/** * @file LLHeroProbeManager.cpp * @brief LLHeroProbeManager class implementation * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llheroprobemanager.h" #include "llreflectionmapmanager.h" #include "llviewercamera.h" #include "llspatialpartition.h" #include "llviewerregion.h" #include "pipeline.h" #include "llviewershadermgr.h" #include "llviewercontrol.h" #include "llenvironment.h" #include "llstartup.h" extern BOOL gCubeSnapshot; extern BOOL gTeleportDisplay; // get the next highest power of two of v (or v if v is already a power of two) //defined in llvertexbuffer.cpp extern U32 nhpo2(U32 v); static void touch_default_probe(LLReflectionMap* probe) { if (LLViewerCamera::getInstance()) { LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); origin.mV[2] += 64.f; probe->mOrigin.load3(origin.mV); } } LLHeroProbeManager::LLHeroProbeManager() { } // helper class to seed octree with probes void LLHeroProbeManager::update() { if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay || LLStartUp::getStartupState() < STATE_PRECACHE) { return; } LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; llassert(!gCubeSnapshot); // assert a snapshot is not in progress if (LLAppViewer::instance()->logoutRequestSent()) { return; } initReflectionMaps(); if (!mRenderTarget.isComplete()) { U32 color_fmt = GL_RGB16F; U32 targetRes = mProbeResolution * 4; // super sample mRenderTarget.allocate(targetRes, targetRes, color_fmt, true); } if (mMipChain.empty()) { U32 res = mProbeResolution; U32 count = log2((F32)res) + 0.5f; mMipChain.resize(count); for (int i = 0; i < count; ++i) { mMipChain[i].allocate(res, res, GL_RGB16F); res /= 2; } } llassert(mProbes[0] == mDefaultProbe); LLVector4a camera_pos; camera_pos.load3(LLViewerCamera::instance().getOrigin().mV); static LLCachedControl sDetail(gSavedSettings, "RenderHeroReflectionProbeDetail", -1); static LLCachedControl sLevel(gSavedSettings, "RenderHeroReflectionProbeLevel", 3); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmu - realtime"); // Probe 0 is always our mirror probe. Probe N - 1 is our water probe. mProbes[0]->mOrigin.load3(LLViewerCamera::instance().mOrigin.mV); for (U32 j = 0; j < mProbes.size(); j++) { for (U32 i = 0; i < 6; ++i) { updateProbeFace(mProbes[j], i); } } } } // Do the reflection map update render passes. // For every 12 calls of this function, one complete reflection probe radiance map and irradiance map is generated // First six passes render the scene with direct lighting only into a scratch space cube map at the end of the cube map array and generate // a simple mip chain (not convolution filter). // At the end of these passes, an irradiance map is generated for this probe and placed into the irradiance cube map array at the index for this probe // The next six passes render the scene with both radiance and irradiance into the same scratch space cube map and generate a simple mip chain. // At the end of these passes, a radiance map is generated for this probe and placed into the radiance cube map array at the index for this probe. // In effect this simulates single-bounce lighting. void LLHeroProbeManager::updateProbeFace(LLReflectionMap* probe, U32 face) { // hacky hot-swap of camera specific render targets gPipeline.mRT = &gPipeline.mAuxillaryRT; mLightScale = 1.f; probe->update(mRenderTarget.getWidth(), face); gPipeline.mRT = &gPipeline.mMainRT; S32 sourceIdx = mReflectionProbeCount; // Unlike the reflectionmap manager, all probes are considered "realtime" for hero probes. sourceIdx += 1; gGL.setColorMask(true, true); LLGLDepthTest depth(GL_FALSE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); // downsample to placeholder map { gGL.matrixMode(gGL.MM_MODELVIEW); gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(gGL.MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); gGL.flush(); U32 res = mProbeResolution * 2; static LLStaticHashedString resScale("resScale"); static LLStaticHashedString direction("direction"); static LLStaticHashedString znear("znear"); static LLStaticHashedString zfar("zfar"); LLRenderTarget* screen_rt = &gPipeline.mAuxillaryRT.screen; // perform a gaussian blur on the super sampled render before downsampling { gGaussianProgram.bind(); gGaussianProgram.uniform1f(resScale, 1.f / (mProbeResolution * 2)); S32 diffuseChannel = gGaussianProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE); // horizontal gGaussianProgram.uniform2f(direction, 1.f, 0.f); gGL.getTexUnit(diffuseChannel)->bind(screen_rt); mRenderTarget.bindTarget(); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); mRenderTarget.flush(); // vertical gGaussianProgram.uniform2f(direction, 0.f, 1.f); gGL.getTexUnit(diffuseChannel)->bind(&mRenderTarget); screen_rt->bindTarget(); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); screen_rt->flush(); } S32 mips = log2((F32)mProbeResolution) + 0.5f; gReflectionMipProgram.bind(); S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE); for (int i = 0; i < mMipChain.size(); ++i) { LL_PROFILE_GPU_ZONE("probe mip"); mMipChain[i].bindTarget(); if (i == 0) { gGL.getTexUnit(diffuseChannel)->bind(screen_rt); } else { gGL.getTexUnit(diffuseChannel)->bind(&(mMipChain[i - 1])); } gReflectionMipProgram.uniform1f(resScale, 1.f/(mProbeResolution*2)); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); res /= 2; S32 mip = i - (mMipChain.size() - mips); 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, sourceIdx * 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(); } gGL.popMatrix(); gGL.matrixMode(gGL.MM_MODELVIEW); gGL.popMatrix(); gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_TEXTURE); gReflectionMipProgram.unbind(); } if (face == 5) { mMipChain[0].bindTarget(); static LLStaticHashedString sSourceIdx("sourceIdx"); { //generate radiance map (even if this is not the irradiance map, we need the mip chain for the irradiance map) gRadianceGenProgram.bind(); mVertexBuffer->setBuffer(); S32 channel = gRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); mTexture->bind(channel); gRadianceGenProgram.uniform1i(sSourceIdx, sourceIdx); gRadianceGenProgram.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mMaxProbeLOD); U32 res = mMipChain[0].getWidth(); for (int i = 0; i < mMipChain.size(); ++i) { LL_PROFILE_GPU_ZONE("probe radiance gen"); static LLStaticHashedString sMipLevel("mipLevel"); static LLStaticHashedString sRoughness("roughness"); static LLStaticHashedString sWidth("u_width"); gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1)); gRadianceGenProgram.uniform1f(sMipLevel, i); gRadianceGenProgram.uniform1i(sWidth, mProbeResolution); 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); mVertexBuffer->drawArrays(gGL.TRIANGLE_STRIP, 0, 4); glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res); } if (i != mMipChain.size() - 1) { res /= 2; glViewport(0, 0, res, res); } } gRadianceGenProgram.unbind(); } mMipChain[0].flush(); } } void LLHeroProbeManager::updateUniforms() { if (!LLPipeline::sReflectionProbesEnabled) { return; } LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; struct HeroProbeData { LLVector4 heroPosition[1]; GLint heroProbeCount = 1; }; HeroProbeData hpd; LLMatrix4a modelview; modelview.loadu(gGLModelView); LLVector4a oa; // scratch space for transformed origin oa.set(0, 0, 0, 0); hpd.heroProbeCount = 1; modelview.affineTransform(mProbes[0]->mOrigin, oa); hpd.heroPosition[0].set(oa.getF32ptr()); //copy rpd into uniform buffer object if (mUBO == 0) { glGenBuffers(1, &mUBO); } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmsu - update buffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUBO); glBufferData(GL_UNIFORM_BUFFER, sizeof(HeroProbeData), &hpd, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } #if 0 if (!gCubeSnapshot) { for (auto& probe : mProbes) { LLViewerObject* vobj = probe->mViewerObject; if (vobj) { F32 time = (F32)gFrameTimeSeconds - probe->mLastUpdateTime; vobj->setDebugText(llformat("%d/%d/%d/%.1f - %.1f/%.1f", probe->mCubeIndex, probe->mProbeIndex, (U32) probe->mNeighbors.size(), probe->mMinDepth, probe->mMaxDepth, time), time > 1.f ? LLColor4::white : LLColor4::green); } } } #endif } void LLHeroProbeManager::setUniforms() { if (!LLPipeline::sReflectionProbesEnabled) { return; } if (mUBO == 0) { updateUniforms(); } glBindBufferBase(GL_UNIFORM_BUFFER, 1, mUBO); } void LLHeroProbeManager::renderDebug() { gDebugProgram.bind(); for (auto& probe : mProbes) { renderReflectionProbe(probe); } gDebugProgram.unbind(); } void LLHeroProbeManager::initReflectionMaps() { U32 count = LL_MAX_REFLECTION_PROBE_COUNT; if (mTexture.isNull() || mReflectionProbeCount != count || mReset) { mReset = false; mReflectionProbeCount = count; mProbeResolution = nhpo2(1024); mMaxProbeLOD = log2f(mProbeResolution) - 1.f; // number of mips - 1 mTexture = new LLCubeMapArray(); // store mReflectionProbeCount+2 cube maps, final two cube maps are used for render target and radiance map generation source) mTexture->allocate(mProbeResolution, 3, mReflectionProbeCount + 2); mIrradianceMaps = new LLCubeMapArray(); mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE); if (mDefaultProbe.isNull()) { llassert(mProbes.empty()); // default probe MUST be the first probe created mDefaultProbe = new LLReflectionMap(); mProbes.push_back(mDefaultProbe); } llassert(mProbes[0] == mDefaultProbe); // For hero probes, we treat this as the main mirror probe. mDefaultProbe->mCubeIndex = 0; mDefaultProbe->mCubeArray = mTexture; mDefaultProbe->mDistance = 64.f; mDefaultProbe->mRadius = 4096.f; mDefaultProbe->mProbeIndex = 0; touch_default_probe(mDefaultProbe); mProbes.push_back(mDefaultProbe); } if (mVertexBuffer.isNull()) { U32 mask = LLVertexBuffer::MAP_VERTEX; LLPointer buff = new LLVertexBuffer(mask); buff->allocateBuffer(4, 0); LLStrider v; buff->getVertexStrider(v); v[0] = LLVector3(-1, -1, -1); v[1] = LLVector3(1, -1, -1); v[2] = LLVector3(-1, 1, -1); v[3] = LLVector3(1, 1, -1); buff->unmapBuffer(); mVertexBuffer = buff; } } void LLHeroProbeManager::cleanup() { mVertexBuffer = nullptr; mRenderTarget.release(); mHeroRenderTarget.release(); mMipChain.clear(); mTexture = nullptr; mProbes.clear(); mReflectionMaps.clear(); mDefaultProbe = nullptr; mUpdatingProbe = nullptr; glDeleteBuffers(1, &mUBO); mUBO = 0; } void LLHeroProbeManager::doOcclusion() { LLVector4a eye; eye.load3(LLViewerCamera::instance().getOrigin().mV); for (auto& probe : mProbes) { if (probe != nullptr && probe != mDefaultProbe) { probe->doOcclusion(eye); } } }