X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fenvironmentmap.h;h=9ef0e87d87a599fa8632a45234b8d3de6a3f0b95;hp=0c80012501baab724ae5845aab1b786363c32996;hb=HEAD;hpb=083a8227715fa32c841fc2b8126e4ab8d2840ba0 diff --git a/source/effects/environmentmap.h b/source/effects/environmentmap.h index 0c800125..9ef0e87d 100644 --- a/source/effects/environmentmap.h +++ b/source/effects/environmentmap.h @@ -16,13 +16,17 @@ 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. +Creates a cube map texture of the surroundings of the content renderable, for +use in image-based lighting. Also called a light probe. -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 Sequence to define which passes should be used to render the -environment. +The cube map can optionally be prefiltered for varying amounts of roughness. +An irradiance map for diffuse lighting is also created. + +The EnvironmentMap won't be rendered inside its own environment. This avoids +artifacts if one is used to create reflections on a complex object. + +The shader fragment common.glsl provides interfaces to access the environment +data. */ class EnvironmentMap: public Effect { @@ -43,7 +47,7 @@ public: }; unsigned size = 512; - PixelFormat format = RGB16F; + PixelFormat format = RGBA16F; std::string environment_name; unsigned roughness_levels = 5; Vector3 fixed_position; @@ -81,13 +85,20 @@ protected: const Sampler &mip_sampler; ProgramData shdata; bool rendered = false; + bool in_setup_frame = false; unsigned update_interval = 1; unsigned update_delay = 0; public: - EnvironmentMap(unsigned size, PixelFormat, Renderable &rend, Renderable &env); - EnvironmentMap(unsigned size, PixelFormat, unsigned, Renderable &rend, Renderable &env); + EnvironmentMap(unsigned size, PixelFormat, Renderable &content, Renderable &env); + + /** Creates an EnvironmentMap with prefiltering for varying amounts of + roughness. Levels specifies the number of prefilter mipmap levels and must + be valid for the size. */ + EnvironmentMap(unsigned size, PixelFormat, unsigned levels, Renderable &content, Renderable &env); + /** Sets a fixed position to render the environment map from. This can be + useful if the content renderable does not have a model matrix. */ void set_fixed_position(const Vector3 &); void set_depth_clip(float, float);