namespace Msp {
namespace GL {
-EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, Renderable &r, Renderable &e):
+EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
Effect(r),
environment(e),
- sampler(resources.get<Sampler>("_linear_clamp.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
{
init(s, RGB8);
}
-EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, PixelFormat f, Renderable &r, Renderable &e):
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
Effect(r),
environment(e),
- sampler(resources.get<Sampler>("_linear_clamp.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
{
init(s, f);
}
faces[i].camera.set_aspect_ratio(1);
faces[i].camera.set_depth_clip(0.1, 100);
}
+
+ shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
}
void EnvironmentMap::set_depth_clip(float n, float f)
Renderer::Push _push_rend(renderer);
- const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
- shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
-
renderer.set_texture("environment_map", &env_tex, &sampler);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);