48 GLuint
BRDFLUT()
const {
return m_brdfLUT; }
52 bool CreateCubemapTarget(GLuint& tex, uint32_t size, uint32_t mipLevels);
54 bool BakeIrradiance(GLuint sourceCubemap);
56 bool BakePrefilter(GLuint sourceCubemap);
60 GLuint m_irradianceCubemap = 0;
61 GLuint m_prefilterCubemap = 0;
71 GLuint m_prefilterUBO = 0;
77 bool m_initialized =
false;
static constexpr uint32_t UNIT_BRDF_LUT
static constexpr uint32_t PREFILTER_SIZE
static constexpr uint32_t BRDF_LUT_SIZE
GLuint PrefilterCubemap() const
static constexpr uint32_t UNIT_PREFILTER
static constexpr uint32_t UNIT_IRRADIANCE
static constexpr uint32_t PREFILTER_MIPS
bool Initialize(GLuint sourceCubemap)
Bakes the irradiance map, prefiltered specular map, and BRDF LUT from a source cubemap.
bool IsInitialized() const
static constexpr uint32_t IRRADIANCE_SIZE
GLuint IrradianceCubemap() const
GLSL shader program compiled from either a combined source file or separate vertex/fragment files.
Backend-facing rendering layer shared by the four graphics backends.
Root namespace for everything the engine exposes.