#include <algorithm>
#include <cmath>
#include "environmentmap.h"
+#include "mesh.h"
#include "renderer.h"
#include "resources.h"
-#include "texunit.h"
using namespace std;
namespace Msp {
namespace GL {
-EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
Effect(r),
environment(e),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
+ irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
+ specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
+ fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
+ mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
{
- init(s, RGB8);
+ init(s, f, 1);
}
-EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &r, Renderable &e):
Effect(r),
environment(e),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
+ irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
+ specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
+ fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
+ mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
{
- init(s, f);
+ init(s, f, l);
}
-void EnvironmentMap::init(unsigned s, PixelFormat f)
+void EnvironmentMap::init(unsigned s, PixelFormat f, unsigned l)
{
+ if(!l || (1U<<(l-1))>=s)
+ throw invalid_argument("EnvironmentMap::EnvironmentMap");
+
size = s;
rendered = false;
update_interval = 1;
update_delay = 0;
- env_tex.storage(f, size);
- depth_buf.storage(DEPTH_COMPONENT32F, size, size);
+ env_tex.storage(f, size, l);
+ depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
for(unsigned i=0; i<6; ++i)
{
- TextureCubeFace face = TextureCube::enumerate_faces(i);
- faces[i].fbo.attach(COLOR_ATTACHMENT0, env_tex, face, 0);
+ TextureCubeFace face = static_cast<TextureCubeFace>(i);
+ faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
+ faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
- faces[i].fbo.require_complete();
faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
faces[i].camera.set_depth_clip(0.1, 100);
}
+ irradiance.storage(f, size/4, 1);
+ irradiance_fbo.set_format((COLOR_ATTACHMENT,f));
+ irradiance_fbo.attach_layered(COLOR_ATTACHMENT, irradiance);
+
+ if(l>1)
+ {
+ specular_fbos.resize(l-1);
+ for(unsigned i=1; i<l; ++i)
+ {
+ specular_fbos[i-1].set_format((COLOR_ATTACHMENT,f));
+ specular_fbos[i-1].attach_layered(COLOR_ATTACHMENT, env_tex, i);
+ }
+
+ LinAl::Matrix<float, 3, 3> face_matrices[6];
+ for(unsigned i=0; i<6; ++i)
+ {
+ GL::TextureCubeFace face = static_cast<TextureCubeFace>(i);
+ GL::Vector3 columns[3];
+ columns[0] = GL::TextureCube::get_s_direction(face);
+ columns[1] = GL::TextureCube::get_t_direction(face);
+ columns[2] = GL::TextureCube::get_face_direction(face);
+ face_matrices[i] = LinAl::Matrix<float, 3, 3>::from_columns(columns);
+ }
+
+ prefilter_shdata.uniform_array("faces", 6, &face_matrices[0]);
+ prefilter_shdata.uniform("n_samples", 128);
+ prefilter_shdata.uniform("roughness", 1.0f);
+ }
+
shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
}
Vector3 center = matrix->column(3).slice<3>(0);
- BindRestore bind_fbo(faces[0].fbo);
for(unsigned i=0; i<6; ++i)
{
faces[i].camera.set_position(center);
- faces[i].fbo.bind();
- faces[i].fbo.clear();
+ renderer.set_framebuffer(&faces[i].fbo);
renderer.set_camera(faces[i].camera);
renderer.render(environment);
}
+
+ renderer.set_framebuffer(&irradiance_fbo);
+ renderer.set_shader_program(&irradiance_shprog, &prefilter_shdata);
+ renderer.set_texture("environment_map", &env_tex, &sampler);
+ fullscreen_mesh.draw(renderer);
+
+ renderer.set_shader_program(&specular_shprog);
+ for(unsigned i=0; i<specular_fbos.size(); ++i)
+ {
+ prefilter_shdata.uniform("roughness", 1.0f-sqrt(1.0f-static_cast<float>(i+1)/specular_fbos.size()));
+ renderer.set_framebuffer(&specular_fbos[i]);
+ fullscreen_mesh.draw(renderer);
+ }
}
void EnvironmentMap::finish_frame()
Renderer::Push _push_rend(renderer);
- renderer.set_texture("environment_map", &env_tex, &sampler);
+ renderer.set_texture("environment_map", &env_tex, &mip_sampler);
+ renderer.set_texture("irradiance_map", &irradiance, &sampler);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
}
+void EnvironmentMap::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ env_tex.set_debug_name(name+"/environment.texcb");
+ depth_buf.set_debug_name(name+"/environment_depth.rbuf");
+ static const char *const face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
+ for(unsigned i=0; i<6; ++i)
+ {
+ faces[i].fbo.set_debug_name(format("%s [FBO:%s]", name, face_names[i]));
+ faces[i].camera.set_debug_name(format("%s/%s.camera", name, face_names[i]));
+ }
+
+ irradiance.set_debug_name(name+"/irradiance.texcb");
+ irradiance_fbo.set_debug_name(name+" [FBO:irradiance]");
+ for(unsigned i=0; i<specular_fbos.size(); ++i)
+ specular_fbos[i].set_debug_name(format("%s [FBO:specular_mip%d]", name, i+1));
+ prefilter_shdata.set_debug_name(name+" [UBO:prefilter]");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
} // namespace GL
} // namespace Msp