/** * @file llheroprobemanager.h * @brief LLHeroProbeManager class declaration * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #pragma once #include "llreflectionmap.h" #include "llrendertarget.h" #include "llcubemaparray.h" #include "llcubemap.h" #include "lldrawable.h" class LLSpatialGroup; class LLViewerObject; // number of reflection probes to keep in vram #define LL_MAX_HERO_PROBE_COUNT 2 class alignas(16) LLHeroProbeManager { LL_ALIGN_NEW public: enum class DetailLevel { STATIC_ONLY = 0, STATIC_AND_DYNAMIC, REALTIME = 2 }; // allocate an environment map of the given resolution LLHeroProbeManager(); // release any GL state void cleanup(); // maintain reflection probes void update(); // debug display, called from llspatialpartition if reflection // probe debug display is active void renderDebug(); // call once at startup to allocate cubemap arrays void initReflectionMaps(); // perform occlusion culling on all active reflection probes void doOcclusion(); bool registerViewerObject(LLVOVolume *drawablep); void unregisterViewerObject(LLVOVolume* drawablep); bool isMirrorPass() const { return mRenderingMirror; } LLVector3 mMirrorPosition; LLVector3 mMirrorNormal; private: friend class LLPipeline; // update UBO used for rendering (call only once per render pipe flush) void updateUniforms(); // bind UBO used for rendering void setUniforms(); // render target for cube snapshots // used to generate mipmaps without doing a copy-to-texture LLRenderTarget mRenderTarget; LLRenderTarget mHeroRenderTarget; std::vector mMipChain; // storage for reflection probe radiance maps (plus two scratch space cubemaps) LLPointer mTexture; // vertex buffer for pushing verts to filter shaders LLPointer mVertexBuffer; LLPlane mCurrentClipPlane; // update the specified face of the specified probe void updateProbeFace(LLReflectionMap* probe, U32 face, F32 near_clip); void generateRadiance(LLReflectionMap *probe); // list of active reflection maps std::vector> mProbes; // handle to UBO U32 mUBO = 0; // list of maps being used for rendering std::vector mReflectionMaps; LLReflectionMap* mUpdatingProbe = nullptr; LLPointer mDefaultProbe; // default reflection probe to fall back to for pixels with no probe influences (should always be at cube index 0) // number of reflection probes to use for rendering U32 mReflectionProbeCount; // resolution of reflection probes U32 mProbeResolution = 1024; // maximum LoD of reflection probes (mip levels - 1) F32 mMaxProbeLOD = 6.f; F32 mHeroProbeStrength = 1.f; bool mIsInTransition = false; // if true, reset all probe render state on the next update (for teleports and sky changes) bool mReset = false; bool mRenderingMirror = false; std::map mFaceUpdateList; U32 mCurrentProbeUpdateFrame = 0; std::vector mHeroVOList; LLVOVolume* mNearestHero; };