/**************************************************************************/ /* cubemap_filter.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifdef GLES3_ENABLED #include "cubemap_filter.h" #include "../storage/texture_storage.h" #include "core/config/project_settings.h" usingnamespaceGLES3; CubemapFilter *CubemapFilter::singleton = …; CubemapFilter::CubemapFilter() { … } CubemapFilter::~CubemapFilter() { … } // Helper functions for IBL filtering Vector3 importance_sample_GGX(Vector2 xi, float roughness4) { … } float distribution_GGX(float NdotH, float roughness4) { … } float radical_inverse_vdC(uint32_t bits) { … } Vector2 hammersley(uint32_t i, uint32_t N) { … } void CubemapFilter::filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubemap, GLuint p_dest_framebuffer, int p_source_size, int p_mipmap_count, int p_layer) { … } #endif // GLES3_ENABLED