2 #include "environmentmap.h"
9 EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
15 env_tex.storage(RGB, size);
16 env_tex.set_wrap(CLAMP_TO_EDGE);
17 env_tex.set_min_filter(LINEAR);
18 depth_buf.storage(DEPTH_COMPONENT, size, size);
19 for(unsigned i=0; i<6; ++i)
21 fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
22 fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
23 fbo[i].require_complete();
26 // XXX Make the depth range configurable
27 camera.set_field_of_view(Geometry::Angle<float>::right());
28 camera.set_aspect_ratio(1);
29 camera.set_depth_clip(0.1, 100);
33 void EnvironmentMap::setup_frame(Renderer &renderer)
39 renderable.setup_frame(renderer);
40 environment.setup_frame(renderer);
42 const Matrix *matrix = renderable.get_matrix();
46 Renderer::Push push(renderer);
47 Renderer::Exclude exclude1(renderer, renderable);
48 Renderer::Exclude exclude2(renderer, *this);
50 camera.set_position(matrix->column(3).slice<3>(0));
52 BindRestore bind_fbo(fbo[0]);
53 for(unsigned i=0; i<6; ++i)
55 TextureCubeFace face = TextureCube::enumerate_faces(i);
57 fbo[i].clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
58 camera.set_look_direction(env_tex.get_face_direction(face));
59 camera.set_up_direction(env_tex.get_t_direction(face));
60 renderer.set_camera(camera);
61 renderer.render(environment);
65 void EnvironmentMap::finish_frame()
70 renderable.finish_frame();
71 environment.finish_frame();
75 void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
77 if(!enabled_passes.count(tag))
78 return renderer.render(renderable, tag);
80 Renderer::Push _push_rend(renderer);
82 unsigned unit = renderer.allocate_effect_texunit();
83 shdata.uniform("environment", static_cast<int>(unit));
84 Bind _bind_env(env_tex, unit);
86 const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
87 shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
89 renderer.add_shader_data(shdata);
90 renderer.render(renderable, tag);