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/**
* @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 16
// reflection probe mininum scale
#define LL_REFLECTION_PROBE_MINIMUM_SCALE 1.f;
void renderReflectionProbe(LLReflectionMap* probe);
class alignas(16) LLReflectionMapManager
{
LL_ALIGN_NEW
public:
enum class DetailLevel
{
STATIC_ONLY = 0,
STATIC_AND_DYNAMIC,
REALTIME = 2
};
// General guidance for UBOs is to statically allocate all of these fields to make your life ever so slightly easier.
// Then set a "max" value for the number of probes you'll ever have, and use that to index into the arrays.
// We do this with refmapCount. The shaders will just pick up on it there.
// This data structure should _always_ match what's in class3/deferred/reflectionProbeF.glsl.
// The shader can and will break otherwise.
// -Geenz 2025-03-10
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];
LLMatrix4 heroBox;
// 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];
LLVector4 heroSphere;
// 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;
GLint heroShape;
GLint heroMipCount;
GLint heroProbeCount;
};
// 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();
// pause all updates other than the default probe
// duration - number of seconds to pause (default 10)
void pause(F32 duration = 10.f);
// 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);
U32 probeCount();
U32 probeMemory();
private:
friend class LLPipeline;
friend class LLHeroProbeManager;
// initialize mCubeFree array to default values
void initCubeFree();
// Just does a bulk clear of all of the cubemaps.
void clearCubeMaps();
// 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<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;
// 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);
// 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;
// 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)
// number of reflection probes to use for rendering
U32 mReflectionProbeCount;
U32 mDynamicProbeCount;
// 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;
float mResetFade = 1.f;
float mGlobalFadeTarget = 1.f;
// if true, only update the default probe
bool mPaused = false;
F32 mResumeTime = 0.f;
ReflectionProbeData mProbeData;
};
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