X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fenvironmentmap.h;h=5d1e7c91a7207b02666b736bf8320c4cad99c41f;hb=82282de52e8e8f3bbafefaf92bf76f53f2c2495e;hp=db97d1d80040a3c9749129e076789ef8c9efc9fd;hpb=70d9d2d28e5fe723c6b46894276e4c935f578e2d;p=libs%2Fgl.git diff --git a/source/effects/environmentmap.h b/source/effects/environmentmap.h index db97d1d8..5d1e7c91 100644 --- a/source/effects/environmentmap.h +++ b/source/effects/environmentmap.h @@ -19,37 +19,51 @@ class Resources; 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. -If the EnvironmentMap is used in a Pipeline, it's worth noting that the cube +If the EnvironmentMap is used in a Sequence, it's worth noting that the cube map will be prepared outside of any rendering pass. It's recommended to use -another Pipeline to define which passes should be used to render the +another Sequence to define which passes should be used to render the environment. */ class EnvironmentMap: public Effect { private: + struct Face + { + Framebuffer fbo; + Camera camera; + }; + unsigned size; Renderable &environment; TextureCube env_tex; Renderbuffer depth_buf; - Framebuffer fbo[6]; + Face faces[6]; const Sampler &sampler; - Camera camera; - mutable ProgramData shdata; + 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); +private: + void init(unsigned, PixelFormat, unsigned); +public: void set_depth_clip(float, float); + + /** Sets the interval in frames between environment map updates. A value of + 0 means an update is only done when manually requested. */ void set_update_interval(unsigned); + + /** Request that the environment map is updated on the next frame. */ void queue_update(); virtual void setup_frame(Renderer &); virtual void finish_frame(); - virtual void render(Renderer &, const Tag & = Tag()) const; + virtual void render(Renderer &, Tag = Tag()) const; }; } // namespace GL