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[libs/gl.git] / source / effects / environmentmap.cpp
1 #include <algorithm>
2 #include <cmath>
3 #include "environmentmap.h"
4 #include "mesh.h"
5 #include "renderer.h"
6 #include "resources.h"
7
8 using namespace std;
9
10 namespace Msp {
11 namespace GL {
12
13 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
14         Effect(r),
15         environment(e),
16         irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
17         specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
18         fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
19         sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
20         mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
21 {
22         init(s, f, 1);
23 }
24
25 EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &r, Renderable &e):
26         Effect(r),
27         environment(e),
28         irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
29         specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
30         fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
31         sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
32         mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
33 {
34         init(s, f, l);
35 }
36
37 void EnvironmentMap::init(unsigned s, PixelFormat f, unsigned l)
38 {
39         if(!l || (1U<<(l-1))>=s)
40                 throw invalid_argument("EnvironmentMap::EnvironmentMap");
41
42         size = s;
43         rendered = false;
44         update_interval = 1;
45         update_delay = 0;
46
47         env_tex.storage(f, size, l);
48         depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
49         for(unsigned i=0; i<6; ++i)
50         {
51                 TextureCubeFace face = TextureCube::enumerate_faces(i);
52                 faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
53                 faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
54                 faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
55                 faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
56                 faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
57                 faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
58                 faces[i].camera.set_aspect_ratio(1);
59                 faces[i].camera.set_depth_clip(0.1, 100);
60         }
61
62         irradiance.storage(f, size/4, 1);
63         irradiance_fbo.set_format((COLOR_ATTACHMENT,f));
64         irradiance_fbo.attach_layered(COLOR_ATTACHMENT, irradiance);
65
66         if(l>1)
67         {
68                 specular_fbos.resize(l-1);
69                 for(unsigned i=1; i<l; ++i)
70                 {
71                         specular_fbos[i-1].set_format((COLOR_ATTACHMENT,f));
72                         specular_fbos[i-1].attach_layered(COLOR_ATTACHMENT, env_tex, i);
73                 }
74
75                 LinAl::Matrix<float, 3, 3> face_matrices[6];
76                 for(unsigned i=0; i<6; ++i)
77                 {
78                         GL::TextureCubeFace face = GL::TextureCube::enumerate_faces(i);
79                         GL::Vector3 columns[3];
80                         columns[0] = GL::TextureCube::get_s_direction(face);
81                         columns[1] = GL::TextureCube::get_t_direction(face);
82                         columns[2] = GL::TextureCube::get_face_direction(face);
83                         face_matrices[i] = LinAl::Matrix<float, 3, 3>::from_columns(columns);
84                 }
85
86                 prefilter_shdata.uniform_array("faces", 6, &face_matrices[0]);
87                 prefilter_shdata.uniform("n_samples", 128);
88                 prefilter_shdata.uniform("roughness", 1.0f);
89         }
90
91         shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
92 }
93
94 void EnvironmentMap::set_depth_clip(float n, float f)
95 {
96         for(unsigned i=0; i<6; ++i)
97                 faces[i].camera.set_depth_clip(n, f);
98 }
99
100 void EnvironmentMap::set_update_interval(unsigned i)
101 {
102         update_interval = i;
103         update_delay = min(update_delay, update_interval-1);
104 }
105
106 void EnvironmentMap::queue_update()
107 {
108         update_delay = 0;
109 }
110
111 void EnvironmentMap::setup_frame(Renderer &renderer)
112 {
113         if(rendered)
114                 return;
115
116         rendered = true;
117         renderable.setup_frame(renderer);
118
119         if(update_delay)
120         {
121                 if(update_interval)
122                         --update_delay;
123                 return;
124         }
125         update_delay = update_interval-1;
126         environment.setup_frame(renderer);
127
128         const Matrix *matrix = renderable.get_matrix();
129         if(!matrix)
130                 return;
131
132         Renderer::Push push(renderer);
133         Renderer::Exclude exclude1(renderer, renderable);
134         Renderer::Exclude exclude2(renderer, *this);
135
136         Vector3 center = matrix->column(3).slice<3>(0);
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.clear();
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