142 lines
4.0 KiB
C++
142 lines
4.0 KiB
C++
/**
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* @file llheroprobemanager.h
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* @brief LLHeroProbeManager class declaration
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#pragma once
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#include "llreflectionmap.h"
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#include "llrendertarget.h"
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#include "llcubemaparray.h"
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#include "llcubemap.h"
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#include "lldrawable.h"
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class LLSpatialGroup;
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class LLViewerObject;
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// number of reflection probes to keep in vram
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#define LL_MAX_HERO_PROBE_COUNT 2
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class alignas(16) LLHeroProbeManager
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{
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LL_ALIGN_NEW
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public:
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enum class DetailLevel
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{
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STATIC_ONLY = 0,
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STATIC_AND_DYNAMIC,
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REALTIME = 2
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};
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// allocate an environment map of the given resolution
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LLHeroProbeManager();
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// release any GL state
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void cleanup();
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// maintain reflection probes
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void update();
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// debug display, called from llspatialpartition if reflection
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// probe debug display is active
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void renderDebug();
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// call once at startup to allocate cubemap arrays
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void initReflectionMaps();
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// perform occlusion culling on all active reflection probes
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void doOcclusion();
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void registerViewerObject(LLVOVolume *drawablep);
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void unregisterViewerObject(LLVOVolume* drawablep);
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bool isMirrorPass() const { return mRenderingMirror; }
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LLVector3 mMirrorPosition;
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LLVector3 mMirrorNormal;
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private:
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friend class LLPipeline;
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// update UBO used for rendering (call only once per render pipe flush)
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void updateUniforms();
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// bind UBO used for rendering
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void setUniforms();
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// render target for cube snapshots
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// used to generate mipmaps without doing a copy-to-texture
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LLRenderTarget mRenderTarget;
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LLRenderTarget mHeroRenderTarget;
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std::vector<LLRenderTarget> mMipChain;
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// storage for reflection probe radiance maps (plus two scratch space cubemaps)
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LLPointer<LLCubeMapArray> mTexture;
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// vertex buffer for pushing verts to filter shaders
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LLPointer<LLVertexBuffer> mVertexBuffer;
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LLPlane mCurrentClipPlane;
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// update the specified face of the specified probe
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void updateProbeFace(LLReflectionMap* probe, U32 face, F32 near_clip);
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// list of active reflection maps
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std::vector<LLPointer<LLReflectionMap> > mProbes;
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// handle to UBO
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U32 mUBO = 0;
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// list of maps being used for rendering
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std::vector<LLReflectionMap*> mReflectionMaps;
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LLReflectionMap* mUpdatingProbe = nullptr;
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LLPointer<LLReflectionMap> mDefaultProbe; // default reflection probe to fall back to for pixels with no probe influences (should always be at cube index 0)
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// number of reflection probes to use for rendering
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U32 mReflectionProbeCount;
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// resolution of reflection probes
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U32 mProbeResolution = 1024;
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// maximum LoD of reflection probes (mip levels - 1)
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F32 mMaxProbeLOD = 6.f;
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F32 mHeroProbeStrength = 1.f;
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bool mIsInTransition = false;
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// if true, reset all probe render state on the next update (for teleports and sky changes)
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bool mReset = false;
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bool mRenderingMirror = false;
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std::set<LLPointer<LLVOVolume>> mHeroVOList;
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LLPointer<LLVOVolume> mNearestHero;
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};
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