SL-17600 Proper irradiance probes.
parent
4273b26207
commit
d0d1b832d4
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@ -1171,6 +1171,7 @@ void LLShaderMgr::initAttribsAndUniforms()
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mReservedUniforms.push_back("bumpMap2");
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mReservedUniforms.push_back("environmentMap");
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mReservedUniforms.push_back("reflectionProbes");
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mReservedUniforms.push_back("irradianceProbes");
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mReservedUniforms.push_back("cloud_noise_texture");
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mReservedUniforms.push_back("cloud_noise_texture_next");
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mReservedUniforms.push_back("fullbright");
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@ -81,6 +81,7 @@ public:
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BUMP_MAP2, // "bumpMap2"
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ENVIRONMENT_MAP, // "environmentMap"
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REFLECTION_PROBES, // "reflectionProbes"
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IRRADIANCE_PROBES, // "irradianceProbes"
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CLOUD_NOISE_MAP, // "cloud_noise_texture"
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CLOUD_NOISE_MAP_NEXT, // "cloud_noise_texture_next"
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FULLBRIGHT, // "fullbright"
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@ -0,0 +1,99 @@
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/**
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* @file irradianceGenF.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform samplerCubeArray reflectionProbes;
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uniform int sourceIdx;
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VARYING vec3 vary_dir;
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// =============================================================================================================
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// Parts of this file are (c) 2018 Sascha Willems
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// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/irradiancecube.frag
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/*
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MIT License
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Copyright (c) 2018 Sascha Willems
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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// =============================================================================================================
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#define PI 3.1415926535897932384626433832795
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float deltaPhi = PI/16.0;
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float deltaTheta = deltaPhi*0.25;
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void main()
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{
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vec3 N = normalize(vary_dir);
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = normalize(cross(up, N));
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up = cross(N, right);
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const float TWO_PI = PI * 2.0;
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const float HALF_PI = PI * 0.5;
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vec3 color = vec3(0.0);
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uint sampleCount = 0u;
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for (float phi = 0.0; phi < TWO_PI; phi += deltaPhi) {
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for (float theta = 0.0; theta < HALF_PI; theta += deltaTheta) {
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vec3 tempVec = cos(phi) * right + sin(phi) * up;
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vec3 sampleVector = cos(theta) * N + sin(theta) * tempVec;
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color += textureLod(reflectionProbes, vec4(sampleVector, sourceIdx), 3).rgb * cos(theta) * sin(theta);
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sampleCount++;
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}
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}
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frag_color = vec4(PI * color / float(sampleCount), 1.0);
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}
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// =============================================================================================================
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@ -0,0 +1,38 @@
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/**
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* @file irradianceGenV.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_matrix;
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ATTRIBUTE vec3 position;
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VARYING vec3 vary_dir;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
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}
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@ -26,8 +26,6 @@
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/*[EXTRA_CODE_HERE]*/
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#define REFMAP_COUNT 256
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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@ -35,6 +33,7 @@ out vec4 frag_color;
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#endif
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uniform samplerCubeArray reflectionProbes;
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uniform int sourceIdx;
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VARYING vec3 vary_dir;
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@ -150,7 +149,7 @@ vec3 prefilterEnvMap(vec3 R, float roughness)
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float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
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// Biased (+1.0) mip level for better result
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float mipLevel = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
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color += textureLod(reflectionProbes, vec4(L,REFMAP_COUNT), mipLevel).rgb * dotNL;
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color += textureLod(reflectionProbes, vec4(L,sourceIdx), mipLevel).rgb * dotNL;
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totalWeight += dotNL;
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}
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@ -31,6 +31,7 @@
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#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
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uniform samplerCubeArray reflectionProbes;
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uniform samplerCubeArray irradianceProbes;
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layout (std140, binding = 1) uniform ReflectionProbes
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{
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@ -308,7 +309,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i)
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// Tap a sphere based reflection probe
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// Tap a reflection probe
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// pos - position of pixel
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// dir - pixel normal
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// lod - which mip to bias towards (lower is higher res, sharper reflections)
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@ -334,10 +335,36 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i)
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v -= c;
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v = env_mat * v;
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{
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//float min_lod = textureQueryLod(reflectionProbes,v).y; // lower is higher res
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//return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), max(min_lod, lod)).rgb;
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return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb;
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//return texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb;
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}
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}
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// Tap an irradiance map
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// pos - position of pixel
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// dir - pixel normal
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// c - center of probe
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// r2 - radius of probe squared
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// i - index of probe
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// vi - point at which reflection vector struck the influence volume, in clip space
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vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i)
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{
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//lod = max(lod, 1);
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// parallax adjustment
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vec3 v;
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if (refIndex[i].w < 0)
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{
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v = boxIntersect(pos, dir, i);
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}
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else
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{
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v = sphereIntersect(pos, dir, c, r2);
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}
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v -= c;
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v = env_mat * v;
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{
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return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x;
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}
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}
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@ -371,7 +398,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
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float atten = 1.0-max(d2-r2, 0.0)/(rr-r2);
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w *= atten;
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//w *= p; // boost weight based on priority
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col += refcol*w*max(minweight, refParams[i].x);
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col += refcol*w;
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wsum += w;
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}
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@ -394,7 +421,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
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float w = 1.0/d2;
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w *= w;
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col += refcol*w*max(minweight, refParams[i].x);
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col += refcol*w;
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wsum += w;
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}
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}
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@ -408,24 +435,75 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)
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return col;
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}
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vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod)
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vec3 sampleProbeAmbient(vec3 pos, vec3 dir)
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{
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vec3 col = sampleProbes(pos, dir, lod, 0.f);
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// modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further
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// as irradiance map mixing is tuned independently of radiance map mixing
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float wsum = 0.0;
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vec3 col = vec3(0,0,0);
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float vd2 = dot(pos,pos); // view distance squared
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//desaturate
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vec3 hcol = col *0.5;
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col *= 2.0;
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col = vec3(
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col.r + hcol.g + hcol.b,
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col.g + hcol.r + hcol.b,
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col.b + hcol.r + hcol.g
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);
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col *= 0.333333;
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float minweight = 1.0;
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for (int idx = 0; idx < probeInfluences; ++idx)
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{
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int i = probeIndex[idx];
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if (abs(refIndex[i].w) < max_priority)
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{
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continue;
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}
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float r = refSphere[i].w; // radius of sphere volume
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float p = float(abs(refIndex[i].w)); // priority
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float rr = r*r; // radius squred
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float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down)
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vec3 delta = pos.xyz-refSphere[i].xyz;
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float d2 = dot(delta,delta);
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float r2 = r1*r1;
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{
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vec3 refcol = tapIrradianceMap(pos, dir, refSphere[i].xyz, rr, i);
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float w = 1.0/d2;
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float atten = 1.0-max(d2-r2, 0.0)/(rr-r2);
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w *= atten;
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//w *= p; // boost weight based on priority
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col += refcol*w;
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wsum += w;
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}
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}
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if (probeInfluences <= 1)
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{ //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera
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for (int idx = 0; idx < 8; ++idx)
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{
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if (refIndex[idx].w < 0)
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{ // don't fallback to box probes, they are *very* specific
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continue;
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}
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int i = idx;
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vec3 delta = pos.xyz-refSphere[i].xyz;
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float d2 = dot(delta,delta);
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{
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vec3 refcol = tapIrradianceMap(pos, dir, refSphere[i].xyz, d2, i);
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float w = 1.0/d2;
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w *= w;
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col += refcol*w;
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wsum += w;
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}
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}
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}
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if (wsum > 0.0)
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{
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col *= 1.0/wsum;
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}
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return col;
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}
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// brighten a color so that at least one component is 1
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@ -451,7 +529,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l
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vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
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ambenv = sampleProbeAmbient(pos, norm, reflection_lods-2);
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ambenv = sampleProbeAmbient(pos, norm);
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if (glossiness > 0.0)
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{
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@ -80,8 +80,11 @@ void LLReflectionMapManager::update()
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if (mTexture.isNull())
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{
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mTexture = new LLCubeMapArray();
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// store LL_REFLECTION_PROBE_COUNT+1 cube maps, final cube map is used for render target and radiance map generation source)
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// store LL_REFLECTION_PROBE_COUNT+2 cube maps, final two cube maps are used for render target and radiance map generation source)
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mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, LL_REFLECTION_PROBE_COUNT+2);
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mIrradianceMaps = new LLCubeMapArray();
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mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, LL_REFLECTION_PROBE_COUNT);
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}
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if (!mRenderTarget.isComplete())
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@ -396,6 +399,13 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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gPipeline.mRT = &gPipeline.mMainRT;
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mRenderTarget.flush();
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S32 targetIdx = LL_REFLECTION_PROBE_COUNT;
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if (probe != mUpdatingProbe)
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{ // this is the "realtime" probe that's updating every frame, use the secondary scratch space channel
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targetIdx += 1;
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}
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// downsample to placeholder map
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{
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LLGLDepthTest depth(GL_FALSE, GL_FALSE);
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@ -453,7 +463,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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{
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mTexture->bind(0);
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//glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
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glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, LL_REFLECTION_PROBE_COUNT * 6 + face, 0, 0, res, res);
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glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, targetIdx * 6 + face, 0, 0, res, res);
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mTexture->unbind();
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}
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mMipChain[i].flush();
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@ -472,7 +482,9 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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gRadianceGenProgram.bind();
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S32 channel = gRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
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mTexture->bind(channel);
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static LLStaticHashedString sSourceIdx("sourceIdx");
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gRadianceGenProgram.uniform1i(sSourceIdx, targetIdx);
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for (int cf = 0; cf < 6; ++cf)
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{ // for each cube face
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LLCoordFrame frame;
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@ -499,13 +511,59 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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gGL.end();
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gGL.flush();
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S32 res = mMipChain[i].getWidth();
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glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res);
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mMipChain[i].flush();
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}
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}
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gRadianceGenProgram.unbind();
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//generate irradiance map
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gIrradianceGenProgram.bind();
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channel = gIrradianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
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mTexture->bind(channel);
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gIrradianceGenProgram.uniform1i(sSourceIdx, targetIdx);
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int start_mip = 0;
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// find the mip target to start with based on irradiance map resolution
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for (start_mip = 0; start_mip < mMipChain.size(); ++start_mip)
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{
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if (mMipChain[start_mip].getWidth() == LL_IRRADIANCE_MAP_RESOLUTION)
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{
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break;
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}
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}
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for (int cf = 0; cf < 6; ++cf)
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{ // for each cube face
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LLCoordFrame frame;
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frame.lookAt(LLVector3(0, 0, 0), LLCubeMapArray::sClipToCubeLookVecs[cf], LLCubeMapArray::sClipToCubeUpVecs[cf]);
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F32 mat[16];
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frame.getOpenGLRotation(mat);
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gGL.loadMatrix(mat);
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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();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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];
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Reference in New Issue