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-rw-r--r--indra/newview/llreflectionmapmanager.h49
1 files changed, 49 insertions, 0 deletions
diff --git a/indra/newview/llreflectionmapmanager.h b/indra/newview/llreflectionmapmanager.h
index f81fb30738..9f88776ac2 100644
--- a/indra/newview/llreflectionmapmanager.h
+++ b/indra/newview/llreflectionmapmanager.h
@@ -56,6 +56,51 @@ public:
REALTIME = 2
};
+ // General guidance for UBOs is to statically allocate all of these fields to make your life ever so slightly easier.
+ // Then set a "max" value for the number of probes you'll ever have, and use that to index into the arrays.
+ // We do this with refmapCount. The shaders will just pick up on it there.
+ // This data structure should _always_ match what's in class3/deferred/reflectionProbeF.glsl.
+ // The shader can and will break otherwise.
+ // -Geenz 2025-03-10
+ struct ReflectionProbeData
+ {
+ // for box probes, matrix that transforms from camera space to a [-1, 1] cube representing the bounding box of
+ // the box probe
+ LLMatrix4 refBox[LL_MAX_REFLECTION_PROBE_COUNT];
+
+ LLMatrix4 heroBox;
+
+ // for sphere probes, origin (xyz) and radius (w) of refmaps in clip space
+ LLVector4 refSphere[LL_MAX_REFLECTION_PROBE_COUNT];
+
+ // extra parameters
+ // x - irradiance scale
+ // y - radiance scale
+ // z - fade in
+ // w - znear
+ LLVector4 refParams[LL_MAX_REFLECTION_PROBE_COUNT];
+
+ LLVector4 heroSphere;
+
+ // indices used by probe:
+ // [i][0] - cubemap array index for this probe
+ // [i][1] - index into "refNeighbor" for probes that intersect this probe
+ // [i][2] - number of probes that intersect this probe, or -1 for no neighbors
+ // [i][3] - priority (probe type stored in sign bit - positive for spheres, negative for boxes)
+ GLint refIndex[LL_MAX_REFLECTION_PROBE_COUNT][4];
+
+ // list of neighbor indices
+ GLint refNeighbor[4096];
+
+ GLint refBucket[256][4]; // lookup table for which index to start with for the given Z depth
+ // numbrer of active refmaps
+ GLint refmapCount;
+
+ GLint heroShape;
+ GLint heroMipCount;
+ GLint heroProbeCount;
+ };
+
// allocate an environment map of the given resolution
LLReflectionMapManager();
@@ -207,8 +252,12 @@ private:
// if true, reset all probe render state on the next update (for teleports and sky changes)
bool mReset = false;
+ float mResetFade = 1.f;
+
// if true, only update the default probe
bool mPaused = false;
F32 mResumeTime = 0.f;
+
+ ReflectionProbeData mProbeData;
};