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Split reflection data from Program to a separate struct
[libs/gl.git] / source / effects / environmentmap.cpp
1 #include <algorithm>
2 #include <cmath>
3 #include <msp/strings/format.h>
4 #include "environmentmap.h"
5 #include "mesh.h"
6 #include "renderer.h"
7 #include "resources.h"
8
9 using namespace std;
10
11 namespace Msp {
12 namespace GL {
13
14 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
15         Effect(r),
16         environment(e),
17         irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
18         specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
19         fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
20         sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
21         mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
22 {
23         init(s, f, 1);
24 }
25
26 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &r, Renderable &e):
27         Effect(r),
28         environment(e),
29         irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
30         specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
31         fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
32         sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
33         mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
34 {
35         init(s, f, l);
36 }
37
38 void EnvironmentMap::init(unsigned s, PixelFormat f, unsigned l)
39 {
40         if(!l || (1U<<(l-1))>=s)
41                 throw invalid_argument("EnvironmentMap::EnvironmentMap");
42
43         size = s;
44         rendered = false;
45         update_interval = 1;
46         update_delay = 0;
47
48         env_tex.storage(f, size, l);
49         depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
50         for(unsigned i=0; i<6; ++i)
51         {
52                 TextureCubeFace face = static_cast<TextureCubeFace>(i);
53                 faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
54                 faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
55                 faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
56                 faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
57                 faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
58                 faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
59                 faces[i].camera.set_aspect_ratio(1);
60                 faces[i].camera.set_depth_clip(0.1, 100);
61         }
62
63         irradiance.storage(f, size/4, 1);
64         irradiance_fbo.set_format((COLOR_ATTACHMENT,f));
65         irradiance_fbo.attach_layered(COLOR_ATTACHMENT, irradiance);
66
67         if(l>1)
68         {
69                 specular_fbos.resize(l-1);
70                 for(unsigned i=1; i<l; ++i)
71                 {
72                         specular_fbos[i-1].set_format((COLOR_ATTACHMENT,f));
73                         specular_fbos[i-1].attach_layered(COLOR_ATTACHMENT, env_tex, i);
74                 }
75
76                 LinAl::Matrix<float, 3, 3> face_matrices[6];
77                 for(unsigned i=0; i<6; ++i)
78                 {
79                         GL::TextureCubeFace face = static_cast<TextureCubeFace>(i);
80                         GL::Vector3 columns[3];
81                         columns[0] = GL::TextureCube::get_s_direction(face);
82                         columns[1] = GL::TextureCube::get_t_direction(face);
83                         columns[2] = GL::TextureCube::get_face_direction(face);
84                         face_matrices[i] = LinAl::Matrix<float, 3, 3>::from_columns(columns);
85                 }
86
87                 prefilter_shdata.uniform_array("faces", 6, &face_matrices[0]);
88                 prefilter_shdata.uniform("n_samples", 128);
89                 prefilter_shdata.uniform("roughness", 1.0f);
90         }
91
92         shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
93 }
94
95 void EnvironmentMap::set_depth_clip(float n, float f)
96 {
97         for(unsigned i=0; i<6; ++i)
98                 faces[i].camera.set_depth_clip(n, f);
99 }
100
101 void EnvironmentMap::set_update_interval(unsigned i)
102 {
103         update_interval = i;
104         update_delay = min(update_delay, update_interval-1);
105 }
106
107 void EnvironmentMap::queue_update()
108 {
109         update_delay = 0;
110 }
111
112 void EnvironmentMap::setup_frame(Renderer &renderer)
113 {
114         if(rendered)
115                 return;
116
117         rendered = true;
118         renderable.setup_frame(renderer);
119
120         if(update_delay)
121         {
122                 if(update_interval)
123                         --update_delay;
124                 return;
125         }
126         update_delay = update_interval-1;
127         environment.setup_frame(renderer);
128
129         const Matrix *matrix = renderable.get_matrix();
130         if(!matrix)
131                 return;
132
133         Renderer::Push push(renderer);
134         Renderer::Exclude exclude1(renderer, renderable);
135         Renderer::Exclude exclude2(renderer, *this);
136
137         Vector3 center = matrix->column(3).slice<3>(0);
138
139         for(unsigned i=0; i<6; ++i)
140         {
141                 faces[i].camera.set_position(center);
142                 renderer.set_framebuffer(&faces[i].fbo);
143                 renderer.set_camera(faces[i].camera);
144                 renderer.render(environment);
145         }
146
147         renderer.set_framebuffer(&irradiance_fbo);
148         renderer.set_shader_program(&irradiance_shprog, &prefilter_shdata);
149         renderer.set_texture("environment_map", &env_tex, &sampler);
150         fullscreen_mesh.draw(renderer);
151
152         renderer.set_shader_program(&specular_shprog);
153         for(unsigned i=0; i<specular_fbos.size(); ++i)
154         {
155                 prefilter_shdata.uniform("roughness", 1.0f-sqrt(1.0f-static_cast<float>(i+1)/specular_fbos.size()));
156                 renderer.set_framebuffer(&specular_fbos[i]);
157                 fullscreen_mesh.draw(renderer);
158         }
159 }
160
161 void EnvironmentMap::finish_frame()
162 {
163         if(rendered)
164         {
165                 rendered = false;
166                 renderable.finish_frame();
167                 environment.finish_frame();
168         }
169 }
170
171 void EnvironmentMap::render(Renderer &renderer, Tag tag) const
172 {
173         if(!enabled_passes.count(tag))
174                 return renderer.render(renderable, tag);
175
176         Renderer::Push _push_rend(renderer);
177
178         renderer.set_texture("environment_map", &env_tex, &mip_sampler);
179         renderer.set_texture("irradiance_map", &irradiance, &sampler);
180         renderer.add_shader_data(shdata);
181         renderer.render(renderable, tag);
182 }
183
184 void EnvironmentMap::set_debug_name(const string &name)
185 {
186 #ifdef DEBUG
187         env_tex.set_debug_name(name+"/environment.texcb");
188         depth_buf.set_debug_name(name+"/environment_depth.rbuf");
189         static const char *const face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
190         for(unsigned i=0; i<6; ++i)
191         {
192                 faces[i].fbo.set_debug_name(format("%s [FBO:%s]", name, face_names[i]));
193                 faces[i].camera.set_debug_name(format("%s/%s.camera", name, face_names[i]));
194         }
195
196         irradiance.set_debug_name(name+"/irradiance.texcb");
197         irradiance_fbo.set_debug_name(name+" [FBO:irradiance]");
198         for(unsigned i=0; i<specular_fbos.size(); ++i)
199                 specular_fbos[i].set_debug_name(format("%s [FBO:specular_mip%d]", name, i+1));
200         prefilter_shdata.set_debug_name(name+" [UBO:prefilter]");
201         shdata.set_debug_name(name+" [UBO]");
202 #else
203         (void)name;
204 #endif
205 }
206
207 } // namespace GL
208 } // namespace Msp