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