#include <algorithm>
#include <cmath>
+#include <msp/core/raii.h>
#include <msp/strings/format.h>
#include "environmentmap.h"
+#include "error.h"
#include "mesh.h"
#include "renderer.h"
#include "resources.h"
namespace Msp {
namespace GL {
-EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
- EnvironmentMap(s, f, 1, r, e)
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &c, Renderable &e):
+ EnvironmentMap(s, f, 1, c, e)
{ }
-EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &r, Renderable &e):
- Effect(r),
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &c, Renderable &e):
+ Effect(c),
size(s),
environment(e),
irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
if(l>1)
{
specular_fbos.resize(l-1);
- for(unsigned i=1; i<l; ++i)
+ for(unsigned i=0; i+1<l; ++i)
{
- specular_fbos[i-1].set_format((COLOR_ATTACHMENT,f));
- specular_fbos[i-1].attach_layered(COLOR_ATTACHMENT, env_tex, i);
+ specular_fbos[i].set_format((COLOR_ATTACHMENT,f));
+ specular_fbos[i].attach_layered(COLOR_ATTACHMENT, env_tex, i+1);
}
LinAl::Matrix<float, 3, 3> face_matrices[6];
prefilter_shdata.uniform("roughness", 1.0f);
}
- shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
+ shdata.uniform("env_world_matrix", LinAl::Matrix<float, 3, 3>::identity());
}
void EnvironmentMap::set_fixed_position(const Vector3 &p)
return;
rendered = true;
- renderable.setup_frame(renderer);
+ content.setup_frame(renderer);
if(update_delay)
{
update_delay = update_interval-1;
environment.setup_frame(renderer);
+ SetFlag set_in(in_setup_frame);
+
Vector3 center;
if(use_fixed_pos)
center = fixed_position;
else
{
- const Matrix *matrix = renderable.get_matrix();
+ const Matrix *matrix = content.get_matrix();
if(!matrix)
return;
}
Renderer::Push push(renderer);
- Renderer::Exclude exclude1(renderer, renderable);
- Renderer::Exclude exclude2(renderer, *this);
for(unsigned i=0; i<6; ++i)
{
faces[i].camera.set_position(center);
renderer.set_framebuffer(&faces[i].fbo);
renderer.set_camera(faces[i].camera);
- renderer.render(environment);
+ environment.render(renderer);
}
+ renderer.set_pipeline_key(this);
renderer.set_framebuffer(&irradiance_fbo);
renderer.set_shader_program(&irradiance_shprog, &prefilter_shdata);
- renderer.set_texture("environment_map", &env_tex, &sampler);
+ renderer.set_texture("environment_map", &env_tex, 0, &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_pipeline_key(this, 1+i);
renderer.set_framebuffer(&specular_fbos[i]);
fullscreen_mesh.draw(renderer);
}
if(rendered)
{
rendered = false;
- renderable.finish_frame();
+ content.finish_frame();
environment.finish_frame();
}
}
void EnvironmentMap::render(Renderer &renderer, Tag tag) const
{
- if(!enabled_passes.count(tag))
- return renderer.render(renderable, tag);
+ if(in_setup_frame)
+ return;
+ if(!is_enabled_for_method(tag))
+ return content.render(renderer, tag);
Renderer::Push _push_rend(renderer);
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);
+ content.render(renderer, tag);
}
void EnvironmentMap::set_debug_name(const string &name)
#endif
}
+
+EnvironmentMap *EnvironmentMap::Template::create(const map<string, Renderable *> &renderables) const
+{
+ Renderable *content = get_item(renderables, content_name);
+ Renderable *environment = get_item(renderables, environment_name);
+ if(!content || !environment)
+ throw invalid_operation("EnvironmentMap::Template::create");
+
+ RefPtr<EnvironmentMap> env_map = new EnvironmentMap(size, format, roughness_levels, *content, *environment);
+ if(use_fixed_position)
+ env_map->set_fixed_position(fixed_position);
+ env_map->set_depth_clip(near_clip, far_clip);
+
+ create_base(*env_map);
+
+ return env_map.release();
+}
+
+
+DataFile::Loader::ActionMap EnvironmentMap::Template::Loader::shared_actions;
+
+EnvironmentMap::Template::Loader::Loader(Template &t, Collection &c):
+ DerivedObjectLoader<Template, Effect::Template::Loader>(t, c)
+{
+ set_actions(shared_actions);
+}
+
+void EnvironmentMap::Template::Loader::init_actions()
+{
+ Effect::Template::Loader::init_actions();
+ add("depth_clip", &Template::near_clip, &Template::far_clip);
+ add("environment", &Template::environment_name);
+ add("fixed_position", &Loader::fixed_position);
+ add("format", &Template::format);
+ add("roughness_levels", &Template::roughness_levels);
+ add("size", &Template::size);
+}
+
+void EnvironmentMap::Template::Loader::fixed_position(float x, float y, float z)
+{
+ obj.fixed_position = Vector3(x, y, z);
+ obj.use_fixed_position = true;
+}
+
} // namespace GL
} // namespace Msp