3 #include <msp/strings/format.h>
4 #include "environmentmap.h"
14 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
15 EnvironmentMap(s, f, 1, r, e)
18 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &r, Renderable &e):
21 irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
22 specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
23 fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
24 sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
25 mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
27 if(!l || (1U<<(l-1))>=s)
28 throw invalid_argument("EnvironmentMap::EnvironmentMap");
35 env_tex.storage(f, size, l);
36 depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
37 for(unsigned i=0; i<6; ++i)
39 TextureCubeFace face = static_cast<TextureCubeFace>(i);
40 faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
41 faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
42 faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
43 faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
44 faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
45 faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
46 faces[i].camera.set_aspect_ratio(1);
47 faces[i].camera.set_depth_clip(0.1, 100);
50 irradiance.storage(f, size/4, 1);
51 irradiance_fbo.set_format((COLOR_ATTACHMENT,f));
52 irradiance_fbo.attach_layered(COLOR_ATTACHMENT, irradiance);
56 specular_fbos.resize(l-1);
57 for(unsigned i=1; i<l; ++i)
59 specular_fbos[i-1].set_format((COLOR_ATTACHMENT,f));
60 specular_fbos[i-1].attach_layered(COLOR_ATTACHMENT, env_tex, i);
63 LinAl::Matrix<float, 3, 3> face_matrices[6];
64 for(unsigned i=0; i<6; ++i)
66 GL::TextureCubeFace face = static_cast<TextureCubeFace>(i);
67 GL::Vector3 columns[3];
68 columns[0] = GL::TextureCube::get_s_direction(face);
69 columns[1] = GL::TextureCube::get_t_direction(face);
70 columns[2] = GL::TextureCube::get_face_direction(face);
71 face_matrices[i] = LinAl::Matrix<float, 3, 3>::from_columns(columns);
74 prefilter_shdata.uniform_array("faces", 6, &face_matrices[0]);
75 prefilter_shdata.uniform("n_samples", 128);
76 prefilter_shdata.uniform("roughness", 1.0f);
79 shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
82 void EnvironmentMap::set_depth_clip(float n, float f)
84 for(unsigned i=0; i<6; ++i)
85 faces[i].camera.set_depth_clip(n, f);
88 void EnvironmentMap::set_update_interval(unsigned i)
91 update_delay = min(update_delay, update_interval-1);
94 void EnvironmentMap::queue_update()
99 void EnvironmentMap::setup_frame(Renderer &renderer)
105 renderable.setup_frame(renderer);
113 update_delay = update_interval-1;
114 environment.setup_frame(renderer);
116 const Matrix *matrix = renderable.get_matrix();
120 Renderer::Push push(renderer);
121 Renderer::Exclude exclude1(renderer, renderable);
122 Renderer::Exclude exclude2(renderer, *this);
124 Vector3 center = matrix->column(3).slice<3>(0);
126 for(unsigned i=0; i<6; ++i)
128 faces[i].camera.set_position(center);
129 renderer.set_framebuffer(&faces[i].fbo);
130 renderer.set_camera(faces[i].camera);
131 renderer.render(environment);
134 renderer.set_framebuffer(&irradiance_fbo);
135 renderer.set_shader_program(&irradiance_shprog, &prefilter_shdata);
136 renderer.set_texture("environment_map", &env_tex, &sampler);
137 fullscreen_mesh.draw(renderer);
139 renderer.set_shader_program(&specular_shprog);
140 for(unsigned i=0; i<specular_fbos.size(); ++i)
142 prefilter_shdata.uniform("roughness", 1.0f-sqrt(1.0f-static_cast<float>(i+1)/specular_fbos.size()));
143 renderer.set_framebuffer(&specular_fbos[i]);
144 fullscreen_mesh.draw(renderer);
148 void EnvironmentMap::finish_frame()
153 renderable.finish_frame();
154 environment.finish_frame();
158 void EnvironmentMap::render(Renderer &renderer, Tag tag) const
160 if(!enabled_passes.count(tag))
161 return renderer.render(renderable, tag);
163 Renderer::Push _push_rend(renderer);
165 renderer.set_texture("environment_map", &env_tex, &mip_sampler);
166 renderer.set_texture("irradiance_map", &irradiance, &sampler);
167 renderer.add_shader_data(shdata);
168 renderer.render(renderable, tag);
171 void EnvironmentMap::set_debug_name(const string &name)
174 env_tex.set_debug_name(name+"/environment.texcb");
175 depth_buf.set_debug_name(name+"/environment_depth.rbuf");
176 static const char *const face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
177 for(unsigned i=0; i<6; ++i)
179 faces[i].fbo.set_debug_name(format("%s [FBO:%s]", name, face_names[i]));
180 faces[i].camera.set_debug_name(format("%s/%s.camera", name, face_names[i]));
183 irradiance.set_debug_name(name+"/irradiance.texcb");
184 irradiance_fbo.set_debug_name(name+" [FBO:irradiance]");
185 for(unsigned i=0; i<specular_fbos.size(); ++i)
186 specular_fbos[i].set_debug_name(format("%s [FBO:specular_mip%d]", name, i+1));
187 prefilter_shdata.set_debug_name(name+" [UBO:prefilter]");
188 shdata.set_debug_name(name+" [UBO]");