X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fenvironmentmap.h;h=0c80012501baab724ae5845aab1b786363c32996;hp=1aaa26b7e68f425b29a4fe7f2e3a442cd9792eb6;hb=083a8227715fa32c841fc2b8126e4ab8d2840ba0;hpb=9a63244c1342337915c4610401a24c09fa72cc3d diff --git a/source/effects/environmentmap.h b/source/effects/environmentmap.h index 1aaa26b7..0c800125 100644 --- a/source/effects/environmentmap.h +++ b/source/effects/environmentmap.h @@ -1,56 +1,110 @@ #ifndef MSP_GL_ENVIRONMENTMAP_H_ #define MSP_GL_ENVIRONMENTMAP_H_ +#include #include "camera.h" #include "effect.h" #include "framebuffer.h" -#include "matrix.h" #include "programdata.h" -#include "renderbuffer.h" +#include "texture2d.h" #include "texturecube.h" -#include "vector.h" namespace Msp { namespace GL { -class Renderable; -class Resources; +class Mesh; +class Sampler; /** Creates a cube map texture of the surroundings of the renderable. This texture can then be used to implement effects such as reflections or refractions. -If the EnvironmentMap is used in a Pipeline, it's worth noting that the cube +If the EnvironmentMap is used in a Sequence, it's worth noting that the cube map will be prepared outside of any rendering pass. It's recommended to use -another Pipeline to define which passes should be used to render the +another Sequence to define which passes should be used to render the environment. */ class EnvironmentMap: public Effect { -private: +public: + struct Template: Effect::Template + { + class Loader: public DataFile::DerivedObjectLoader + { + private: + static ActionMap shared_actions; + + public: + Loader(Template &, Collection &); + private: + virtual void init_actions(); + + void fixed_position(float, float, float); + }; + + unsigned size = 512; + PixelFormat format = RGB16F; + std::string environment_name; + unsigned roughness_levels = 5; + Vector3 fixed_position; + bool use_fixed_position = false; + float near_clip = 0.1f; + float far_clip = 100.0f; + + virtual EnvironmentMap *create(const std::map &) const; + }; + +protected: + struct Face + { + Framebuffer fbo; + Camera camera; + }; + unsigned size; Renderable &environment; TextureCube env_tex; - Renderbuffer depth_buf; - Framebuffer fbo[6]; + Texture2D depth_buf; + Face faces[6]; + Vector3 fixed_position; + bool use_fixed_pos = false; + + TextureCube irradiance; + const Program &irradiance_shprog; + Framebuffer irradiance_fbo; + const Program &specular_shprog; + std::vector specular_fbos; + ProgramData prefilter_shdata; + const Mesh &fullscreen_mesh; + const Sampler &sampler; - Camera camera; - mutable ProgramData shdata; - bool rendered; - unsigned update_interval; - unsigned update_delay; + const Sampler &mip_sampler; + ProgramData shdata; + bool rendered = false; + unsigned update_interval = 1; + unsigned update_delay = 0; public: - EnvironmentMap(Resources &, unsigned size, Renderable &rend, Renderable &env); + EnvironmentMap(unsigned size, PixelFormat, Renderable &rend, Renderable &env); + EnvironmentMap(unsigned size, PixelFormat, unsigned, Renderable &rend, Renderable &env); + + void set_fixed_position(const Vector3 &); void set_depth_clip(float, float); + + /** Sets the interval in frames between environment map updates. A value of + 0 means an update is only done when manually requested. */ void set_update_interval(unsigned); + + /** Request that the environment map is updated on the next frame. */ void queue_update(); virtual void setup_frame(Renderer &); virtual void finish_frame(); - virtual void render(Renderer &, const Tag & = Tag()) const; + virtual void render(Renderer &, Tag = Tag()) const; + + virtual void set_debug_name(const std::string &); }; } // namespace GL