272 lines
9.3 KiB
C++
272 lines
9.3 KiB
C++
/**
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* @file llreflectionmapmanager.h
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* @brief LLReflectionMapManager 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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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_REFLECTION_PROBE_COUNT 256
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// reflection probe resolution
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#define LL_IRRADIANCE_MAP_RESOLUTION 16
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// reflection probe mininum scale
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#define LL_REFLECTION_PROBE_MINIMUM_SCALE 1.f;
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void renderReflectionProbe(LLReflectionMap* probe, std::map<LLSpatialGroup*, int> groupCount, std::map<LLViewerObject*, int> objCount, std::map<F32*, int> locCount); // <FS:Beq/> enhanced metadata render for probes
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class alignas(16) LLReflectionMapManager
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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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// General guidance for UBOs is to statically allocate all of these fields to make your life ever so slightly easier.
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// Then set a "max" value for the number of probes you'll ever have, and use that to index into the arrays.
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// We do this with refmapCount. The shaders will just pick up on it there.
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// This data structure should _always_ match what's in class3/deferred/reflectionProbeF.glsl.
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// The shader can and will break otherwise.
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// -Geenz 2025-03-10
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struct ReflectionProbeData
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{
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// for box probes, matrix that transforms from camera space to a [-1, 1] cube representing the bounding box of
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// the box probe
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LLMatrix4 refBox[LL_MAX_REFLECTION_PROBE_COUNT];
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LLMatrix4 heroBox;
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// for sphere probes, origin (xyz) and radius (w) of refmaps in clip space
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LLVector4 refSphere[LL_MAX_REFLECTION_PROBE_COUNT];
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// extra parameters
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// x - irradiance scale
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// y - radiance scale
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// z - fade in
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// w - znear
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LLVector4 refParams[LL_MAX_REFLECTION_PROBE_COUNT];
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LLVector4 heroSphere;
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// indices used by probe:
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// [i][0] - cubemap array index for this probe
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// [i][1] - index into "refNeighbor" for probes that intersect this probe
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// [i][2] - number of probes that intersect this probe, or -1 for no neighbors
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// [i][3] - priority (probe type stored in sign bit - positive for spheres, negative for boxes)
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GLint refIndex[LL_MAX_REFLECTION_PROBE_COUNT][4];
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// list of neighbor indices
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GLint refNeighbor[4096];
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GLint refBucket[256][4]; // lookup table for which index to start with for the given Z depth
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// numbrer of active refmaps
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GLint refmapCount;
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GLint heroShape;
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GLint heroMipCount;
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GLint heroProbeCount;
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};
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// allocate an environment map of the given resolution
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LLReflectionMapManager();
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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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// add a probe for the given spatial group
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LLReflectionMap* addProbe(LLSpatialGroup* group = nullptr);
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// Populate "maps" with the N most relevant Reflection Maps where N is no more than maps.size()
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// If less than maps.size() ReflectionMaps are available, will assign trailing elements to nullptr.
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// maps -- presized array of Reflection Map pointers
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void getReflectionMaps(std::vector<LLReflectionMap*>& maps);
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// called by LLSpatialGroup constructor
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// If spatial group should receive a Reflection Probe, will create one for the specified spatial group
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LLReflectionMap* registerSpatialGroup(LLSpatialGroup* group);
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// presently hacked into LLViewerObject::setTE
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// Used by LLViewerObjects that are Reflection Probes
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// vobj must not be null
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// Guaranteed to not return null
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LLReflectionMap* registerViewerObject(LLViewerObject* vobj);
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// reset all state on the next update
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void reset();
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// pause all updates other than the default probe
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// duration - number of seconds to pause (default 10)
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void pause(F32 duration = 10.f);
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// unpause (see pause)
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void resume();
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// called on region crossing to "shift" probes into new coordinate frame
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void shift(const LLVector4a& offset);
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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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// True if currently updating a radiance map, false if currently updating an irradiance map
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bool isRadiancePass() { return mRadiancePass; }
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// perform occlusion culling on all active reflection probes
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void doOcclusion();
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// *HACK: "cull" all reflection probes except the default one. Only call
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// this if you don't intend to call updateUniforms directly. Call again
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// with false when done.
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void forceDefaultProbeAndUpdateUniforms(bool force = true);
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U32 probeCount();
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U32 probeMemory();
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private:
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friend class LLPipeline;
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friend class LLHeroProbeManager;
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// initialize mCubeFree array to default values
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void initCubeFree();
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// Just does a bulk clear of all of the cubemaps.
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void clearCubeMaps();
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// delete the probe with the given index in mProbes
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void deleteProbe(U32 i);
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// get a free cube index
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// returns -1 if allocation failed
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S32 allocateCubeIndex();
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// update the neighbors of the given probe
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void updateNeighbors(LLReflectionMap* probe);
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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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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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// storage for reflection probe irradiance maps
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LLPointer<LLCubeMapArray> mIrradianceMaps;
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// list of free cubemap indices
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std::list<S32> mCubeFree;
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// perform an update on the currently updating Probe
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void doProbeUpdate();
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// update the specified face of the specified probe
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void updateProbeFace(LLReflectionMap* probe, U32 face);
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// list of active reflection maps
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std::vector<LLPointer<LLReflectionMap> > mProbes;
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// list of reflection maps to kill
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std::vector<LLPointer<LLReflectionMap> > mKillList;
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// list of reflection maps to create
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std::vector<LLPointer<LLReflectionMap> > mCreateList;
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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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U32 mUpdatingFace = 0;
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// if true, we're generating the radiance map for the current probe, otherwise we're generating the irradiance map.
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// Update sequence should be to generate the irradiance map from render of the world that has no irradiance,
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// then generate the radiance map from a render of the world that includes irradiance.
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// This should avoid feedback loops and ensure that the colors in the radiance maps match the colors in the environment.
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bool mRadiancePass = false;
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// same as above, but for the realtime probe.
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// Realtime probes should update all six sides of the irradiance map on "odd" frames and all six sides of the
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// radiance map on "even" frames.
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bool mRealtimeRadiancePass = false;
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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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U32 mDynamicProbeCount;
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// resolution of reflection probes
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U32 mProbeResolution = 128;
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// maximum LoD of reflection probes (mip levels - 1)
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F32 mMaxProbeLOD = 6.f;
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// amount to scale local lights during an irradiance map update (set during updateProbeFace and used by LLPipeline)
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F32 mLightScale = 1.f;
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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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float mResetFade = 1.f;
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float mGlobalFadeTarget = 1.f;
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// if true, only update the default probe
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bool mPaused = false;
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F32 mResumeTime = 0.f;
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ReflectionProbeData mProbeData;
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};
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