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