+#include "framebuffer.h"
+#include "mesh.h"
#include "pbrmaterial.h"
+#include "renderer.h"
+#include "resources.h"
+#include "texture2d.h"
using namespace std;
Tag("roughness_map"),
Tag("occlusion_map"),
Tag("emission_map"),
+ Tag("fresnel_lookup"),
Tag()
};
PbrMaterial::PbrMaterial():
- receive_shadows(false)
+ fresnel_lookup(get_or_create_fresnel_lookup())
{
set_base_color(0.8f);
set_metalness(0.0f);
set_emission(0.0f);
}
+const Texture2D &PbrMaterial::get_or_create_fresnel_lookup()
+{
+ Resources &resources = Resources::get_global();
+
+ static const string name = "_pbr_env_fresnel_lookup.tex2d";
+ Texture2D *fresnel_lookup = resources.find<Texture2D>(name);
+ if(fresnel_lookup)
+ return *fresnel_lookup;
+
+ fresnel_lookup = new Texture2D;
+ fresnel_lookup->storage(RG8, 128, 128, 1);
+ resources.add(name, fresnel_lookup);
+
+ const Program &shprog = resources.get<Program>("_pbr_fresnel_lookup.glsl.shader");
+ ProgramData shdata;
+ shdata.uniform("n_samples", 1024);
+ // Not actually used here, but put it in to satisfy the interface
+ shdata.uniform("roughness", 0.0f);
+
+ const Mesh &mesh = resources.get<Mesh>("_fullscreen_quad.mesh");
+ Framebuffer fresnel_lookup_fbo;
+ fresnel_lookup_fbo.attach(COLOR_ATTACHMENT0, *fresnel_lookup);
+ Bind bind_fbo(fresnel_lookup_fbo);
+ Renderer renderer;
+ renderer.set_shader_program(&shprog, &shdata);
+ mesh.draw(renderer);
+
+ return *fresnel_lookup;
+}
+
void PbrMaterial::fill_program_info(string &module_name, map<string, int> &spec_values) const
{
module_name = "cooktorrance.glsl";
bool use_emission = (emission.texture || emission.value.r || emission.value.g || emission.value.b);
spec_values["use_emission"] = use_emission;
spec_values["use_emission_map"] = (emission.texture!=0);
- spec_values["use_shadow_map"] = receive_shadows;
}
#pragma GCC diagnostic push
return occlusion.texture;
else if(tag==texture_tags[5])
return emission.texture;
+ else if(tag==texture_tags[6])
+ return &fresnel_lookup;
else
return 0;
}
emission.texture = tex;
}
-void PbrMaterial::set_receive_shadows(bool s)
-{
- receive_shadows = s;
-}
-
DataFile::Loader::ActionMap PbrMaterial::Loader::shared_actions;
add_property("roughness", &PbrMaterial::set_roughness, &PbrMaterial::set_roughness_map);
add_property("occlusion", &PbrMaterial::set_occlusion_map);
add_property("emission", &PbrMaterial::set_emission, &PbrMaterial::set_emission_map, false);
- add("receive_shadows", &PbrMaterial::receive_shadows);
}
} // namespace GL