in the newest trunk i get a compile error with gcc/mingw:
D:\Develop\Lib\Irrlicht\trunk\source\Irrlicht\CNullDriver.h|323|error: extra qualification 'irr::video::CNullDriver::' on member 'addRenderTargetTextureCubemap' [-fpermissive]|
the 'CNullDriver::' is too much befor 'addRenderTargetTextureCubemap'
ViualStudio accepts it, gcc not.
[fixed]compile error with gcc
Re: compile error with gcc
Fixed it, thanks!
edit: To show a little bit what this is about: https://imgur.com/qr1pdTz
Basically I'm trying to get image based lighting working and having rendering into cube-maps is one of the steps I needed for that.
edit: To show a little bit what this is about: https://imgur.com/qr1pdTz
Basically I'm trying to get image based lighting working and having rendering into cube-maps is one of the steps I needed for that.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: [fixed]compile error with gcc
If you want to see how to attach all layers of the cube-map at once, to the FBO and enable layered rendering (OpenGL 3.3 compatible), check out:
https://github.com/buildaworldnet/Irrli ... MapShadows
For IBL you want to associate the mip-maps of the cubemap to particular shininess/roughness levels of your BRDF (lighting model).
Then you can sample with
For this compute the mip-maps of the cubemap in a custom way (ideally compute shader to do all at once, but can get away with pixel shader in multiple passes), using a smoothing filter matching your BRDF and shininess level.
For blinn phong its basically gaussian blur but in spherical coords.
https://github.com/buildaworldnet/Irrli ... MapShadows
For IBL you want to associate the mip-maps of the cubemap to particular shininess/roughness levels of your BRDF (lighting model).
Then you can sample with
Code: Select all
vec3 iblProbedCol = textureLod(cubeMap,reflectedNormal,shininess);
For blinn phong its basically gaussian blur but in spherical coords.
Re: [fixed]compile error with gcc
Thanks, I took a quick look at your code before, but unfortunately I need D3D. But Nadro did most of the work anyway already, was just missing RTT's. It should already be possible to attach all faces for rendering at once, thought I didn't test that.
Also I probably need to change the interface again (not a too big problem as we never released the current interface) as mip-level access is no longer there. Which I indeed will probably need for the shininess levels. But right now fighting with creating irradiance from cubemap (had to learn first what convolution even is...). After that it should be good enough that I can put at least a basic example in Irrlicht (based on IrrSpintz example, he had that stuff for years... although his example didn't really work correct ^^).
Also I probably need to change the interface again (not a too big problem as we never released the current interface) as mip-level access is no longer there. Which I indeed will probably need for the shininess levels. But right now fighting with creating irradiance from cubemap (had to learn first what convolution even is...). After that it should be good enough that I can put at least a basic example in Irrlicht (based on IrrSpintz example, he had that stuff for years... although his example didn't really work correct ^^).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: [fixed]compile error with gcc
D3D9 will not let you do layered rendering, seamless cubemap filtering.
Re: [fixed]compile error with gcc
Yeah, seamless cubemap filtering not possible. Layer rendering - you mean rendering into other layer of mipmaps of cubemap? That should work I think (at least it seemed so on first view of docs, but I haven't tried yet).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: [fixed]compile error with gcc
No, I mean rendering to all 6 faces of the cubemap at once with the geometry shader (or vertex shader with nvidia extension declared only in the shader) dispatching triangles (and their copies) to the appropriate "layer" (face) of the cubemap.