#include <algorithm>
#include <cmath>
+#include <msp/strings/format.h>
#include "environmentmap.h"
#include "mesh.h"
#include "renderer.h"
depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
for(unsigned i=0; i<6; ++i)
{
- TextureCubeFace face = TextureCube::enumerate_faces(i);
+ TextureCubeFace face = static_cast<TextureCubeFace>(i);
faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
LinAl::Matrix<float, 3, 3> face_matrices[6];
for(unsigned i=0; i<6; ++i)
{
- GL::TextureCubeFace face = GL::TextureCube::enumerate_faces(i);
+ GL::TextureCubeFace face = static_cast<TextureCubeFace>(i);
GL::Vector3 columns[3];
columns[0] = GL::TextureCube::get_s_direction(face);
columns[1] = GL::TextureCube::get_t_direction(face);
{
faces[i].camera.set_position(center);
renderer.set_framebuffer(&faces[i].fbo);
- renderer.clear();
renderer.set_camera(faces[i].camera);
renderer.render(environment);
}
#ifdef DEBUG
env_tex.set_debug_name(name+"/environment.texcb");
depth_buf.set_debug_name(name+"/environment_depth.rbuf");
- static const char *face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
+ static const char *const face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
for(unsigned i=0; i<6; ++i)
{
faces[i].fbo.set_debug_name(format("%s [FBO:%s]", name, face_names[i]));