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[libs/gl.git] / source / effects / environmentmap.cpp
1 #include <algorithm>
2 #include <cmath>
3 #include "environmentmap.h"
4 #include "renderer.h"
5 #include "texunit.h"
6
7 using namespace std;
8
9 namespace Msp {
10 namespace GL {
11
12 EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
13         Effect(r),
14         size(s),
15         environment(e),
16         sampler(get_linear_sampler()),
17         rendered(false),
18         update_interval(1),
19         update_delay(0)
20 {
21         env_tex.storage(RGB8, size, 1);
22         depth_buf.storage(DEPTH_COMPONENT32F, size, size);
23         for(unsigned i=0; i<6; ++i)
24         {
25                 fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
26                 fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
27                 fbo[i].require_complete();
28         }
29
30         camera.set_field_of_view(Geometry::Angle<float>::right());
31         camera.set_aspect_ratio(1);
32         camera.set_depth_clip(0.1, 100);
33 }
34
35 void EnvironmentMap::set_depth_clip(float n, float f)
36 {
37         camera.set_depth_clip(n, f);
38 }
39
40 void EnvironmentMap::set_update_interval(unsigned i)
41 {
42         update_interval = i;
43         update_delay = min(update_delay, update_interval-1);
44 }
45
46 void EnvironmentMap::queue_update()
47 {
48         update_delay = 0;
49 }
50
51 void EnvironmentMap::setup_frame(Renderer &renderer)
52 {
53         if(rendered)
54                 return;
55
56         rendered = true;
57         renderable.setup_frame(renderer);
58
59         if(update_delay)
60         {
61                 if(update_interval)
62                         --update_delay;
63                 return;
64         }
65         update_delay = update_interval-1;
66         environment.setup_frame(renderer);
67
68         const Matrix *matrix = renderable.get_matrix();
69         if(!matrix)
70                 return;
71
72         Renderer::Push push(renderer);
73         Renderer::Exclude exclude1(renderer, renderable);
74         Renderer::Exclude exclude2(renderer, *this);
75
76         camera.set_position(matrix->column(3).slice<3>(0));
77
78         BindRestore bind_fbo(fbo[0]);
79         for(unsigned i=0; i<6; ++i)
80         {
81                 TextureCubeFace face = TextureCube::enumerate_faces(i);
82                 fbo[i].bind();
83                 fbo[i].clear();
84                 camera.set_look_direction(TextureCube::get_face_direction(face));
85                 camera.set_up_direction(TextureCube::get_t_direction(face));
86                 renderer.set_camera(camera);
87                 renderer.render(environment);
88         }
89 }
90
91 void EnvironmentMap::finish_frame()
92 {
93         if(rendered)
94         {
95                 rendered = false;
96                 renderable.finish_frame();
97                 environment.finish_frame();
98         }
99 }
100
101 void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
102 {
103         if(!enabled_passes.count(tag))
104                 return renderer.render(renderable, tag);
105
106         Renderer::Push _push_rend(renderer);
107
108         unsigned unit = renderer.allocate_effect_texunit();
109         shdata.uniform("environment", static_cast<int>(unit));
110         Bind _bind_sampler(*sampler, unit);
111         Bind _bind_env(env_tex, unit);
112
113         const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
114         shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
115
116         renderer.add_shader_data(shdata);
117         renderer.render(renderable, tag);
118 }
119
120 } // namespace GL
121 } // namespace Msp