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Commit 04d3a29a authored by David Parks's avatar David Parks
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SL-18190 Faster better stronger radiance/irradiance maps

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2 merge requests!3Update to main branch,!2Rebase onto current main branch
......@@ -1061,13 +1061,6 @@ extern void glGetBufferPointervARB (GLenum, GLenum, GLvoid* *);
#endif
#if defined(TRACY_ENABLE) && LL_PROFILER_ENABLE_TRACY_OPENGL
// Tracy uses the following:
// glGenQueries
// glGetQueryiv
// glGetQueryObjectiv
#define glGenQueries glGenQueriesARB
#define glGetQueryiv glGetQueryivARB
#define glGetQueryObjectiv glGetQueryObjectivARB
#include <tracy/TracyOpenGL.hpp>
#endif
......
......@@ -471,6 +471,7 @@ void LLRenderTarget::release()
void LLRenderTarget::bindTarget()
{
LL_PROFILE_GPU_ZONE("bindTarget");
llassert(mFBO);
if (mFBO)
......@@ -577,6 +578,7 @@ void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilt
void LLRenderTarget::flush(bool fetch_depth)
{
LL_PROFILE_GPU_ZONE("rt flush");
gGL.flush();
llassert(mFBO);
if (!mFBO)
......
......@@ -366,7 +366,7 @@ vec3 pbrIbl(vec3 diffuseColor,
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
vec3 diffuseLight = irradiance;
vec3 specularLight = radiance;
vec3 diffuse = diffuseLight * diffuseColor;
vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
......
......@@ -38,63 +38,190 @@ 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
// Code below is derived from the Khronos GLTF Sample viewer:
// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag
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.
#define MATH_PI 3.1415926535897932384626433832795
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.
*/
// =============================================================================================================
float u_roughness = 1.0;
int u_sampleCount = 16;
float u_lodBias = 2.0;
int u_width = 64;
// Hammersley Points on the Hemisphere
// CC BY 3.0 (Holger Dammertz)
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
// with adapted interface
float radicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 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);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
// hammersley2d describes a sequence of points in the 2d unit square [0,1)^2
// that can be used for quasi Monte Carlo integration
vec2 hammersley2d(int i, int N) {
return vec2(float(i)/float(N), radicalInverse_VdC(uint(i)));
}
// Hemisphere Sample
// TBN generates a tangent bitangent normal coordinate frame from the normal
// (the normal must be normalized)
mat3 generateTBN(vec3 normal)
{
vec3 bitangent = vec3(0.0, 1.0, 0.0);
float NdotUp = dot(normal, vec3(0.0, 1.0, 0.0));
float epsilon = 0.0000001;
/*if (1.0 - abs(NdotUp) <= epsilon)
{
// Sampling +Y or -Y, so we need a more robust bitangent.
if (NdotUp > 0.0)
{
bitangent = vec3(0.0, 0.0, 1.0);
}
else
{
bitangent = vec3(0.0, 0.0, -1.0);
}
}*/
vec3 tangent = normalize(cross(bitangent, normal));
bitangent = cross(normal, tangent);
return mat3(tangent, bitangent, normal);
}
struct MicrofacetDistributionSample
{
float pdf;
float cosTheta;
float sinTheta;
float phi;
};
MicrofacetDistributionSample Lambertian(vec2 xi, float roughness)
{
MicrofacetDistributionSample lambertian;
// Cosine weighted hemisphere sampling
// http://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations.html#Cosine-WeightedHemisphereSampling
lambertian.cosTheta = sqrt(1.0 - xi.y);
lambertian.sinTheta = sqrt(xi.y); // equivalent to `sqrt(1.0 - cosTheta*cosTheta)`;
lambertian.phi = 2.0 * MATH_PI * xi.x;
lambertian.pdf = lambertian.cosTheta / MATH_PI; // evaluation for solid angle, therefore drop the sinTheta
return lambertian;
}
// getImportanceSample returns an importance sample direction with pdf in the .w component
vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness)
{
// generate a quasi monte carlo point in the unit square [0.1)^2
vec2 xi = hammersley2d(sampleIndex, u_sampleCount);
MicrofacetDistributionSample importanceSample;
// generate the points on the hemisphere with a fitting mapping for
// the distribution (e.g. lambertian uses a cosine importance)
importanceSample = Lambertian(xi, roughness);
// transform the hemisphere sample to the normal coordinate frame
// i.e. rotate the hemisphere to the normal direction
vec3 localSpaceDirection = normalize(vec3(
importanceSample.sinTheta * cos(importanceSample.phi),
importanceSample.sinTheta * sin(importanceSample.phi),
importanceSample.cosTheta
));
mat3 TBN = generateTBN(N);
vec3 direction = TBN * localSpaceDirection;
return vec4(direction, importanceSample.pdf);
}
// Mipmap Filtered Samples (GPU Gems 3, 20.4)
// https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling
// https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf
float computeLod(float pdf)
{
// // Solid angle of current sample -- bigger for less likely samples
// float omegaS = 1.0 / (float(u_sampleCount) * pdf);
// // Solid angle of texel
// // note: the factor of 4.0 * MATH_PI
// float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width));
// // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
// // note that 0.5 * log2 is equivalent to log4
// float lod = 0.5 * log2(omegaS / omegaP);
// babylon introduces a factor of K (=4) to the solid angle ratio
// this helps to avoid undersampling the environment map
// this does not appear in the original formulation by Jaroslav Krivanek and Mark Colbert
// log4(4) == 1
// lod += 1.0;
// We achieved good results by using the original formulation from Krivanek & Colbert adapted to cubemaps
// https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf
float lod = 0.5 * log2( 6.0 * float(u_width) * float(u_width) / (float(u_sampleCount) * pdf));
return lod;
}
vec3 filterColor(vec3 N)
{
//return textureLod(uCubeMap, N, 3.0).rgb;
vec3 color = vec3(0.f);
float weight = 0.0f;
#define PI 3.1415926535897932384626433832795
for(int i = 0; i < u_sampleCount; ++i)
{
vec4 importanceSample = getImportanceSample(i, N, 1.0);
vec3 H = vec3(importanceSample.xyz);
float pdf = importanceSample.w;
// mipmap filtered samples (GPU Gems 3, 20.4)
float lod = computeLod(pdf);
// apply the bias to the lod
lod += u_lodBias;
lod = clamp(lod, 0, 7);
// sample lambertian at a lower resolution to avoid fireflies
vec3 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod).rgb;
color += lambertian;
}
if(weight != 0.0f)
{
color /= weight;
}
else
{
color /= float(u_sampleCount);
}
return color.rgb ;
}
// entry point
void main()
{
float deltaPhi = (2.0 * PI) / 11.25;
float deltaTheta = (0.5 * PI) / 4.0;
float mipLevel = 2;
vec3 N = normalize(vary_dir);
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = normalize(cross(up, N));
up = normalize(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), mipLevel).rgb * cos(theta) * sin(theta);
sampleCount++;
}
}
frag_color = vec4(PI * color / float(sampleCount), 1.0);
vec3 color = vec3(0);
color = filterColor(vary_dir);
frag_color = vec4(color,1.0);
}
// =============================================================================================================
......@@ -66,7 +66,7 @@ SOFTWARE.
// =============================================================================================================
uniform float roughness;
//uniform float roughness;
uniform float mipLevel;
......@@ -123,14 +123,18 @@ float D_GGX(float dotNH, float roughness)
return (alpha2)/(PI * denom*denom);
}
vec3 prefilterEnvMap(vec3 R, float roughness)
vec3 prefilterEnvMap(vec3 R)
{
vec3 N = R;
vec3 V = R;
vec3 color = vec3(0.0);
float totalWeight = 0.0;
float envMapDim = 256.0;
int numSamples = 32/max(int(mipLevel), 1);
int numSamples = 8;
float numMips = 7.0;
float roughness = (mipLevel+1)/numMips;
for(uint i = 0u; i < numSamples; i++) {
vec2 Xi = hammersley2d(i, numSamples);
......@@ -150,8 +154,9 @@ vec3 prefilterEnvMap(vec3 R, float roughness)
// Solid angle of 1 pixel across all cube faces
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,sourceIdx), mipLevel).rgb * dotNL;
//float mip = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL;
totalWeight += dotNL;
}
......@@ -162,7 +167,7 @@ vec3 prefilterEnvMap(vec3 R, float roughness)
void main()
{
vec3 N = normalize(vary_dir);
frag_color = vec4(prefilterEnvMap(N, roughness), 1.0);
frag_color = vec4(prefilterEnvMap(N), 1.0);
}
// =============================================================================================================
......@@ -39,6 +39,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
#if 0
float w[9];
float c = 1.0/16.0; //corner weight
......@@ -72,4 +73,7 @@ void main()
//color /= wsum;
frag_color = vec4(color, 1.0);
#else
frag_color = vec4(texture2DRect(screenMap, vary_texcoord0.xy).rgb, 1.0);
#endif
}
......@@ -410,8 +410,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
S32 mips = log2((F32)LL_REFLECTION_PROBE_RESOLUTION) + 0.5f;
//for (int i = 0; i < mMipChain.size(); ++i)
for (int i = 0; i < 1; ++i)
for (int i = 0; i < mMipChain.size(); ++i)
{
LL_PROFILE_GPU_ZONE("probe mip");
mMipChain[i].bindTarget();
......@@ -447,10 +446,14 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
if (mip >= 0)
{
LL_PROFILE_GPU_ZONE("probe mip copy");
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, targetIdx * 6 + face, 0, 0, res, res);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
if (i == 0)
{
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
}
mTexture->unbind();
}
mMipChain[i].flush();
......@@ -474,8 +477,12 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
static LLStaticHashedString sMipLevel("mipLevel");
mMipChain[1].bindTarget();
U32 res = mMipChain[1].getWidth();
for (int i = 1; i < mMipChain.size(); ++i)
{
LL_PROFILE_GPU_ZONE("probe radiance gen");
for (int cf = 0; cf < 6; ++cf)
{ // for each cube face
LLCoordFrame frame;
......@@ -485,15 +492,11 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
frame.getOpenGLRotation(mat);
gGL.loadMatrix(mat);
mMipChain[i].bindTarget();
static LLStaticHashedString sRoughness("roughness");
gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1));
gRadianceGenProgram.uniform1f(sMipLevel, llmax((F32)(i - 1), 0.f));
if (i > 0)
{
gRadianceGenProgram.uniform1i(sSourceIdx, probe->mCubeIndex);
}
gGL.begin(gGL.QUADS);
gGL.vertex3f(-1, -1, -1);
gGL.vertex3f(1, -1, -1);
......@@ -501,12 +504,17 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
gGL.vertex3f(-1, 1, -1);
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();
}
if (i != mMipChain.size() - 1)
{
res /= 2;
glViewport(0, 0, res, res);
}
}
gRadianceGenProgram.unbind();
//generate irradiance map
......@@ -514,7 +522,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
channel = gIrradianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
mTexture->bind(channel);
gIrradianceGenProgram.uniform1i(sSourceIdx, probe->mCubeIndex);
gIrradianceGenProgram.uniform1i(sSourceIdx, targetIdx);
int start_mip = 0;
// find the mip target to start with based on irradiance map resolution
......@@ -528,6 +536,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
for (int i = start_mip; i < mMipChain.size(); ++i)
{
LL_PROFILE_GPU_ZONE("probe irradiance gen");
glViewport(0, 0, mMipChain[i].getWidth(), mMipChain[i].getHeight());
for (int cf = 0; cf < 6; ++cf)
{ // for each cube face
LLCoordFrame frame;
......@@ -537,8 +547,6 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
frame.getOpenGLRotation(mat);
gGL.loadMatrix(mat);
mMipChain[i].bindTarget();
gGL.begin(gGL.QUADS);
gGL.vertex3f(-1, -1, -1);
gGL.vertex3f(1, -1, -1);
......@@ -551,9 +559,11 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
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();
}
}
mMipChain[1].flush();
gIrradianceGenProgram.unbind();
}
}
......
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