/** * @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" #include "llagent.h" #include "llagentcamera.h" #include "llviewerwindow.h" #include "llviewerjoystick.h" #include "llviewermediafocus.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::RenderMirrors || 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_RGBA16F; U32 targetRes = mProbeResolution; // 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_RGBA16F); res /= 2; } } llassert(mProbes[0] == mDefaultProbe); LLVector4a probe_pos; LLVector3 camera_pos = LLViewerCamera::instance().mOrigin; F32 near_clip = 0.1f; if (mHeroVOList.size() > 0) { // Find our nearest hero candidate. float last_distance = 99999.f; for (auto vo : mHeroVOList) { if (vo && !vo->isDead() && vo->mDrawable.notNull()) { float distance = (LLViewerCamera::instance().getOrigin() - vo->getPositionAgent()).magVec(); if (distance < last_distance) { mNearestHero = vo; last_distance = distance; } } else { unregisterViewerObject(vo); } } if (mNearestHero != nullptr && !mNearestHero->isDead() && mNearestHero->mDrawable.notNull()) { LLVector3 hero_pos = mNearestHero->getPositionAgent(); LLVector3 face_normal = LLVector3(0, 0, 1); face_normal *= mNearestHero->mDrawable->getWorldRotation(); face_normal.normalize(); LLVector3 offset = camera_pos - hero_pos; LLVector3 project = face_normal * (offset * face_normal); LLVector3 reject = offset - project; LLVector3 point = (reject - project) + hero_pos; mCurrentClipPlane.setVec(hero_pos, face_normal); mMirrorPosition = hero_pos; mMirrorNormal = face_normal; probe_pos.load3(point.mV); // Collect the list of faces that need updating based upon the camera's rotation. LLVector3 cam_direction = LLVector3(0, 0, 1) * LLViewerCamera::instance().getQuaternion(); static LLVector3 cubeFaces[6] = { LLVector3(1, 0, 0), LLVector3(-1, 0, 0), LLVector3(0, 1, 0), LLVector3(0, -1, 0), LLVector3(0, 0, 1), LLVector3(0, 0, -1) }; for (int i = 0; i < 6; i++) { float shouldUpdate = cam_direction * cubeFaces[i] * 0.5 + 0.5; int updateRate = ceilf((1 - shouldUpdate) * gPipeline.RenderHeroProbeConservativeUpdateMultiplier); // Chances are this is a face that's non-visible to the camera when it's being reflected. // Set it to 0. It will be skipped below. if (updateRate == gPipeline.RenderHeroProbeConservativeUpdateMultiplier) updateRate = 0; mFaceUpdateList[i] = updateRate; } } else { mNearestHero = nullptr; } mHeroProbeStrength = 1; } else { probe_pos.load3(camera_pos.mV); } static LLCachedControl sDetail(gSavedSettings, "RenderHeroReflectionProbeDetail", -1); static LLCachedControl sLevel(gSavedSettings, "RenderHeroReflectionProbeLevel", 3); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("hpmu - realtime"); // Probe 0 is always our mirror probe. mProbes[0]->mOrigin = probe_pos; bool radiance_pass = gPipeline.mReflectionMapManager.isRadiancePass(); gPipeline.mReflectionMapManager.mRadiancePass = true; mRenderingMirror = true; for (U32 j = 0; j < mProbes.size(); j++) { for (U32 i = 0; i < 6; ++i) { if (mFaceUpdateList[i] > 0 && mCurrentProbeUpdateFrame % mFaceUpdateList[i] == 0) { updateProbeFace(mProbes[j], i, near_clip); mCurrentProbeUpdateFrame = 0; } } generateRadiance(mProbes[j]); } mRenderingMirror = false; gPipeline.mReflectionMapManager.mRadiancePass = radiance_pass; } mCurrentProbeUpdateFrame++; } // 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, F32 near_clip) { // hacky hot-swap of camera specific render targets gPipeline.mRT = &gPipeline.mHeroProbeRT; probe->update(mRenderTarget.getWidth(), face, true, near_clip); 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.mHeroProbeRT.screen; LLRenderTarget *depth_rt = &gPipeline.mHeroProbeRT.deferredScreen; // 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(); gGaussianProgram.unbind(); } S32 mips = log2((F32)mProbeResolution) + 0.5f; gReflectionMipProgram.bind(); S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE); S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, 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])); } gGL.getTexUnit(depthChannel)->bind(depth_rt, true); gReflectionMipProgram.uniform1f(resScale, 1.f / (mProbeResolution * 2)); gReflectionMipProgram.uniform1f(znear, probe->getNearClip()); gReflectionMipProgram.uniform1f(zfar, MAX_FAR_CLIP); 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, sourceIdx * 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(); } } // Separate out radiance generation as a separate stage. // This is to better enable independent control over how we generate radiance vs. having it coupled with processing the final face of the probe. // Useful when we may not always be rendering a full set of faces of the probe. void LLHeroProbeManager::generateRadiance(LLReflectionMap* probe) { S32 sourceIdx = mReflectionProbeCount; // Unlike the reflectionmap manager, all probes are considered "realtime" for hero probes. sourceIdx += 1; { 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) gHeroRadianceGenProgram.bind(); mVertexBuffer->setBuffer(); S32 channel = gHeroRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); mTexture->bind(channel); gHeroRadianceGenProgram.uniform1i(sSourceIdx, sourceIdx); gHeroRadianceGenProgram.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mMaxProbeLOD); gHeroRadianceGenProgram.uniform1f(LLShaderMgr::REFLECTION_PROBE_STRENGTH, mHeroProbeStrength); U32 res = mMipChain[0].getWidth(); for (int i = 0; i < mMipChain.size() / 4; ++i) { LL_PROFILE_GPU_ZONE("probe radiance gen"); static LLStaticHashedString sMipLevel("mipLevel"); static LLStaticHashedString sRoughness("roughness"); static LLStaticHashedString sWidth("u_width"); static LLStaticHashedString sStrength("probe_strength"); gHeroRadianceGenProgram.uniform1f(sRoughness, (F32) i / (F32) (mMipChain.size() - 1)); gHeroRadianceGenProgram.uniform1f(sMipLevel, i); gHeroRadianceGenProgram.uniform1i(sWidth, mProbeResolution); gHeroRadianceGenProgram.uniform1f(sStrength, 1); 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); } } gHeroRadianceGenProgram.unbind(); } mMipChain[0].flush(); } } void LLHeroProbeManager::updateUniforms() { if (!gPipeline.RenderMirrors) { return; } LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; struct HeroProbeData { LLMatrix4 heroBox[1]; LLVector4 heroSphere[1]; GLint heroShape[1]; GLint heroMipCount; GLint heroProbeCount; }; HeroProbeData hpd; LLMatrix4a modelview; modelview.loadu(gGLModelView); LLVector4a oa; // scratch space for transformed origin oa.set(0, 0, 0, 0); hpd.heroProbeCount = 1; if (mNearestHero != nullptr) { mProbes[0]->mViewerObject = mNearestHero; if (mNearestHero->getReflectionProbeIsBox()) { LLVector3 s = mNearestHero->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f)); mProbes[0]->mRadius = s.magVec(); } else { mProbes[0]->mRadius = mNearestHero->getScale().mV[0] * 0.5f; } modelview.affineTransform(mProbes[0]->mOrigin, oa); hpd.heroShape[0] = 0; if (!mProbes[0]->getBox(hpd.heroBox[0])) { hpd.heroShape[0] = 1; } hpd.heroSphere[0].set(oa.getF32ptr()); hpd.heroSphere[0].mV[3] = mProbes[0]->mRadius; } hpd.heroMipCount = mMipChain.size(); //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); } } 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_HERO_PROBE_COUNT; if (mTexture.isNull() || mReflectionProbeCount != count || mReset) { mReset = false; mReflectionProbeCount = count; mProbeResolution = gSavedSettings.getS32("RenderHeroProbeResolution"); 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); 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 = gSavedSettings.getF32("RenderHeroProbeDistance"); 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; mHeroVOList.clear(); mNearestHero = nullptr; } void LLHeroProbeManager::doOcclusion() { LLVector4a eye; eye.load3(LLViewerCamera::instance().getOrigin().mV); for (auto& probe : mProbes) { if (probe != nullptr && probe != mDefaultProbe) { probe->doOcclusion(eye); } } } bool LLHeroProbeManager::registerViewerObject(LLVOVolume* drawablep) { llassert(drawablep != nullptr); if (std::find(mHeroVOList.begin(), mHeroVOList.end(), drawablep) == mHeroVOList.end()) { // Probe isn't in our list for consideration. Add it. mHeroVOList.push_back(drawablep); return true; } return false; } void LLHeroProbeManager::unregisterViewerObject(LLVOVolume* drawablep) { std::vector::iterator found_itr = std::find(mHeroVOList.begin(), mHeroVOList.end(), drawablep); if (found_itr != mHeroVOList.end()) { mHeroVOList.erase(found_itr); } }