3 #include "environmentmap.h"
13 EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, Renderable &r, Renderable &e):
17 sampler(resources.get<Sampler>("_linear_clamp.samp")),
22 env_tex.storage(RGB8, size, 1);
23 depth_buf.storage(DEPTH_COMPONENT32F, size, size);
24 for(unsigned i=0; i<6; ++i)
26 TextureCubeFace face = TextureCube::enumerate_faces(i);
27 faces[i].fbo.attach(COLOR_ATTACHMENT0, env_tex, face, 0);
28 faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
29 faces[i].fbo.require_complete();
30 faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
31 faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
32 faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
33 faces[i].camera.set_aspect_ratio(1);
34 faces[i].camera.set_depth_clip(0.1, 100);
38 void EnvironmentMap::set_depth_clip(float n, float f)
40 for(unsigned i=0; i<6; ++i)
41 faces[i].camera.set_depth_clip(n, f);
44 void EnvironmentMap::set_update_interval(unsigned i)
47 update_delay = min(update_delay, update_interval-1);
50 void EnvironmentMap::queue_update()
55 void EnvironmentMap::setup_frame(Renderer &renderer)
61 renderable.setup_frame(renderer);
69 update_delay = update_interval-1;
70 environment.setup_frame(renderer);
72 const Matrix *matrix = renderable.get_matrix();
76 Renderer::Push push(renderer);
77 Renderer::Exclude exclude1(renderer, renderable);
78 Renderer::Exclude exclude2(renderer, *this);
80 Vector3 center = matrix->column(3).slice<3>(0);
82 BindRestore bind_fbo(faces[0].fbo);
83 for(unsigned i=0; i<6; ++i)
85 faces[i].camera.set_position(center);
88 renderer.set_camera(faces[i].camera);
89 renderer.render(environment);
93 void EnvironmentMap::finish_frame()
98 renderable.finish_frame();
99 environment.finish_frame();
103 void EnvironmentMap::render(Renderer &renderer, Tag tag) const
105 if(!enabled_passes.count(tag))
106 return renderer.render(renderable, tag);
108 Renderer::Push _push_rend(renderer);
110 const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
111 shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
113 renderer.set_texture("environment_map", &env_tex, &sampler);
114 renderer.add_shader_data(shdata);
115 renderer.render(renderable, tag);