#include "framebuffer.h"
#include "matrix.h"
#include "programdata.h"
-#include "renderbuffer.h"
+#include "texture2d.h"
#include "texturecube.h"
#include "vector.h"
namespace Msp {
namespace GL {
-class Resources;
+class Mesh;
/**
Creates a cube map texture of the surroundings of the renderable. This texture
unsigned size;
Renderable &environment;
TextureCube env_tex;
- Renderbuffer depth_buf;
+ Texture2D depth_buf;
Face faces[6];
+
+ TextureCube irradiance;
+ const Program &irradiance_shprog;
+ Framebuffer irradiance_fbo;
+ const Program &specular_shprog;
+ std::vector<Framebuffer> specular_fbos;
+ ProgramData prefilter_shdata;
+ const Mesh &fullscreen_mesh;
+
const Sampler &sampler;
+ const Sampler &mip_sampler;
ProgramData shdata;
bool rendered;
unsigned update_interval;
unsigned update_delay;
public:
- EnvironmentMap(Resources &, unsigned size, Renderable &rend, Renderable &env);
- EnvironmentMap(Resources &, unsigned size, PixelFormat, Renderable &rend, Renderable &env);
+ EnvironmentMap(unsigned size, PixelFormat, Renderable &rend, Renderable &env);
+ EnvironmentMap(unsigned size, PixelFormat, unsigned, Renderable &rend, Renderable &env);
private:
void init(unsigned, PixelFormat, unsigned);
virtual void finish_frame();
virtual void render(Renderer &, Tag = Tag()) const;
+
+ virtual void set_debug_name(const std::string &);
};
} // namespace GL