3 #include "environmentmap.h"
13 EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
16 irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
17 specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
18 fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
19 sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
20 mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
25 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
28 irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
29 specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
30 fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
31 sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
32 mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
37 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &r, Renderable &e):
40 irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
41 specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
42 fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
43 sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
44 mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
49 void EnvironmentMap::init(unsigned s, PixelFormat f, unsigned l)
51 if(!l || (1U<<(l-1))>=s)
52 throw invalid_argument("EnvironmentMap::EnvironmentMap");
59 env_tex.storage(f, size, l);
60 depth_buf.storage(DEPTH_COMPONENT32F, size, size);
61 for(unsigned i=0; i<6; ++i)
63 TextureCubeFace face = TextureCube::enumerate_faces(i);
64 faces[i].fbo.attach(COLOR_ATTACHMENT0, env_tex, face, 0);
65 faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
66 faces[i].fbo.require_complete();
67 faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
68 faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
69 faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
70 faces[i].camera.set_aspect_ratio(1);
71 faces[i].camera.set_depth_clip(0.1, 100);
74 irradiance.storage(f, size/4, 1);
75 irradiance_fbo.attach_layered(COLOR_ATTACHMENT0, irradiance);
79 specular_fbos.resize(l-1);
80 for(unsigned i=1; i<l; ++i)
81 specular_fbos[i-1].attach_layered(COLOR_ATTACHMENT0, env_tex, i);
83 LinAl::Matrix<float, 3, 3> face_matrices[6];
84 for(unsigned i=0; i<6; ++i)
86 GL::TextureCubeFace face = GL::TextureCube::enumerate_faces(i);
87 GL::Vector3 columns[3];
88 columns[0] = GL::TextureCube::get_s_direction(face);
89 columns[1] = GL::TextureCube::get_t_direction(face);
90 columns[2] = GL::TextureCube::get_face_direction(face);
91 face_matrices[i] = LinAl::Matrix<float, 3, 3>::from_columns(columns);
94 prefilter_shdata.uniform_array("faces", 6, &face_matrices[0]);
95 prefilter_shdata.uniform("n_samples", 128);
96 prefilter_shdata.uniform("roughness", 1.0f);
99 shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
102 void EnvironmentMap::set_depth_clip(float n, float f)
104 for(unsigned i=0; i<6; ++i)
105 faces[i].camera.set_depth_clip(n, f);
108 void EnvironmentMap::set_update_interval(unsigned i)
111 update_delay = min(update_delay, update_interval-1);
114 void EnvironmentMap::queue_update()
119 void EnvironmentMap::setup_frame(Renderer &renderer)
125 renderable.setup_frame(renderer);
133 update_delay = update_interval-1;
134 environment.setup_frame(renderer);
136 const Matrix *matrix = renderable.get_matrix();
140 Renderer::Push push(renderer);
141 Renderer::Exclude exclude1(renderer, renderable);
142 Renderer::Exclude exclude2(renderer, *this);
144 Vector3 center = matrix->column(3).slice<3>(0);
146 BindRestore bind_fbo(faces[0].fbo);
147 for(unsigned i=0; i<6; ++i)
149 faces[i].camera.set_position(center);
151 faces[i].fbo.clear();
152 renderer.set_camera(faces[i].camera);
153 renderer.render(environment);
156 irradiance_fbo.bind();
157 renderer.set_shader_program(&irradiance_shprog, &prefilter_shdata);
158 renderer.set_texture("environment_map", &env_tex, &sampler);
159 fullscreen_mesh.draw(renderer);
161 renderer.set_shader_program(&specular_shprog);
162 for(unsigned i=0; i<specular_fbos.size(); ++i)
164 prefilter_shdata.uniform("roughness", 1.0f-sqrt(1.0f-static_cast<float>(i+1)/specular_fbos.size()));
165 specular_fbos[i].bind();
166 fullscreen_mesh.draw(renderer);
170 void EnvironmentMap::finish_frame()
175 renderable.finish_frame();
176 environment.finish_frame();
180 void EnvironmentMap::render(Renderer &renderer, Tag tag) const
182 if(!enabled_passes.count(tag))
183 return renderer.render(renderable, tag);
185 Renderer::Push _push_rend(renderer);
187 renderer.set_texture("environment_map", &env_tex, &mip_sampler);
188 renderer.set_texture("irradiance_map", &irradiance, &sampler);
189 renderer.add_shader_data(shdata);
190 renderer.render(renderable, tag);
193 void EnvironmentMap::set_debug_name(const string &name)
196 env_tex.set_debug_name(name+"/environment.texcb");
197 depth_buf.set_debug_name(name+"/environment_depth.rbuf");
198 static const char *face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
199 for(unsigned i=0; i<6; ++i)
201 faces[i].fbo.set_debug_name(format("%s [FBO:%s]", name, face_names[i]));
202 faces[i].camera.set_debug_name(format("%s/%s.camera", name, face_names[i]));
205 irradiance.set_debug_name(name+"/irradiance.texcb");
206 irradiance_fbo.set_debug_name(name+" [FBO:irradiance]");
207 for(unsigned i=0; i<specular_fbos.size(); ++i)
208 specular_fbos[i].set_debug_name(format("%s [FBO:specular_mip%d]", name, i+1));
209 prefilter_shdata.set_debug_name(name+" [UBO:prefilter]");
210 shdata.set_debug_name(name+" [UBO]");