478 lines
14 KiB
GLSL
478 lines
14 KiB
GLSL
/**
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* @file class2/deferred/reflectionProbeF.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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#extension GL_ARB_shader_texture_lod : enable
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#define FLT_MAX 3.402823466e+38
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#define REFMAP_COUNT 256
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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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layout (std140, binding = 1) uniform ReflectionProbes
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{
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// list of OBBs for user override probes
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// box is a set of 3 planes outward facing planes and the depth of the box along that plane
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// for each box refBox[i]...
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/// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation
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// box[3][0..2] - plane thickness
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mat4 refBox[REFMAP_COUNT];
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// list of bounding spheres for reflection probes sorted by distance to camera (closest first)
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vec4 refSphere[REFMAP_COUNT];
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// index of cube map in reflectionProbes for a corresponding reflection probe
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// e.g. cube map channel of refSphere[2] is stored in refIndex[2]
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// refIndex.x - cubemap channel in reflectionProbes
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// refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index)
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// refIndex.z - number of neighbors
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// refIndex.w - priority, if negative, this probe has a box influence
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ivec4 refIndex[REFMAP_COUNT];
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// neighbor list data (refSphere indices, not cubemap array layer)
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ivec4 refNeighbor[1024];
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// number of reflection probes present in refSphere
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int refmapCount;
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// intensity of ambient light from reflection probes
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float reflectionAmbiance;
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};
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// Inputs
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uniform mat3 env_mat;
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// list of probeIndexes shader will actually use after "getRefIndex" is called
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// (stores refIndex/refSphere indices, NOT rerflectionProbes layer)
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int probeIndex[REF_SAMPLE_COUNT];
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// number of probes stored in probeIndex
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int probeInfluences = 0;
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bool isAbove(vec3 pos, vec4 plane)
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{
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return (dot(plane.xyz, pos) + plane.w) > 0;
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}
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// return true if probe at index i influences position pos
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bool shouldSampleProbe(int i, vec3 pos)
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{
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if (refIndex[i].w < 0)
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{
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vec4 v = refBox[i] * vec4(pos, 1.0);
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if (abs(v.x) > 1 ||
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abs(v.y) > 1 ||
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abs(v.z) > 1)
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{
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return false;
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}
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}
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else
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{
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vec3 delta = pos.xyz - refSphere[i].xyz;
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float d = dot(delta, delta);
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float r2 = refSphere[i].w;
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r2 *= r2;
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if (d > r2)
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{ //outside bounding sphere
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return false;
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}
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}
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return true;
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}
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// call before sampleRef
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// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT
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// overall algorithm --
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void preProbeSample(vec3 pos)
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{
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// TODO: make some sort of structure that reduces the number of distance checks
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for (int i = 0; i < refmapCount; ++i)
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{
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// found an influencing probe
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if (shouldSampleProbe(i, pos))
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{
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probeIndex[probeInfluences] = i;
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++probeInfluences;
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int neighborIdx = refIndex[i].y;
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if (neighborIdx != -1)
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{
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int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1);
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int count = 0;
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while (count < neighborCount)
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{
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// check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index)
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int idx = refNeighbor[neighborIdx].x;
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if (shouldSampleProbe(idx, pos))
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{
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probeIndex[probeInfluences++] = idx;
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if (probeInfluences == REF_SAMPLE_COUNT)
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{
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return;
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}
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}
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count++;
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if (count == neighborCount)
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{
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return;
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}
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idx = refNeighbor[neighborIdx].y;
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if (shouldSampleProbe(idx, pos))
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{
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probeIndex[probeInfluences++] = idx;
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if (probeInfluences == REF_SAMPLE_COUNT)
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{
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return;
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}
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}
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count++;
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if (count == neighborCount)
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{
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return;
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}
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idx = refNeighbor[neighborIdx].z;
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if (shouldSampleProbe(idx, pos))
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{
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probeIndex[probeInfluences++] = idx;
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if (probeInfluences == REF_SAMPLE_COUNT)
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{
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return;
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}
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}
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count++;
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if (count == neighborCount)
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{
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return;
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}
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idx = refNeighbor[neighborIdx].w;
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if (shouldSampleProbe(idx, pos))
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{
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probeIndex[probeInfluences++] = idx;
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if (probeInfluences == REF_SAMPLE_COUNT)
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{
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return;
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}
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}
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count++;
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if (count == neighborCount)
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{
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return;
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}
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++neighborIdx;
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}
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return;
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}
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}
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}
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}
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// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
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// original reference implementation:
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/*
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bool intersect(const Ray &ray) const
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{
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float t0, t1; // solutions for t if the ray intersects
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#if 0
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// geometric solution
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Vec3f L = center - orig;
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float tca = L.dotProduct(dir);
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// if (tca < 0) return false;
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float d2 = L.dotProduct(L) - tca * tca;
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if (d2 > radius2) return false;
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float thc = sqrt(radius2 - d2);
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t0 = tca - thc;
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t1 = tca + thc;
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#else
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// analytic solution
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Vec3f L = orig - center;
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float a = dir.dotProduct(dir);
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float b = 2 * dir.dotProduct(L);
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float c = L.dotProduct(L) - radius2;
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if (!solveQuadratic(a, b, c, t0, t1)) return false;
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#endif
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if (t0 > t1) std::swap(t0, t1);
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if (t0 < 0) {
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t0 = t1; // if t0 is negative, let's use t1 instead
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if (t0 < 0) return false; // both t0 and t1 are negative
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}
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t = t0;
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return true;
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} */
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// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere
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vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)
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{
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float t0, t1; // solutions for t if the ray intersects
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vec3 L = center - origin;
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float tca = dot(L,dir);
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float d2 = dot(L,L) - tca * tca;
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float thc = sqrt(radius2 - d2);
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t0 = tca - thc;
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t1 = tca + thc;
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vec3 v = origin + dir * t1;
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return v;
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}
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// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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/*
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vec3 DirectionWS = normalize(PositionWS - CameraWS);
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vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS);
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// Intersection with OBB convertto unit box space
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// Transform in local unit parallax cube space (scaled and rotated)
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vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS);
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vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS);
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vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
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vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
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vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
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vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
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float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z));
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// Use Distance in WS directly to recover intersection
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vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance;
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vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS;
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return texCUBE(envMap, ReflDirectionWS);
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*/
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// get point of intersection with given probe's box influence volume
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// origin - ray origin in clip space
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// dir - ray direction in clip space
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// i - probe index in refBox/refSphere
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vec3 boxIntersect(vec3 origin, vec3 dir, int i)
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{
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// Intersection with OBB convertto unit box space
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// Transform in local unit parallax cube space (scaled and rotated)
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mat4 clipToLocal = refBox[i];
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vec3 RayLS = mat3(clipToLocal) * dir;
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vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz;
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vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
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vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
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vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
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vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
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float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z));
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// Use Distance in CS directly to recover intersection
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vec3 IntersectPositionCS = origin + dir * Distance;
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return IntersectPositionCS;
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}
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// Tap a sphere based 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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// 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 tapRefMap(vec3 pos, vec3 dir, float lod, 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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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 texture(reflectionProbes, vec4(v.xyz, refIndex[i].x)).rgb;
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}
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}
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vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
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{
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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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for (int idx = 0; idx < probeInfluences; ++idx)
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{
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int i = probeIndex[idx];
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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 = tapRefMap(pos, dir, lod, 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 = tapRefMap(pos, dir, lod, 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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vec3 sampleProbeAmbient(vec3 pos, vec3 dir, float lod)
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{
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vec3 col = sampleProbes(pos, dir, lod);
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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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return col*reflectionAmbiance;
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}
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// brighten a color so that at least one component is 1
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vec3 brighten(vec3 c)
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{
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float m = max(max(c.r, c.g), c.b);
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if (m == 0)
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{
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return vec3(1,1,1);
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}
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return c * 1.0/m;
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}
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void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
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vec3 pos, vec3 norm, float glossiness, float envIntensity)
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{
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// TODO - don't hard code lods
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float reflection_lods = 8;
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preProbeSample(pos);
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vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
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ambenv = sampleProbeAmbient(pos, norm, reflection_lods-1);
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if (glossiness > 0.0)
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{
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float lod = (1.0-glossiness)*reflection_lods;
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glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
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}
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if (envIntensity > 0.0)
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{
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legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0);
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}
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}
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void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
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{
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glossenv *= 0.35; // fudge darker
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float fresnel = 1.0+dot(normalize(pos.xyz), norm.xyz);
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float minf = spec.a * 0.1;
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fresnel = fresnel * (1.0-minf) + minf;
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glossenv *= spec.rgb*min(fresnel, 1.0);
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color.rgb += glossenv;
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}
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void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
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{
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vec3 reflected_color = legacyenv; //*0.5; //fudge darker
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vec3 lookAt = normalize(pos);
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float fresnel = 1.0+dot(lookAt, norm.xyz);
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fresnel *= fresnel;
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fresnel = min(fresnel+envIntensity, 1.0);
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reflected_color *= (envIntensity*fresnel)*brighten(spec.rgb);
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color = mix(color.rgb, reflected_color, envIntensity);
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}
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