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/**
* @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"
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();
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<LLRenderTarget> mMipChain;
// storage for reflection probe radiance maps (plus two scratch space cubemaps)
LLPointer<LLCubeMapArray> mTexture;
// vertex buffer for pushing verts to filter shaders
LLPointer<LLVertexBuffer> mVertexBuffer;
// storage for reflection probe irradiance maps
LLPointer<LLCubeMapArray> mIrradianceMaps;
// update the specified face of the specified probe
void updateProbeFace(LLReflectionMap* probe, U32 face);
// list of active reflection maps
std::vector<LLPointer<LLReflectionMap> > mProbes;
// handle to UBO
U32 mUBO = 0;
// list of maps being used for rendering
std::vector<LLReflectionMap*> mReflectionMaps;
LLReflectionMap* mUpdatingProbe = nullptr;
LLPointer<LLReflectionMap> 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;
};
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