X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fenvironmentmap.h;h=ff3d6c425414c97ddce3d41e0ebbaf29abee90dc;hb=55e3f2d494d939280a4ea48676fd17ca2342b457;hp=c54968de35d5cfc7bf11be0ee14559c34cf766fc;hpb=7aaec9a70b8d7733429bec043f8e33e02956f266;p=libs%2Fgl.git diff --git a/source/effects/environmentmap.h b/source/effects/environmentmap.h index c54968de..ff3d6c42 100644 --- a/source/effects/environmentmap.h +++ b/source/effects/environmentmap.h @@ -13,43 +13,53 @@ namespace Msp { namespace GL { -class Renderable; +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]; - RefPtr sampler; - Camera camera; + Face faces[6]; + const Sampler &sampler; mutable ProgramData shdata; bool rendered; unsigned update_interval; unsigned update_delay; public: - EnvironmentMap(unsigned size, Renderable &rend, Renderable &env); + EnvironmentMap(Resources &, unsigned size, Renderable &rend, Renderable &env); 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