X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fenvironmentmap.h;h=9c8447f6173f988d2f952f91d08b4cb4d52846b7;hb=91d87a3ecae2b21a87829442d82e65f071009e92;hp=a13bea3faeeea6eaea41e1d594700c48437a16b1;hpb=dff7004fa078d55911664c0f513b5dc6c9449420;p=libs%2Fgl.git diff --git a/source/effects/environmentmap.h b/source/effects/environmentmap.h index a13bea3f..9c8447f6 100644 --- a/source/effects/environmentmap.h +++ b/source/effects/environmentmap.h @@ -6,14 +6,14 @@ #include "framebuffer.h" #include "matrix.h" #include "programdata.h" -#include "renderbuffer.h" +#include "texture2d.h" #include "texturecube.h" #include "vector.h" namespace Msp { namespace GL { -class Resources; +class Mesh; /** Creates a cube map texture of the surroundings of the renderable. This texture @@ -27,29 +27,55 @@ environment. class EnvironmentMap: public Effect { private: + struct Face + { + Framebuffer fbo; + Camera camera; + }; + unsigned size; Renderable &environment; TextureCube env_tex; - Renderbuffer depth_buf; - Framebuffer fbo[6]; + Texture2D depth_buf; + Face faces[6]; + + TextureCube irradiance; + const Program &irradiance_shprog; + Framebuffer irradiance_fbo; + const Program &specular_shprog; + std::vector specular_fbos; + ProgramData prefilter_shdata; + const Mesh &fullscreen_mesh; + const Sampler &sampler; - Camera camera; - mutable ProgramData shdata; + const Sampler &mip_sampler; + ProgramData shdata; bool rendered; unsigned update_interval; unsigned update_delay; public: - EnvironmentMap(Resources &, unsigned size, Renderable &rend, Renderable &env); + EnvironmentMap(unsigned size, PixelFormat, Renderable &rend, Renderable &env); + EnvironmentMap(unsigned size, PixelFormat, unsigned, Renderable &rend, Renderable &env); +private: + void init(unsigned, PixelFormat, unsigned); +public: void set_depth_clip(float, float); + + /** Sets the interval in frames between environment map updates. A value of + 0 means an update is only done when manually requested. */ void set_update_interval(unsigned); + + /** Request that the environment map is updated on the next frame. */ void queue_update(); virtual void setup_frame(Renderer &); virtual void finish_frame(); virtual void render(Renderer &, Tag = Tag()) const; + + virtual void set_debug_name(const std::string &); }; } // namespace GL