+#include <algorithm>
#include <cmath>
#include "environmentmap.h"
#include "renderer.h"
#include "texunit.h"
+using namespace std;
+
namespace Msp {
namespace GL {
Effect(r),
size(s),
environment(e),
- rendered(false)
+ rendered(false),
+ update_interval(1),
+ update_delay(0)
{
- env_tex.storage(RGB, size);
+ env_tex.storage(RGB, size, 1);
env_tex.set_wrap(CLAMP_TO_EDGE);
env_tex.set_min_filter(LINEAR);
depth_buf.storage(DEPTH_COMPONENT, size, size);
{
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(M_PI/2);
- camera.set_aspect(1);
+ camera.set_field_of_view(Geometry::Angle<float>::right());
+ camera.set_aspect_ratio(1);
camera.set_depth_clip(0.1, 100);
+}
+
+void EnvironmentMap::set_depth_clip(float n, float f)
+{
+ camera.set_depth_clip(n, f);
+}
- shdata.uniform("environment", 4);
+void EnvironmentMap::set_update_interval(unsigned i)
+{
+ update_interval = i;
+ update_delay = min(update_delay, update_interval-1);
}
-void EnvironmentMap::setup_frame() const
+void EnvironmentMap::queue_update()
+{
+ update_delay = 0;
+}
+
+void EnvironmentMap::setup_frame(Renderer &renderer)
{
if(rendered)
return;
rendered = true;
- renderable.setup_frame();
- environment.setup_frame();
+ renderable.setup_frame(renderer);
+
+ if(update_delay)
+ {
+ if(update_interval)
+ --update_delay;
+ return;
+ }
+ update_delay = update_interval-1;
+ environment.setup_frame(renderer);
const Matrix *matrix = renderable.get_matrix();
- Vector3 position = (*matrix)*Vector3();
- camera.set_position(position);
+ if(!matrix)
+ return;
+
+ Renderer::Push push(renderer);
+ Renderer::Exclude exclude1(renderer, renderable);
+ Renderer::Exclude exclude2(renderer, *this);
+
+ camera.set_position(matrix->column(3).slice<3>(0));
+
+ BindRestore bind_fbo(fbo[0]);
for(unsigned i=0; i<6; ++i)
{
TextureCubeFace face = TextureCube::enumerate_faces(i);
- Bind _bind_fbo(fbo[i]);
- 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);
+ fbo[i].bind();
+ fbo[i].clear();
+ camera.set_look_direction(TextureCube::get_face_direction(face));
+ camera.set_up_direction(TextureCube::get_t_direction(face));
+ renderer.set_camera(camera);
+ renderer.render(environment);
}
}
-void EnvironmentMap::finish_frame() const
+void EnvironmentMap::finish_frame()
{
if(rendered)
{
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- 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);
-
- env_tex.bind_to(4);
- TexUnit::activate(0);
-
Renderer::Push _push_rend(renderer);
+
+ unsigned unit = renderer.allocate_effect_texunit();
+ shdata.uniform("environment", static_cast<int>(unit));
+ Bind _bind_env(env_tex, unit);
+
+ const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
+ shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
+
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
-
- env_tex.unbind_from(4);
- TexUnit::activate(0);
}
} // namespace GL