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Share shader data between copied RenderPasses
[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         // XXX Make the depth range configurable
27         camera.set_field_of_view(Geometry::Angle<float>::right());
28         camera.set_aspect_ratio(1);
29         camera.set_depth_clip(0.1, 100);
30
31 }
32
33 void EnvironmentMap::setup_frame(Renderer &renderer)
34 {
35         if(rendered)
36                 return;
37
38         rendered = true;
39         renderable.setup_frame(renderer);
40         environment.setup_frame(renderer);
41
42         const Matrix *matrix = renderable.get_matrix();
43         if(!matrix)
44                 return;
45
46         Renderer::Push push(renderer);
47         Renderer::Exclude exclude1(renderer, renderable);
48         Renderer::Exclude exclude2(renderer, *this);
49
50         camera.set_position(matrix->column(3).slice<3>(0));
51
52         BindRestore bind_fbo(fbo[0]);
53         for(unsigned i=0; i<6; ++i)
54         {
55                 TextureCubeFace face = TextureCube::enumerate_faces(i);
56                 fbo[i].bind();
57                 fbo[i].clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
58                 camera.set_look_direction(env_tex.get_face_direction(face));
59                 camera.set_up_direction(env_tex.get_t_direction(face));
60                 renderer.set_camera(camera);
61                 renderer.render(environment);
62         }
63 }
64
65 void EnvironmentMap::finish_frame()
66 {
67         if(rendered)
68         {
69                 rendered = false;
70                 renderable.finish_frame();
71                 environment.finish_frame();
72         }
73 }
74
75 void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
76 {
77         if(!enabled_passes.count(tag))
78                 return renderer.render(renderable, tag);
79
80         Renderer::Push _push_rend(renderer);
81
82         unsigned unit = renderer.allocate_effect_texunit();
83         shdata.uniform("environment", static_cast<int>(unit));
84         Bind _bind_env(env_tex, unit);
85
86         const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
87         shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
88
89         renderer.add_shader_data(shdata);
90         renderer.render(renderable, tag);
91 }
92
93 } // namespace GL
94 } // namespace Msp