namespace Msp {
namespace GL {
+class Mesh;
+
/**
Creates a cube map texture of the surroundings of the renderable. This texture
can then be used to implement effects such as reflections or refractions.
TextureCube env_tex;
Renderbuffer 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;
public:
EnvironmentMap(unsigned size, 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);
+ void init(unsigned, PixelFormat, unsigned);
public:
void set_depth_clip(float, float);