReflectionMapManager.mIrradianceMaps->bind(channel);
bound = true;
}
if (bound)
{
mReflectionMapManager.setUniforms();
F32* m = gGLModelView;