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/*=========================================================================
Program: Visualization Toolkit
Module: vtkPBRIrradianceTexture.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkPBRIrradianceTexture
* @brief precompute irradiance texture used in physically based rendering
*
* Irradiance texture is a cubemap which average light of a hemisphere of the input texture.
* The input texture can be a cubemap or an equirectangular projection.
* It is used in Image Base Lighting to compute the diffuse part.
*/
#ifndef vtkPBRIrradianceTexture_h
#define vtkPBRIrradianceTexture_h
#include "vtkOpenGLTexture.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkOpenGLFramebufferObject;
class vtkOpenGLRenderWindow;
class vtkOpenGLTexture;
class vtkRenderWindow;
class VTKRENDERINGOPENGL2_EXPORT vtkPBRIrradianceTexture : public vtkOpenGLTexture
{
public:
static vtkPBRIrradianceTexture* New();
vtkTypeMacro(vtkPBRIrradianceTexture, vtkOpenGLTexture);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@{
/**
* Get/Set the input texture.
*/
void SetInputTexture(vtkOpenGLTexture* texture);
vtkGetObjectMacro(InputTexture, vtkOpenGLTexture);
//@}
/**
* Implement base class method.
*/
void Load(vtkRenderer*) override;
/**
* Implement base class method.
*/
void Render(vtkRenderer* ren) override { this->Load(ren); }
//@{
/**
* Set/Get size of texture.
* Default is 256.
*/
vtkGetMacro(IrradianceSize, unsigned int);
vtkSetMacro(IrradianceSize, unsigned int);
//@}
//@{
/**
* Set/Get the size of steps in radians used to sample hemisphere.
* Default is (pi/64).
* In some OpenGL drivers (OSMesa, old OSX), the default value might be too low leading to
* artifacts.
*/
vtkGetMacro(IrradianceStep, float);
vtkSetMacro(IrradianceStep, float);
//@}
//@{
/**
* Set/Get the conversion to linear color space.
* If the input texture is in sRGB color space and the conversion is not done by OpenGL
* directly with the texture format, the conversion can be done in the shader with this flag.
*/
vtkGetMacro(ConvertToLinear, bool);
vtkSetMacro(ConvertToLinear, bool);
vtkBooleanMacro(ConvertToLinear, bool);
//@}
/**
* Release any graphics resources that are being consumed by this texture.
* The parameter window could be used to determine which graphic
* resources to release. Using the same texture object in multiple
* render windows is NOT currently supported.
*/
void ReleaseGraphicsResources(vtkWindow*) override;
protected:
vtkPBRIrradianceTexture() = default;
~vtkPBRIrradianceTexture() override;
float IrradianceStep = 0.04908738521; // pi / 64
unsigned int IrradianceSize = 256;
vtkOpenGLTexture* InputTexture = nullptr;
bool ConvertToLinear = false;
private:
vtkPBRIrradianceTexture(const vtkPBRIrradianceTexture&) = delete;
void operator=(const vtkPBRIrradianceTexture&) = delete;
};
#endif