#include <algorithm>
#include <cmath>
#include "environmentmap.h"
+#include "mesh.h"
#include "renderer.h"
#include "resources.h"
#include "texunit.h"
namespace Msp {
namespace GL {
-EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, Renderable &r, Renderable &e):
+EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
Effect(r),
- size(s),
environment(e),
- sampler(resources.get<Sampler>("_linear_clamp.samp")),
- rendered(false),
- update_interval(1),
- update_delay(0)
+ 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"))
{
- env_tex.storage(RGB8, size, 1);
+ init(s, RGB8, 1);
+}
+
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, 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, f, 1);
+}
+
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, 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, f, l);
+}
+
+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, l);
depth_buf.storage(DEPTH_COMPONENT32F, size, size);
for(unsigned i=0; i<6; ++i)
{
faces[i].camera.set_aspect_ratio(1);
faces[i].camera.set_depth_clip(0.1, 100);
}
+
+ irradiance.storage(f, size/4, 1);
+ irradiance_fbo.attach_layered(COLOR_ATTACHMENT0, 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);
+
+ LinAl::Matrix<float, 3, 3> face_matrices[6];
+ for(unsigned i=0; i<6; ++i)
+ {
+ GL::TextureCubeFace face = GL::TextureCube::enumerate_faces(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());
}
void EnvironmentMap::set_depth_clip(float n, float f)
renderer.set_camera(faces[i].camera);
renderer.render(environment);
}
+
+ irradiance_fbo.bind();
+ 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()));
+ specular_fbos[i].bind();
+ fullscreen_mesh.draw(renderer);
+ }
}
void EnvironmentMap::finish_frame()
Renderer::Push _push_rend(renderer);
- const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
- shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
-
- 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);
}