// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // SPDX-License-Identifier: BSD-3-Clause /** * @class vtkPBRPrefilterTexture * @brief precompute prefilter texture used in physically based rendering * * Prefilter texture is a cubemap result of integration of the input cubemap contribution in * BRDF equation. The result depends on roughness coefficient so several levels of mipmap are * used to store results of different roughness coefficients. * It is used in Image Base Lighting to compute the specular part. */ #ifndef vtkPBRPrefilterTexture_h #define vtkPBRPrefilterTexture_h #include "vtkOpenGLTexture.h" #include "vtkRenderingOpenGL2Module.h" // For export macro #include "vtkWrappingHints.h" // For VTK_MARSHALAUTO VTK_ABI_NAMESPACE_BEGIN class vtkOpenGLFramebufferObject; class vtkOpenGLRenderWindow; class vtkOpenGLTexture; class vtkRenderWindow; class VTKRENDERINGOPENGL2_EXPORT VTK_MARSHALAUTO vtkPBRPrefilterTexture : public vtkOpenGLTexture { public: static vtkPBRPrefilterTexture* New(); vtkTypeMacro(vtkPBRPrefilterTexture, vtkOpenGLTexture); void PrintSelf(ostream& os, vtkIndent indent) override; ///@{ /** * Get/Set the input texture. */ void SetInputTexture(vtkOpenGLTexture*); vtkGetObjectMacro(InputTexture, vtkOpenGLTexture); ///@} /** * Implement base class method. */ void Load(vtkRenderer*) override; /** * Implement base class method. */ void Render(vtkRenderer* ren) override { this->Load(ren); } ///@{ /** * Get size of texture (input texture height). */ vtkGetMacro(PrefilterSize, unsigned int); ///@} ///@{ /** * Set/Get the number of mip-map levels. * Default is 5. */ vtkGetMacro(PrefilterLevels, unsigned int); vtkSetMacro(PrefilterLevels, unsigned int); ///@} ///@{ /** * Set/Get the maximum number of samples. * The number of samples for each roughness is between 1 * at roughness = 0 and PrefilterMaxSamples at roughness = 1 * Default is 512. */ vtkGetMacro(PrefilterMaxSamples, unsigned int); vtkSetMacro(PrefilterMaxSamples, unsigned int); ///@} ///@{ /** * 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); ///@} ///@{ /** * Set/Get the precision of the texture. * If HalfPrecision is enabled, each channel uses 16-bits values instead of 32-bits floating point * values. * Default is true. */ vtkGetMacro(HalfPrecision, bool); vtkSetMacro(HalfPrecision, bool); vtkBooleanMacro(HalfPrecision, 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: vtkPBRPrefilterTexture() = default; ~vtkPBRPrefilterTexture() override; unsigned int PrefilterSize; unsigned int PrefilterLevels = 5; unsigned int PrefilterMaxSamples = 512; vtkOpenGLTexture* InputTexture = nullptr; bool ConvertToLinear = false; bool HalfPrecision = true; private: vtkPBRPrefilterTexture(const vtkPBRPrefilterTexture&) = delete; void operator=(const vtkPBRPrefilterTexture&) = delete; }; VTK_ABI_NAMESPACE_END #endif