/** * @file llreflectionmapmanager.h * @brief LLReflectionMapManager 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" class LLSpatialGroup; class LLViewerObject; // number of reflection probes to keep in vram #define LL_MAX_REFLECTION_PROBE_COUNT 256 // reflection probe resolution #define LL_IRRADIANCE_MAP_RESOLUTION 64 // reflection probe mininum scale #define LL_REFLECTION_PROBE_MINIMUM_SCALE 1.f; class alignas(16) LLReflectionMapManager { LL_ALIGN_NEW public: enum class DetailLevel { STATIC_ONLY = 0, STATIC_AND_DYNAMIC, REALTIME = 2 }; // allocate an environment map of the given resolution LLReflectionMapManager(); // release any GL state void cleanup(); // maintain reflection probes void update(); // add a probe for the given spatial group LLReflectionMap* addProbe(LLSpatialGroup* group = nullptr); // Populate "maps" with the N most relevant Reflection Maps where N is no more than maps.size() // If less than maps.size() ReflectionMaps are available, will assign trailing elements to nullptr. // maps -- presized array of Reflection Map pointers void getReflectionMaps(std::vector& maps); // called by LLSpatialGroup constructor // If spatial group should receive a Reflection Probe, will create one for the specified spatial group LLReflectionMap* registerSpatialGroup(LLSpatialGroup* group); // presently hacked into LLViewerObject::setTE // Used by LLViewerObjects that are Reflection Probes // vobj must not be null // Guaranteed to not return null LLReflectionMap* registerViewerObject(LLViewerObject* vobj); // reset all state on the next update void reset(); // pause all updates other than the default probe void pause(); // unpause (see pause) void resume(); // called on region crossing to "shift" probes into new coordinate frame void shift(const LLVector4a& offset); // debug display, called from llspatialpartition if reflection // probe debug display is active void renderDebug(); // call once at startup to allocate cubemap arrays void initReflectionMaps(); // True if currently updating a radiance map, false if currently updating an irradiance map bool isRadiancePass() { return mRadiancePass; } // perform occlusion culling on all active reflection probes void doOcclusion(); // *HACK: "cull" all reflection probes except the default one. Only call // this if you don't intend to call updateUniforms directly. Call again // with false when done. void forceDefaultProbeAndUpdateUniforms(bool force = true); private: friend class LLPipeline; // initialize mCubeFree array to default values void initCubeFree(); // delete the probe with the given index in mProbes void deleteProbe(U32 i); // get a free cube index // returns -1 if allocation failed S32 allocateCubeIndex(); // update the neighbors of the given probe void updateNeighbors(LLReflectionMap* probe); // 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; 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; // storage for reflection probe irradiance maps LLPointer mIrradianceMaps; // list of free cubemap indices std::list mCubeFree; // perform an update on the currently updating Probe void doProbeUpdate(); // update the specified face of the specified probe void updateProbeFace(LLReflectionMap* probe, U32 face); // list of active reflection maps std::vector > mProbes; // list of reflection maps to kill std::vector > mKillList; // list of reflection maps to create std::vector > mCreateList; // handle to UBO U32 mUBO = 0; // list of maps being used for rendering std::vector mReflectionMaps; LLReflectionMap* mUpdatingProbe = nullptr; U32 mUpdatingFace = 0; // if true, we're generating the radiance map for the current probe, otherwise we're generating the irradiance map. // Update sequence should be to generate the irradiance map from render of the world that has no irradiance, // then generate the radiance map from a render of the world that includes irradiance. // This should avoid feedback loops and ensure that the colors in the radiance maps match the colors in the environment. bool mRadiancePass = false; // same as above, but for the realtime probe. // Realtime probes should update all six sides of the irradiance map on "odd" frames and all six sides of the // radiance map on "even" frames. bool mRealtimeRadiancePass = false; 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 = 128; // maximum LoD of reflection probes (mip levels - 1) F32 mMaxProbeLOD = 6.f; // amount to scale local lights during an irradiance map update (set during updateProbeFace and used by LLPipeline) F32 mLightScale = 1.f; // if true, reset all probe render state on the next update (for teleports and sky changes) bool mReset = false; // if true, only update the default probe bool mPaused = false; };