]> git.tdb.fi Git - libs/gl.git/blobdiff - source/environmentmap.cpp
Copy ProgramData::uniform_slots in copy constructor and operator=
[libs/gl.git] / source / environmentmap.cpp
index 09a9b468277f7fad0c8f030e69ff820157aa70a4..ae98719f16c623f81cc0045bcd4d040f82884129 100644 (file)
@@ -20,14 +20,14 @@ EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
        {
                fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
                fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
+               fbo[i].require_complete();
        }
 
        // XXX Make the depth range configurable
-       camera.set_field_of_view(M_PI/2);
+       camera.set_field_of_view(Geometry::Angle<float>::right());
        camera.set_aspect(1);
        camera.set_depth_clip(0.1, 100);
 
-       shdata.uniform("environment", 4);
 }
 
 void EnvironmentMap::setup_frame() const
@@ -45,14 +45,16 @@ void EnvironmentMap::setup_frame() const
        for(unsigned i=0; i<6; ++i)
        {
                TextureCubeFace face = TextureCube::enumerate_faces(i);
-               Bind _bind_fbo(fbo[i]);
+               fbo[i].bind();
                fbo[i].clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
                camera.set_look_direction(env_tex.get_face_direction(face));
                camera.set_up_direction(env_tex.get_t_direction(face));
                Renderer env_renderer(&camera);
                env_renderer.exclude(renderable);
+               env_renderer.exclude(*this);
                env_renderer.render(environment);
        }
+       Framebuffer::unbind();
 }
 
 void EnvironmentMap::finish_frame() const
@@ -70,6 +72,12 @@ void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
+       Renderer::Push _push_rend(renderer);
+
+       unsigned unit = renderer.allocate_effect_texunit();
+       shdata.uniform("environment", static_cast<int>(unit));
+       Bind _bind_env(env_tex, unit);
+
        const Matrix &view_matrix = renderer.get_camera()->get_matrix();
        // XXX The camera should maybe have store its own object matrix
        float env_mdata[9];
@@ -84,15 +92,8 @@ void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
        env_mdata[8] = view_matrix[10];
        shdata.uniform_matrix3("env_eye_matrix", env_mdata);
 
-       env_tex.bind_to(4);
-       TexUnit::activate(0);
-
-       Renderer::Push _push_rend(renderer);
        renderer.add_shader_data(shdata);
        renderer.render(renderable, tag);
-
-       env_tex.unbind_from(4);
-       TexUnit::activate(0);
 }
 
 } // namespace GL