Got hero probes rendering from the camera.

DRTVWR-583
meow-7.2.2
Jonathan "Geenz" Goodman 2023-07-17 15:05:47 -07:00
parent 53b2efd131
commit f7f9601567
3 changed files with 14 additions and 23 deletions

View File

@ -582,7 +582,7 @@ void LLPluginProcessParent::idle(void)
params.args.add("-e");
params.args.add("tell application \"Terminal\"");
params.args.add("-e");
params.args.add(STRINGIZE("set win to do script \"gdb -pid "
params.args.add(STRINGIZE("set win to do script \"lldb -pid "
<< mProcess->getProcessID() << "\""));
params.args.add("-e");
params.args.add("do script \"continue\" in win");

View File

@ -117,8 +117,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@ -193,7 +193,7 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = texture(specularRect, tc).rgb;
vec3 orm = texture(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
@ -298,7 +298,6 @@ void main()
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
#endif
frag_color.rgb = textureLod(heroProbes, vec4(norm.xyz, 0), 0).rgb;
//frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}

View File

@ -333,20 +333,14 @@ void LLReflectionMapManager::update()
{
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
mHeroProbe->mOrigin.load3(LLViewerCamera::instance().mOrigin.mV);
bool radiance_pass = isRadiancePass();
mRadiancePass = mRealtimeRadiancePass;
mRadiancePass = true;
for (U32 i = 0; i < 6; ++i)
{
updateProbeFace(mHeroProbe, i, mHeroProbeResolution, mHeroArray);
}
mRealtimeRadiancePass = !mRealtimeRadiancePass;
// restore "isRadiancePass"
mRadiancePass = radiance_pass;
@ -713,12 +707,9 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face, U
{
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();
@ -732,7 +723,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face, U
gReflectionMipProgram.unbind();
}
if (face == 5 && probe->mType != LLReflectionMap::ProbeType::REFLECTION)
if (face == 5)
{
mMipChain[0].bindTarget();
static LLStaticHashedString sSourceIdx("sourceIdx");
@ -1330,10 +1321,11 @@ void LLReflectionMapManager::initReflectionMaps()
mDefaultProbe->mProbeIndex = 0;
touch_default_probe(mDefaultProbe);
mHeroProbeResolution = 512;
mHeroProbeResolution = 128;
mHeroArray = new LLCubeMapArray();
mHeroArray->allocate(mHeroProbeResolution, 3, 1);
// Revise when we have both water and mirrors in hero probes.
mHeroArray->allocate(mHeroProbeResolution, 3, 2, true);
if (mHeroProbe.isNull()) {
mHeroProbe = new LLReflectionMap();