-#include <cmath>
-#include "environmentmap.h"
-#include "renderer.h"
-#include "texunit.h"
-
-namespace Msp {
-namespace GL {
-
-EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
- Effect(r),
- size(s),
- environment(e),
- rendered(false)
-{
- env_tex.storage(RGB, size);
- env_tex.set_wrap(CLAMP_TO_EDGE);
- env_tex.set_min_filter(LINEAR);
- depth_buf.storage(DEPTH_COMPONENT, size, size);
- for(unsigned i=0; i<6; ++i)
- {
- fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
- fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
- fbo[i].require_complete();
- }
-
- // XXX Make the depth range configurable
- camera.set_field_of_view(Geometry::Angle<float>::right());
- camera.set_aspect(1);
- camera.set_depth_clip(0.1, 100);
-
-}
-
-void EnvironmentMap::setup_frame() const
-{
- if(rendered)
- return;
-
- rendered = true;
- renderable.setup_frame();
- environment.setup_frame();
-
- const Matrix *matrix = renderable.get_matrix();
- Vector3 position = (*matrix)*Vector3();
- camera.set_position(position);
- for(unsigned i=0; i<6; ++i)
- {
- TextureCubeFace face = TextureCube::enumerate_faces(i);
- fbo[i].bind();
- fbo[i].clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
- camera.set_look_direction(env_tex.get_face_direction(face));
- camera.set_up_direction(env_tex.get_t_direction(face));
- Renderer env_renderer(&camera);
- env_renderer.exclude(renderable);
- env_renderer.render(environment);
- }
- Framebuffer::unbind();
-}
-
-void EnvironmentMap::finish_frame() const
-{
- if(rendered)
- {
- rendered = false;
- renderable.finish_frame();
- environment.finish_frame();
- }
-}
-
-void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
-{
- if(!enabled_passes.count(tag))
- return renderer.render(renderable, tag);
-
- Renderer::Push _push_rend(renderer);
-
- unsigned unit = renderer.allocate_effect_texunit();
- shdata.uniform("environment", static_cast<int>(unit));
- env_tex.bind_to(unit);
-
- const Matrix &view_matrix = renderer.get_camera()->get_matrix();
- // XXX The camera should maybe have store its own object matrix
- float env_mdata[9];
- env_mdata[0] = view_matrix[0];
- env_mdata[1] = view_matrix[4];
- env_mdata[2] = view_matrix[8];
- env_mdata[3] = view_matrix[1];
- env_mdata[4] = view_matrix[5];
- env_mdata[5] = view_matrix[9];
- env_mdata[6] = view_matrix[2];
- env_mdata[7] = view_matrix[6];
- env_mdata[8] = view_matrix[10];
- shdata.uniform_matrix3("env_eye_matrix", env_mdata);
-
- renderer.add_shader_data(shdata);
- renderer.render(renderable, tag);
-
- env_tex.unbind_from(unit);
-}
-
-} // namespace GL
-} // namespace Msp