}
-void EnvironmentMap::setup_frame() const
+void EnvironmentMap::setup_frame(Renderer &renderer)
{
if(rendered)
return;
rendered = true;
- renderable.setup_frame();
- environment.setup_frame();
+ renderable.setup_frame(renderer);
+ environment.setup_frame(renderer);
const Matrix *matrix = renderable.get_matrix();
- Vector3 position = (*matrix)*Vector3();
- camera.set_position(position);
+ if(!matrix)
+ return;
+
+ Renderer::Push push(renderer);
+ Renderer::Exclude exclude1(renderer, renderable);
+ Renderer::Exclude exclude2(renderer, *this);
+
+ camera.set_position(matrix->column(3).slice<3>(0));
+
+ BindRestore bind_fbo(fbo[0]);
for(unsigned i=0; i<6; ++i)
{
TextureCubeFace face = TextureCube::enumerate_faces(i);
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.exclude(renderable);
- env_renderer.render(environment);
+ renderer.set_camera(camera);
+ renderer.render(environment);
}
- Framebuffer::unbind();
}
-void EnvironmentMap::finish_frame() const
+void EnvironmentMap::finish_frame()
{
if(rendered)
{
shdata.uniform("environment", static_cast<int>(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);