3 #include "environmentmap.h"
12 EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
20 env_tex.storage(RGB, size, 1);
21 env_tex.set_wrap(CLAMP_TO_EDGE);
22 env_tex.set_min_filter(LINEAR);
23 depth_buf.storage(DEPTH_COMPONENT, size, size);
24 for(unsigned i=0; i<6; ++i)
26 fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
27 fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
28 fbo[i].require_complete();
31 camera.set_field_of_view(Geometry::Angle<float>::right());
32 camera.set_aspect_ratio(1);
33 camera.set_depth_clip(0.1, 100);
37 void EnvironmentMap::set_depth_clip(float n, float f)
39 camera.set_depth_clip(n, f);
42 void EnvironmentMap::set_update_interval(unsigned i)
45 update_delay = min(update_delay, update_interval-1);
48 void EnvironmentMap::queue_update()
53 void EnvironmentMap::setup_frame(Renderer &renderer)
59 renderable.setup_frame(renderer);
67 update_delay = update_interval-1;
68 environment.setup_frame(renderer);
70 const Matrix *matrix = renderable.get_matrix();
74 Renderer::Push push(renderer);
75 Renderer::Exclude exclude1(renderer, renderable);
76 Renderer::Exclude exclude2(renderer, *this);
78 camera.set_position(matrix->column(3).slice<3>(0));
80 BindRestore bind_fbo(fbo[0]);
81 for(unsigned i=0; i<6; ++i)
83 TextureCubeFace face = TextureCube::enumerate_faces(i);
86 camera.set_look_direction(env_tex.get_face_direction(face));
87 camera.set_up_direction(env_tex.get_t_direction(face));
88 renderer.set_camera(camera);
89 renderer.render(environment);
93 void EnvironmentMap::finish_frame()
98 renderable.finish_frame();
99 environment.finish_frame();
103 void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
105 if(!enabled_passes.count(tag))
106 return renderer.render(renderable, tag);
108 Renderer::Push _push_rend(renderer);
110 unsigned unit = renderer.allocate_effect_texunit();
111 shdata.uniform("environment", static_cast<int>(unit));
112 Bind _bind_env(env_tex, unit);
114 const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
115 shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
117 renderer.add_shader_data(shdata);
118 renderer.render(renderable, tag);