#include <algorithm>
#include <cmath>
+#include <msp/core/raii.h>
#include <msp/strings/format.h>
#include "environmentmap.h"
#include "error.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_methods.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)
env_map->set_fixed_position(fixed_position);
env_map->set_depth_clip(near_clip, far_clip);
+ create_base(*env_map);
+
return env_map.release();
}