3 #include "environmentmap.h"
12 EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
16 sampler(get_linear_sampler()),
21 env_tex.storage(RGB8, size, 1);
22 depth_buf.storage(DEPTH_COMPONENT32F, size, size);
23 for(unsigned i=0; i<6; ++i)
25 fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
26 fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
27 fbo[i].require_complete();
30 camera.set_field_of_view(Geometry::Angle<float>::right());
31 camera.set_aspect_ratio(1);
32 camera.set_depth_clip(0.1, 100);
35 void EnvironmentMap::set_depth_clip(float n, float f)
37 camera.set_depth_clip(n, f);
40 void EnvironmentMap::set_update_interval(unsigned i)
43 update_delay = min(update_delay, update_interval-1);
46 void EnvironmentMap::queue_update()
51 void EnvironmentMap::setup_frame(Renderer &renderer)
57 renderable.setup_frame(renderer);
65 update_delay = update_interval-1;
66 environment.setup_frame(renderer);
68 const Matrix *matrix = renderable.get_matrix();
72 Renderer::Push push(renderer);
73 Renderer::Exclude exclude1(renderer, renderable);
74 Renderer::Exclude exclude2(renderer, *this);
76 camera.set_position(matrix->column(3).slice<3>(0));
78 BindRestore bind_fbo(fbo[0]);
79 for(unsigned i=0; i<6; ++i)
81 TextureCubeFace face = TextureCube::enumerate_faces(i);
84 camera.set_look_direction(TextureCube::get_face_direction(face));
85 camera.set_up_direction(TextureCube::get_t_direction(face));
86 renderer.set_camera(camera);
87 renderer.render(environment);
91 void EnvironmentMap::finish_frame()
96 renderable.finish_frame();
97 environment.finish_frame();
101 void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
103 if(!enabled_passes.count(tag))
104 return renderer.render(renderable, tag);
106 Renderer::Push _push_rend(renderer);
108 unsigned unit = renderer.allocate_effect_texunit();
109 shdata.uniform("environment", static_cast<int>(unit));
110 Bind _bind_sampler(*sampler, unit);
111 Bind _bind_env(env_tex, unit);
113 const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
114 shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
116 renderer.add_shader_data(shdata);
117 renderer.render(renderable, tag);