]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/environmentmap.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / effects / environmentmap.cpp
index c714a56f6c300b03da24c2ed1576e55e5ae24c96..a59c14315faf20a6b7ac0ac107835ed59176e9cc 100644 (file)
@@ -1,52 +1,86 @@
 #include <algorithm>
 #include <cmath>
+#include <msp/core/raii.h>
+#include <msp/strings/format.h>
 #include "environmentmap.h"
+#include "error.h"
+#include "mesh.h"
 #include "renderer.h"
 #include "resources.h"
-#include "texunit.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, Renderable &r, Renderable &e):
-       Effect(r),
-       environment(e),
-       sampler(resources.get<Sampler>("_linear_clamp.samp"))
-{
-       init(s, RGB8);
-}
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &c, Renderable &e):
+       EnvironmentMap(s, f, 1, c, e)
+{ }
 
-EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, PixelFormat f, Renderable &r, Renderable &e):
-       Effect(r),
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, unsigned l, Renderable &c, Renderable &e):
+       Effect(c),
+       size(s),
        environment(e),
-       sampler(resources.get<Sampler>("_linear_clamp.samp"))
+       irradiance_shprog(Resources::get_global().get<Program>("_envmap_irradiance.glsl.shader")),
+       specular_shprog(Resources::get_global().get<Program>("_envmap_specular.glsl.shader")),
+       fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+       sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
+       mip_sampler(Resources::get_global().get<Sampler>("_mip_clamp.samp"))
 {
-       init(s, f);
-}
-
-void EnvironmentMap::init(unsigned s, PixelFormat f)
-{
-       size = s;
-       rendered = false;
-       update_interval = 1;
-       update_delay = 0;
+       if(!l || (1U<<(l-1))>=s)
+               throw invalid_argument("EnvironmentMap::EnvironmentMap");
 
-       env_tex.storage(f, size);
-       depth_buf.storage(DEPTH_COMPONENT32F, size, size);
+       env_tex.storage(f, size, l);
+       depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
        for(unsigned i=0; i<6; ++i)
        {
-               TextureCubeFace face = TextureCube::enumerate_faces(i);
-               faces[i].fbo.attach(COLOR_ATTACHMENT0, env_tex, face, 0);
+               TextureCubeFace face = static_cast<TextureCubeFace>(i);
+               faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
+               faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
                faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
-               faces[i].fbo.require_complete();
                faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
                faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
                faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
                faces[i].camera.set_aspect_ratio(1);
                faces[i].camera.set_depth_clip(0.1, 100);
        }
+
+       irradiance.storage(f, size/4, 1);
+       irradiance_fbo.set_format((COLOR_ATTACHMENT,f));
+       irradiance_fbo.attach_layered(COLOR_ATTACHMENT, irradiance);
+
+       if(l>1)
+       {
+               specular_fbos.resize(l-1);
+               for(unsigned i=0; i+1<l; ++i)
+               {
+                       specular_fbos[i].set_format((COLOR_ATTACHMENT,f));
+                       specular_fbos[i].attach_layered(COLOR_ATTACHMENT, env_tex, i+1);
+               }
+
+               LinAl::Matrix<float, 3, 3> face_matrices[6];
+               for(unsigned i=0; i<6; ++i)
+               {
+                       GL::TextureCubeFace face = static_cast<TextureCubeFace>(i);
+                       GL::Vector3 columns[3];
+                       columns[0] = GL::TextureCube::get_s_direction(face);
+                       columns[1] = GL::TextureCube::get_t_direction(face);
+                       columns[2] = GL::TextureCube::get_face_direction(face);
+                       face_matrices[i] = LinAl::Matrix<float, 3, 3>::from_columns(columns);
+               }
+
+               prefilter_shdata.uniform_array("faces", 6, &face_matrices[0]);
+               prefilter_shdata.uniform("n_samples", 128);
+               prefilter_shdata.uniform("roughness", 1.0f);
+       }
+
+       shdata.uniform("env_world_matrix", LinAl::Matrix<float, 3, 3>::identity());
+}
+
+void EnvironmentMap::set_fixed_position(const Vector3 &p)
+{
+       fixed_position = p;
+       use_fixed_pos = true;
 }
 
 void EnvironmentMap::set_depth_clip(float n, float f)
@@ -72,7 +106,7 @@ void EnvironmentMap::setup_frame(Renderer &renderer)
                return;
 
        rendered = true;
-       renderable.setup_frame(renderer);
+       content.setup_frame(renderer);
 
        if(update_delay)
        {
@@ -83,24 +117,43 @@ void EnvironmentMap::setup_frame(Renderer &renderer)
        update_delay = update_interval-1;
        environment.setup_frame(renderer);
 
-       const Matrix *matrix = renderable.get_matrix();
-       if(!matrix)
-               return;
+       SetFlag set_in(in_setup_frame);
 
-       Renderer::Push push(renderer);
-       Renderer::Exclude exclude1(renderer, renderable);
-       Renderer::Exclude exclude2(renderer, *this);
+       Vector3 center;
+       if(use_fixed_pos)
+               center = fixed_position;
+       else
+       {
+               const Matrix *matrix = content.get_matrix();
+               if(!matrix)
+                       return;
 
-       Vector3 center = matrix->column(3).slice<3>(0);
+               center = matrix->column(3).slice<3>(0);
+       }
+
+       Renderer::Push push(renderer);
 
-       BindRestore bind_fbo(faces[0].fbo);
        for(unsigned i=0; i<6; ++i)
        {
                faces[i].camera.set_position(center);
-               faces[i].fbo.bind();
-               faces[i].fbo.clear();
+               renderer.set_framebuffer(&faces[i].fbo);
                renderer.set_camera(faces[i].camera);
-               renderer.render(environment);
+               environment.render(renderer);
+       }
+
+       renderer.set_pipeline_key(this);
+       renderer.set_framebuffer(&irradiance_fbo);
+       renderer.set_shader_program(&irradiance_shprog, &prefilter_shdata);
+       renderer.set_texture("environment_map", &env_tex, 0, &sampler);
+       fullscreen_mesh.draw(renderer);
+
+       renderer.set_shader_program(&specular_shprog);
+       for(unsigned i=0; i<specular_fbos.size(); ++i)
+       {
+               prefilter_shdata.uniform("roughness", 1.0f-sqrt(1.0f-static_cast<float>(i+1)/specular_fbos.size()));
+               renderer.set_pipeline_key(this, 1+i);
+               renderer.set_framebuffer(&specular_fbos[i]);
+               fullscreen_mesh.draw(renderer);
        }
 }
 
@@ -109,24 +162,91 @@ void EnvironmentMap::finish_frame()
        if(rendered)
        {
                rendered = false;
-               renderable.finish_frame();
+               content.finish_frame();
                environment.finish_frame();
        }
 }
 
 void EnvironmentMap::render(Renderer &renderer, Tag tag) const
 {
-       if(!enabled_passes.count(tag))
-               return renderer.render(renderable, tag);
+       if(in_setup_frame)
+               return;
+       if(!is_enabled_for_method(tag))
+               return content.render(renderer, tag);
 
        Renderer::Push _push_rend(renderer);
 
-       const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
-       shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
-
-       renderer.set_texture("environment_map", &env_tex, &sampler);
+       renderer.set_texture("environment_map", &env_tex, &mip_sampler);
+       renderer.set_texture("irradiance_map", &irradiance, &sampler);
        renderer.add_shader_data(shdata);
-       renderer.render(renderable, tag);
+       content.render(renderer, tag);
+}
+
+void EnvironmentMap::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       env_tex.set_debug_name(name+"/environment.tex");
+       depth_buf.set_debug_name(name+"/environment_depth.rbuf");
+       static const char *const face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
+       for(unsigned i=0; i<6; ++i)
+       {
+               faces[i].fbo.set_debug_name(format("%s [FBO:%s]", name, face_names[i]));
+               faces[i].camera.set_debug_name(format("%s/%s.camera", name, face_names[i]));
+       }
+
+       irradiance.set_debug_name(name+"/irradiance.tex");
+       irradiance_fbo.set_debug_name(name+" [FBO:irradiance]");
+       for(unsigned i=0; i<specular_fbos.size(); ++i)
+               specular_fbos[i].set_debug_name(format("%s [FBO:specular_mip%d]", name, i+1));
+       prefilter_shdata.set_debug_name(name+" [UBO:prefilter]");
+       shdata.set_debug_name(name+" [UBO]");
+#else
+       (void)name;
+#endif
+}
+
+
+EnvironmentMap *EnvironmentMap::Template::create(const map<string, Renderable *> &renderables) const
+{
+       Renderable *content = get_item(renderables, content_name);
+       Renderable *environment = get_item(renderables, environment_name);
+       if(!content || !environment)
+               throw invalid_operation("EnvironmentMap::Template::create");
+
+       RefPtr<EnvironmentMap> env_map = new EnvironmentMap(size, format, roughness_levels, *content, *environment);
+       if(use_fixed_position)
+               env_map->set_fixed_position(fixed_position);
+       env_map->set_depth_clip(near_clip, far_clip);
+
+       create_base(*env_map);
+
+       return env_map.release();
+}
+
+
+DataFile::Loader::ActionMap EnvironmentMap::Template::Loader::shared_actions;
+
+EnvironmentMap::Template::Loader::Loader(Template &t, Collection &c):
+       DerivedObjectLoader<Template, Effect::Template::Loader>(t, c)
+{
+       set_actions(shared_actions);
+}
+
+void EnvironmentMap::Template::Loader::init_actions()
+{
+       Effect::Template::Loader::init_actions();
+       add("depth_clip", &Template::near_clip, &Template::far_clip);
+       add("environment", &Template::environment_name);
+       add("fixed_position", &Loader::fixed_position);
+       add("format", &Template::format);
+       add("roughness_levels", &Template::roughness_levels);
+       add("size", &Template::size);
+}
+
+void EnvironmentMap::Template::Loader::fixed_position(float x, float y, float z)
+{
+       obj.fixed_position = Vector3(x, y, z);
+       obj.use_fixed_position = true;
 }
 
 } // namespace GL