renderable.setup_frame();
environment.setup_frame();
+ Renderer env_renderer(0);
const Matrix *matrix = renderable.get_matrix();
Vector3 position = (*matrix)*Vector3();
camera.set_position(position);
fbo[i].clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
camera.set_look_direction(env_tex.get_face_direction(face));
camera.set_up_direction(env_tex.get_t_direction(face));
- Renderer env_renderer(&camera);
+ env_renderer.begin(&camera);
env_renderer.exclude(renderable);
+ env_renderer.exclude(*this);
env_renderer.render(environment);
}
Framebuffer::unbind();
unsigned unit = renderer.allocate_effect_texunit();
shdata.uniform("environment", static_cast<int>(unit));
- env_tex.bind_to(unit);
+ Bind _bind_env(env_tex, unit);
- const Matrix &view_matrix = renderer.get_camera()->get_matrix();
- // XXX The camera should maybe have store its own object matrix
- float env_mdata[9];
- env_mdata[0] = view_matrix[0];
- env_mdata[1] = view_matrix[4];
- env_mdata[2] = view_matrix[8];
- env_mdata[3] = view_matrix[1];
- env_mdata[4] = view_matrix[5];
- env_mdata[5] = view_matrix[9];
- env_mdata[6] = view_matrix[2];
- env_mdata[7] = view_matrix[6];
- env_mdata[8] = view_matrix[10];
- shdata.uniform_matrix3("env_eye_matrix", env_mdata);
+ const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
+ shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
-
- env_tex.unbind_from(unit);
}
} // namespace GL