1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
|
/**
* @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<LLReflectionMap*>& 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();
// 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();
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;
LLRenderTarget mHeroRenderTarget;
std::vector<LLRenderTarget> mMipChain;
// storage for reflection probe radiance maps (plus two scratch space cubemaps)
LLPointer<LLCubeMapArray> mTexture;
LLPointer<LLCubeMapArray> mHeroArray;
// vertex buffer for pushing verts to filter shaders
LLPointer<LLVertexBuffer> mVertexBuffer;
// storage for reflection probe irradiance maps
LLPointer<LLCubeMapArray> mIrradianceMaps;
// list of free cubemap indices
std::list<S32> 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, U32 probeResolution, LLPointer<LLCubeMapArray> cubeArray, std::vector<LLRenderTarget> &mipChain, U32 probeCount);
// list of active reflection maps
std::vector<LLPointer<LLReflectionMap> > mProbes;
// list of reflection maps to kill
std::vector<LLPointer<LLReflectionMap> > mKillList;
// list of reflection maps to create
std::vector<LLPointer<LLReflectionMap> > mCreateList;
// handle to UBO
U32 mUBO = 0;
// Hero UBO
U32 mHeroUBO = 0;
// list of maps being used for rendering
std::vector<LLReflectionMap*> 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<LLReflectionMap> mDefaultProbe; // default reflection probe to fall back to for pixels with no probe influences (should always be at cube index 0)
LLPointer<LLReflectionMap> mHeroProbe;
// number of reflection probes to use for rendering
U32 mReflectionProbeCount;
U32 mHeroProbeCount;
// resolution of reflection probes
U32 mProbeResolution = 128;
U32 mHeroProbeResolution = 512;
// 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;
};
|