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