#ifndef MSP_GL_ENVIRONMENTMAP_H_
#define MSP_GL_ENVIRONMENTMAP_H_
+#include <vector>
#include "camera.h"
#include "effect.h"
#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 Mesh;
+class Sampler;
/**
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];
+ Vector3 fixed_position;
+ bool use_fixed_pos = false;
TextureCube irradiance;
const Program &irradiance_shprog;
const Sampler &sampler;
const Sampler &mip_sampler;
ProgramData shdata;
- bool rendered;
- unsigned update_interval;
- unsigned update_delay;
+ bool rendered = false;
+ unsigned update_interval = 1;
+ unsigned update_delay = 0;
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, unsigned);
-public:
+ void set_fixed_position(const Vector3 &);
+
void set_depth_clip(float, float);
/** Sets the interval in frames between environment map updates. A value of