#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):
- Effect(r),
- environment(e),
- 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, 1);
-}
-
EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
Effect(r),
environment(e),
update_delay = 0;
env_tex.storage(f, size, l);
- depth_buf.storage(DEPTH_COMPONENT32F, size, size);
+ 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);
+ 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());
}
irradiance.storage(f, size/4, 1);
- irradiance_fbo.attach_layered(COLOR_ATTACHMENT0, irradiance);
+ 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].attach_layered(COLOR_ATTACHMENT0, env_tex, 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)
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.clear();
renderer.set_camera(faces[i].camera);
renderer.render(environment);
}
- irradiance_fbo.bind();
+ 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);
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()));
- specular_fbos[i].bind();
+ renderer.set_framebuffer(&specular_fbos[i]);
fullscreen_mesh.draw(renderer);
}
}
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 *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