/** * @file llreflectionmapmanager.cpp * @brief LLReflectionMapManager 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 "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); } } LLReflectionMapManager::LLReflectionMapManager() { initCubeFree(); } void LLReflectionMapManager::initCubeFree() { // start at 1 because index 0 is reserved for mDefaultProbe for (int i = 1; i < LL_MAX_REFLECTION_PROBE_COUNT; ++i) { mCubeFree.push_back(i); } } struct CompareProbeDistance { LLReflectionMap* mDefaultProbe; bool operator()(const LLPointer& lhs, const LLPointer& rhs) { return lhs->mDistance < rhs->mDistance; } }; static F32 update_score(LLReflectionMap* p) { return gFrameTimeSeconds - p->mLastUpdateTime - p->mDistance*0.1f; } // return true if a is higher priority for an update than b static bool check_priority(LLReflectionMap* a, LLReflectionMap* b) { if (a->mCubeIndex == -1) { // not a candidate for updating return false; } else if (b->mCubeIndex == -1) { // certainly higher priority than b return true; } else if (!a->mComplete && !b->mComplete) { //neither probe is complete, use distance return a->mDistance < b->mDistance; } else if (a->mComplete && b->mComplete) { //both probes are complete, use update_score metric return update_score(a) > update_score(b); } // one of these probes is not complete, if b is complete, a is higher priority return b->mComplete; } // helper class to seed octree with probes void LLReflectionMapManager::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 (!mHeroRenderTarget.isComplete()) { U32 color_fmt = GL_RGB16F; U32 targetRes = mHeroProbeResolution * 2; mHeroRenderTarget.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); // process kill list for (auto& probe : mKillList) { auto const & iter = std::find(mProbes.begin(), mProbes.end(), probe); if (iter != mProbes.end()) { deleteProbe(iter - mProbes.begin()); } } mKillList.clear(); // process create list for (auto& probe : mCreateList) { mProbes.push_back(probe); } mCreateList.clear(); if (mProbes.empty()) { return; } bool did_update = false; static LLCachedControl sDetail(gSavedSettings, "RenderReflectionProbeDetail", -1); static LLCachedControl sLevel(gSavedSettings, "RenderReflectionProbeLevel", 3); bool realtime = sDetail >= (S32)LLReflectionMapManager::DetailLevel::REALTIME; LLReflectionMap* closestDynamic = nullptr; LLReflectionMap* oldestProbe = nullptr; LLReflectionMap* oldestOccluded = nullptr; if (mUpdatingProbe != nullptr) { did_update = true; doProbeUpdate(); } // update distance to camera for all probes std::sort(mProbes.begin()+1, mProbes.end(), CompareProbeDistance()); llassert(mProbes[0] == mDefaultProbe); llassert(mProbes[0]->mCubeArray == mTexture); llassert(mProbes[0]->mCubeIndex == 0); // make sure we're assigning cube slots to the closest probes // first free any cube indices for distant probes for (U32 i = mReflectionProbeCount; i < mProbes.size(); ++i) { LLReflectionMap* probe = mProbes[i]; llassert(probe != nullptr); if (probe->mCubeIndex != -1 && mUpdatingProbe != probe) { // free this index mCubeFree.push_back(probe->mCubeIndex); probe->mCubeArray = nullptr; probe->mCubeIndex = -1; probe->mComplete = false; } } // next distribute the free indices U32 count = llmin(mReflectionProbeCount, (U32)mProbes.size()); for (S32 i = 1; i < count && !mCubeFree.empty(); ++i) { // find the closest probe that needs a cube index LLReflectionMap* probe = mProbes[i]; if (probe->mCubeIndex == -1) { S32 idx = allocateCubeIndex(); llassert(idx > 0); //if we're still in this loop, mCubeFree should not be empty and allocateCubeIndex should be returning good indices probe->mCubeArray = mTexture; probe->mCubeIndex = idx; } } for (int i = 0; i < mProbes.size(); ++i) { LLReflectionMap* probe = mProbes[i]; if (probe->getNumRefs() == 1) { // no references held outside manager, delete this probe deleteProbe(i); --i; continue; } if (probe != mDefaultProbe && !probe->isRelevant()) { continue; } LLVector4a d; if (probe != mDefaultProbe) { d.setSub(camera_pos, probe->mOrigin); probe->mDistance = d.getLength3().getF32() - probe->mRadius; } else if (probe->mComplete) { // make default probe have a distance of 64m for the purposes of prioritization (if it's already been generated once) probe->mDistance = 64.f; } else { probe->mDistance = -4096.f; //boost priority of default probe when it's not complete } if (probe->mComplete) { probe->autoAdjustOrigin(); probe->mFadeIn = llmin((F32) (probe->mFadeIn + gFrameIntervalSeconds), 1.f); } if (probe->mOccluded && probe->mComplete) { if (oldestOccluded == nullptr) { oldestOccluded = probe; } else if (probe->mLastUpdateTime < oldestOccluded->mLastUpdateTime) { oldestOccluded = probe; } } else { if (!did_update && i < mReflectionProbeCount && (oldestProbe == nullptr || check_priority(probe, oldestProbe))) { oldestProbe = probe; } } if (realtime && closestDynamic == nullptr && probe->mCubeIndex != -1 && probe->getIsDynamic()) { closestDynamic = probe; } } if (realtime && closestDynamic != nullptr) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmu - realtime"); // update the closest dynamic probe realtime // should do a full irradiance pass on "odd" frames and a radiance pass on "even" frames closestDynamic->autoAdjustOrigin(); // store and override the value of "isRadiancePass" -- parts of the render pipe rely on "isRadiancePass" to set // lighting values etc bool radiance_pass = isRadiancePass(); mRadiancePass = mRealtimeRadiancePass; for (U32 i = 0; i < 6; ++i) { updateProbeFace(closestDynamic, i, mProbeResolution, mTexture); } mRealtimeRadiancePass = !mRealtimeRadiancePass; // restore "isRadiancePass" mRadiancePass = radiance_pass; } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmu - realtime"); // update the closest dynamic probe realtime // should do a full irradiance pass on "odd" frames and a radiance pass on "even" frames mHeroProbe->autoAdjustOrigin(); // store and override the value of "isRadiancePass" -- parts of the render pipe rely on "isRadiancePass" to set // lighting values etc bool radiance_pass = isRadiancePass(); mRadiancePass = mRealtimeRadiancePass; for (U32 i = 0; i < 6; ++i) { updateProbeFace(mHeroProbe, i, mHeroProbeResolution, mHeroArray); } mRealtimeRadiancePass = !mRealtimeRadiancePass; // restore "isRadiancePass" mRadiancePass = radiance_pass; } static LLCachedControl sUpdatePeriod(gSavedSettings, "RenderDefaultProbeUpdatePeriod", 2.f); if ((gFrameTimeSeconds - mDefaultProbe->mLastUpdateTime) < sUpdatePeriod) { if (sLevel == 0) { // when probes are disabled don't update the default probe more often than the prescribed update period oldestProbe = nullptr; } } else if (sLevel > 0) { // when probes are enabled don't update the default probe less often than the prescribed update period oldestProbe = mDefaultProbe; } // switch to updating the next oldest probe if (!did_update && oldestProbe != nullptr) { LLReflectionMap* probe = oldestProbe; llassert(probe->mCubeIndex != -1); probe->autoAdjustOrigin(); mUpdatingProbe = probe; doProbeUpdate(); } if (oldestOccluded) { // as far as this occluded probe is concerned, an origin/radius update is as good as a full update oldestOccluded->autoAdjustOrigin(); oldestOccluded->mLastUpdateTime = gFrameTimeSeconds; } } LLReflectionMap* LLReflectionMapManager::addProbe(LLSpatialGroup* group) { LLReflectionMap* probe = new LLReflectionMap(); probe->mGroup = group; if (mDefaultProbe.isNull()) { //safety check to make sure default probe is always first probe added mDefaultProbe = new LLReflectionMap(); mProbes.push_back(mDefaultProbe); } llassert(mProbes[0] == mDefaultProbe); if (group) { probe->mOrigin = group->getOctreeNode()->getCenter(); } if (gCubeSnapshot) { //snapshot is in progress, mProbes is being iterated over, defer insertion until next update mCreateList.push_back(probe); } else { mProbes.push_back(probe); } return probe; } struct CompareProbeDepth { bool operator()(const LLReflectionMap* lhs, const LLReflectionMap* rhs) { return lhs->mMinDepth < rhs->mMinDepth; } }; void LLReflectionMapManager::getReflectionMaps(std::vector& maps) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; LLMatrix4a modelview; modelview.loadu(gGLModelView); LLVector4a oa; // scratch space for transformed origin U32 count = 0; U32 lastIdx = 0; for (U32 i = 0; count < maps.size() && i < mProbes.size(); ++i) { mProbes[i]->mLastBindTime = gFrameTimeSeconds; // something wants to use this probe, indicate it's been requested if (mProbes[i]->mCubeIndex != -1) { if (!mProbes[i]->mOccluded && mProbes[i]->mComplete) { maps[count++] = mProbes[i]; modelview.affineTransform(mProbes[i]->mOrigin, oa); mProbes[i]->mMinDepth = -oa.getF32ptr()[2] - mProbes[i]->mRadius; mProbes[i]->mMaxDepth = -oa.getF32ptr()[2] + mProbes[i]->mRadius; } } else { mProbes[i]->mProbeIndex = -1; } lastIdx = i; } // set remaining probe indices to -1 for (U32 i = lastIdx+1; i < mProbes.size(); ++i) { mProbes[i]->mProbeIndex = -1; } if (count > 1) { std::sort(maps.begin(), maps.begin() + count, CompareProbeDepth()); } for (U32 i = 0; i < count; ++i) { maps[i]->mProbeIndex = i; } // null terminate list if (count < maps.size()) { maps[count] = nullptr; } } LLReflectionMap* LLReflectionMapManager::registerSpatialGroup(LLSpatialGroup* group) { if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_VOLUME) { OctreeNode* node = group->getOctreeNode(); F32 size = node->getSize().getF32ptr()[0]; if (size >= 15.f && size <= 17.f) { return addProbe(group); } } return nullptr; } LLReflectionMap* LLReflectionMapManager::registerViewerObject(LLViewerObject* vobj) { llassert(vobj != nullptr); LLReflectionMap* probe = new LLReflectionMap(); probe->mViewerObject = vobj; probe->mOrigin.load3(vobj->getPositionAgent().mV); if (gCubeSnapshot) { //snapshot is in progress, mProbes is being iterated over, defer insertion until next update mCreateList.push_back(probe); } else { mProbes.push_back(probe); } return probe; } S32 LLReflectionMapManager::allocateCubeIndex() { if (!mCubeFree.empty()) { S32 ret = mCubeFree.front(); mCubeFree.pop_front(); return ret; } return -1; } void LLReflectionMapManager::deleteProbe(U32 i) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; LLReflectionMap* probe = mProbes[i]; llassert(probe != mDefaultProbe); if (probe->mCubeIndex != -1) { // mark the cube index used by this probe as being free mCubeFree.push_back(probe->mCubeIndex); } if (mUpdatingProbe == probe) { mUpdatingProbe = nullptr; mUpdatingFace = 0; } // remove from any Neighbors lists for (auto& other : probe->mNeighbors) { auto const & iter = std::find(other->mNeighbors.begin(), other->mNeighbors.end(), probe); llassert(iter != other->mNeighbors.end()); other->mNeighbors.erase(iter); } mProbes.erase(mProbes.begin() + i); } void LLReflectionMapManager::doProbeUpdate() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; llassert(mUpdatingProbe != nullptr); updateProbeFace(mUpdatingProbe, mUpdatingFace, mProbeResolution, mTexture); if (++mUpdatingFace == 6) { updateNeighbors(mUpdatingProbe); mUpdatingFace = 0; if (isRadiancePass()) { mUpdatingProbe->mComplete = true; mUpdatingProbe = nullptr; mRadiancePass = false; } else { mRadiancePass = true; } } } // 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 LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face, U32 probeResolution, LLPointer cubeArray) { // hacky hot-swap of camera specific render targets gPipeline.mRT = &gPipeline.mAuxillaryRT; LLRenderTarget* target = &mRenderTarget; S32 sourceIdx = mReflectionProbeCount; if (probeResolution == mHeroProbeResolution) { sourceIdx = 0; target = &mHeroRenderTarget; } mLightScale = 1.f; static LLCachedControl max_local_light_ambiance(gSavedSettings, "RenderReflectionProbeMaxLocalLightAmbiance", 8.f); if (!isRadiancePass() && probe->getAmbiance() > max_local_light_ambiance) { mLightScale = max_local_light_ambiance / probe->getAmbiance(); } if (probe == mDefaultProbe) { touch_default_probe(probe); gPipeline.pushRenderTypeMask(); //only render sky, water, terrain, and clouds gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_WL_SKY, LLPipeline::RENDER_TYPE_WATER, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::END_RENDER_TYPES); probe->update(target->getWidth(), face); gPipeline.popRenderTypeMask(); } else { probe->update(target->getWidth(), face); } gPipeline.mRT = &gPipeline.mMainRT; if (probe != mUpdatingProbe && probe->mType != LLReflectionMap::ProbeType::REFLECTION) { // this is the "realtime" probe that's updating every frame, use the secondary scratch space channel 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 = probeResolution * 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 / (probeResolution * 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); target->bindTarget(); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); target->flush(); // vertical gGaussianProgram.uniform2f(direction, 0.f, 1.f); gGL.getTexUnit(diffuseChannel)->bind(target); screen_rt->bindTarget(); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); screen_rt->flush(); } S32 mips = log2((F32)probeResolution) + 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/(probeResolution*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"); cubeArray->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); //} cubeArray->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 && probe->mType != LLReflectionMap::ProbeType::REFLECTION) { mMipChain[0].bindTarget(); static LLStaticHashedString sSourceIdx("sourceIdx"); if (isRadiancePass()) { //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); cubeArray->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, probeResolution); 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(); } else { //generate irradiance map gIrradianceGenProgram.bind(); S32 channel = gIrradianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); cubeArray->bind(channel); gIrradianceGenProgram.uniform1i(sSourceIdx, sourceIdx); gIrradianceGenProgram.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mMaxProbeLOD); mVertexBuffer->setBuffer(); int start_mip = 0; // find the mip target to start with based on irradiance map resolution for (start_mip = 0; start_mip < mMipChain.size(); ++start_mip) { if (mMipChain[start_mip].getWidth() == LL_IRRADIANCE_MAP_RESOLUTION) { break; } } //for (int i = start_mip; i < mMipChain.size(); ++i) { int i = start_mip; 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; 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); S32 res = mMipChain[i].getWidth(); mIrradianceMaps->bind(channel); glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i - start_mip, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res); cubeArray->bind(channel); } } } mMipChain[0].flush(); gIrradianceGenProgram.unbind(); } } void LLReflectionMapManager::reset() { mReset = true; } void LLReflectionMapManager::shift(const LLVector4a& offset) { for (auto& probe : mProbes) { probe->mOrigin.add(offset); } } void LLReflectionMapManager::updateNeighbors(LLReflectionMap* probe) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mDefaultProbe == probe) { return; } //remove from existing neighbors { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmun - clear"); for (auto& other : probe->mNeighbors) { auto const & iter = std::find(other->mNeighbors.begin(), other->mNeighbors.end(), probe); llassert(iter != other->mNeighbors.end()); // <--- bug davep if this ever happens, something broke badly other->mNeighbors.erase(iter); } probe->mNeighbors.clear(); } // search for new neighbors if (probe->isRelevant()) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmun - search"); for (auto& other : mProbes) { if (other != mDefaultProbe && other != probe) { if (other->isRelevant() && probe->intersects(other)) { probe->mNeighbors.push_back(other); other->mNeighbors.push_back(probe); } } } } } void LLReflectionMapManager::updateUniforms() { if (!LLPipeline::sReflectionProbesEnabled) { return; } LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; // structure for packing uniform buffer object // see class3/deferred/reflectionProbeF.glsl 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]; // 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]; // 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; }; mReflectionMaps.resize(mReflectionProbeCount); getReflectionMaps(mReflectionMaps); ReflectionProbeData rpd; F32 minDepth[256]; for (int i = 0; i < 256; ++i) { rpd.refBucket[i][0] = mReflectionProbeCount; rpd.refBucket[i][1] = mReflectionProbeCount; rpd.refBucket[i][2] = mReflectionProbeCount; rpd.refBucket[i][3] = mReflectionProbeCount; minDepth[i] = FLT_MAX; } // load modelview matrix into matrix 4a LLMatrix4a modelview; modelview.loadu(gGLModelView); LLVector4a oa; // scratch space for transformed origin S32 count = 0; U32 nc = 0; // neighbor "cursor" - index into refNeighbor to start writing the next probe's list of neighbors LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); static LLCachedControl cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale, should_auto_adjust); F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f; F32 radscale = gCubeSnapshot && !isRadiancePass() ? 0.5f : 1.f; for (auto* refmap : mReflectionMaps) { if (refmap == nullptr) { break; } if (refmap != mDefaultProbe) { // bucket search data // theory of operation: // 1. Determine minimum and maximum depth of each influence volume and store in mDepth (done in getReflectionMaps) // 2. Sort by minimum depth // 3. Prepare a bucket for each 1m of depth out to 256m // 4. For each bucket, store the index of the nearest probe that might influence pixels in that bucket // 5. In the shader, lookup the bucket for the pixel depth to get the index of the first probe that could possibly influence // the current pixel. int depth_min = llclamp(llfloor(refmap->mMinDepth), 0, 255); int depth_max = llclamp(llfloor(refmap->mMaxDepth), 0, 255); for (U32 i = depth_min; i <= depth_max; ++i) { if (refmap->mMinDepth < minDepth[i]) { minDepth[i] = refmap->mMinDepth; rpd.refBucket[i][0] = refmap->mProbeIndex; } } } llassert(refmap->mProbeIndex == count); llassert(mReflectionMaps[refmap->mProbeIndex] == refmap); llassert(refmap->mCubeIndex >= 0); // should always be true, if not, getReflectionMaps is bugged { if (refmap->mViewerObject) { // have active manual probes live-track the object they're associated with refmap->mOrigin.load3(refmap->mViewerObject->getPositionAgent().mV); refmap->mRadius = refmap->mViewerObject->getScale().mV[0] * 0.5f; } modelview.affineTransform(refmap->mOrigin, oa); rpd.refSphere[count].set(oa.getF32ptr()); rpd.refSphere[count].mV[3] = refmap->mRadius; } rpd.refIndex[count][0] = refmap->mCubeIndex; llassert(nc % 4 == 0); rpd.refIndex[count][1] = nc / 4; rpd.refIndex[count][3] = refmap->mPriority; // for objects that are reflection probes, use the volume as the influence volume of the probe // only possibile influence volumes are boxes and spheres, so detect boxes and treat everything else as spheres if (refmap->getBox(rpd.refBox[count])) { // negate priority to indicate this probe has a box influence volume rpd.refIndex[count][3] = -rpd.refIndex[count][3]; } rpd.refParams[count].set( llmax(minimum_ambiance, refmap->getAmbiance())*ambscale, // ambiance scale radscale, // radiance scale refmap->mFadeIn, // fade in weight oa.getF32ptr()[2] - refmap->mRadius); // z near S32 ni = nc; // neighbor ("index") - index into refNeighbor to write indices for current reflection probe's neighbors { //LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmsu - refNeighbors"); //pack neghbor list const U32 max_neighbors = 64; U32 neighbor_count = 0; for (auto& neighbor : refmap->mNeighbors) { if (ni >= 4096) { // out of space break; } GLint idx = neighbor->mProbeIndex; if (idx == -1 || neighbor->mOccluded || neighbor->mCubeIndex == -1) { continue; } // this neighbor may be sampled rpd.refNeighbor[ni++] = idx; neighbor_count++; if (neighbor_count >= max_neighbors) { break; } } } if (nc == ni) { //no neighbors, tag as empty rpd.refIndex[count][1] = -1; } else { rpd.refIndex[count][2] = ni - nc; // move the cursor forward nc = ni; if (nc % 4 != 0) { // jump to next power of 4 for compatibility with ivec4 nc += 4 - (nc % 4); } } count++; } #if 0 { // fill in gaps in refBucket S32 probe_idx = mReflectionProbeCount; for (int i = 0; i < 256; ++i) { if (i < count) { // for debugging, store depth of mReflectionsMaps[i] rpd.refBucket[i][1] = (S32) (mReflectionMaps[i]->mDepth * 10); } if (rpd.refBucket[i][0] == mReflectionProbeCount) { rpd.refBucket[i][0] = probe_idx; } else { probe_idx = rpd.refBucket[i][0]; } } } #endif rpd.refmapCount = count; //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(ReflectionProbeData), &rpd, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } struct HeroProbeData { LLVector4 heroPosition[1]; GLint heroProbeCount = 1; }; HeroProbeData hpd; modelview.loadu(gGLModelView); oa.set(0, 0, 0, 0); hpd.heroProbeCount = 1; modelview.affineTransform(mHeroProbe->mOrigin, oa); hpd.heroPosition[0].set(oa.getF32ptr()); //copy rpd into uniform buffer object if (mUBO == 0) { glGenBuffers(1, &mHeroUBO); } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("rmmsu - update buffer"); glBindBuffer(GL_UNIFORM_BUFFER, mHeroUBO); 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 LLReflectionMapManager::setUniforms() { if (!LLPipeline::sReflectionProbesEnabled) { return; } if (mUBO == 0) { updateUniforms(); } glBindBufferBase(GL_UNIFORM_BUFFER, 1, mUBO); glBindBufferBase(GL_UNIFORM_BUFFER, 1, mHeroUBO); } void renderReflectionProbe(LLReflectionMap* probe) { if (probe->isRelevant()) { F32* po = probe->mOrigin.getF32ptr(); //draw orange line from probe to neighbors gGL.flush(); gGL.diffuseColor4f(1, 0.5f, 0, 1); gGL.begin(gGL.LINES); for (auto& neighbor : probe->mNeighbors) { if (probe->mViewerObject && neighbor->mViewerObject) { continue; } gGL.vertex3fv(po); gGL.vertex3fv(neighbor->mOrigin.getF32ptr()); } gGL.end(); gGL.flush(); gGL.diffuseColor4f(1, 1, 0, 1); gGL.begin(gGL.LINES); for (auto& neighbor : probe->mNeighbors) { if (probe->mViewerObject && neighbor->mViewerObject) { gGL.vertex3fv(po); gGL.vertex3fv(neighbor->mOrigin.getF32ptr()); } } gGL.end(); gGL.flush(); } #if 0 LLSpatialGroup* group = probe->mGroup; if (group) { // draw lines from corners of object aabb to reflection probe const LLVector4a* bounds = group->getBounds(); LLVector4a o = bounds[0]; gGL.flush(); gGL.diffuseColor4f(0, 0, 1, 1); F32* c = o.getF32ptr(); const F32* bc = bounds[0].getF32ptr(); const F32* bs = bounds[1].getF32ptr(); // daaw blue lines from corners to center of node gGL.begin(gGL.LINES); gGL.vertex3fv(c); gGL.vertex3f(bc[0] + bs[0], bc[1] + bs[1], bc[2] + bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] - bs[0], bc[1] + bs[1], bc[2] + bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] + bs[0], bc[1] - bs[1], bc[2] + bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] - bs[0], bc[1] - bs[1], bc[2] + bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] + bs[0], bc[1] + bs[1], bc[2] - bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] - bs[0], bc[1] + bs[1], bc[2] - bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] + bs[0], bc[1] - bs[1], bc[2] - bs[2]); gGL.vertex3fv(c); gGL.vertex3f(bc[0] - bs[0], bc[1] - bs[1], bc[2] - bs[2]); gGL.end(); //draw yellow line from center of node to reflection probe origin gGL.flush(); gGL.diffuseColor4f(1, 1, 0, 1); gGL.begin(gGL.LINES); gGL.vertex3fv(c); gGL.vertex3fv(po); gGL.end(); gGL.flush(); } #endif } void LLReflectionMapManager::renderDebug() { gDebugProgram.bind(); for (auto& probe : mProbes) { renderReflectionProbe(probe); } gDebugProgram.unbind(); } void LLReflectionMapManager::initReflectionMaps() { U32 count = LL_MAX_REFLECTION_PROBE_COUNT; if (mTexture.isNull() || mReflectionProbeCount != count || mReset || mHeroArray.isNull()) { mReset = false; mReflectionProbeCount = count; mProbeResolution = nhpo2(llclamp(gSavedSettings.getU32("RenderReflectionProbeResolution"), (U32)64, (U32)512)); 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); // reset probe state mUpdatingFace = 0; mUpdatingProbe = nullptr; mRadiancePass = false; mRealtimeRadiancePass = false; for (auto& probe : mProbes) { probe->mLastUpdateTime = 0.f; probe->mComplete = false; probe->mProbeIndex = -1; probe->mCubeArray = nullptr; probe->mCubeIndex = -1; probe->mNeighbors.clear(); } mCubeFree.clear(); initCubeFree(); 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); mDefaultProbe->mCubeIndex = 0; mDefaultProbe->mCubeArray = mTexture; mDefaultProbe->mDistance = 64.f; mDefaultProbe->mRadius = 4096.f; mDefaultProbe->mProbeIndex = 0; touch_default_probe(mDefaultProbe); mHeroProbeResolution = 512; mHeroArray = new LLCubeMapArray(); mHeroArray->allocate(mHeroProbeResolution, 3, 1); if (mHeroProbe.isNull()) { mHeroProbe = new LLReflectionMap(); } mHeroProbe->mCubeIndex = 0; mHeroProbe->mCubeArray = mHeroArray; mHeroProbe->mDistance = 64.f; mHeroProbe->mRadius = 4096.f; mHeroProbe->mProbeIndex = 0; touch_default_probe(mHeroProbe); } 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 LLReflectionMapManager::cleanup() { mVertexBuffer = nullptr; mRenderTarget.release(); mHeroRenderTarget.release(); mMipChain.clear(); mTexture = nullptr; mIrradianceMaps = nullptr; mHeroArray = nullptr; mProbes.clear(); mKillList.clear(); mCreateList.clear(); mReflectionMaps.clear(); mUpdatingFace = 0; mDefaultProbe = nullptr; mUpdatingProbe = nullptr; mHeroProbe = nullptr; glDeleteBuffers(1, &mUBO); mUBO = 0; glDeleteBuffers(1, &mHeroUBO); mHeroUBO = 0; // note: also called on teleport (not just shutdown), so make sure we're in a good "starting" state initCubeFree(); } void LLReflectionMapManager::doOcclusion() { LLVector4a eye; eye.load3(LLViewerCamera::instance().getOrigin().mV); for (auto& probe : mProbes) { if (probe != nullptr && probe != mDefaultProbe) { probe->doOcclusion(eye); } } }