]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/environmentmap.cpp
Access builtin resources through a global instance
[libs/gl.git] / source / effects / environmentmap.cpp
index 1448c49cfd844165770b5c330b2091f1b437ef49..bd44ae04fecac868c2852534726c3d0b4c58df87 100644 (file)
@@ -10,32 +10,51 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-EnvironmentMap::EnvironmentMap(Resources &resources, unsigned s, Renderable &r, Renderable &e):
+EnvironmentMap::EnvironmentMap(unsigned s, Renderable &r, Renderable &e):
        Effect(r),
-       size(s),
        environment(e),
-       sampler(resources.get<Sampler>("_linear_clamp.samp")),
-       rendered(false),
-       update_interval(1),
-       update_delay(0)
+       sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
 {
-       env_tex.storage(RGB8, size, 1);
+       init(s, RGB8);
+}
+
+EnvironmentMap::EnvironmentMap(unsigned s, PixelFormat f, Renderable &r, Renderable &e):
+       Effect(r),
+       environment(e),
+       sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
+{
+       init(s, f);
+}
+
+void EnvironmentMap::init(unsigned s, PixelFormat f)
+{
+       size = s;
+       rendered = false;
+       update_interval = 1;
+       update_delay = 0;
+
+       env_tex.storage(f, size);
        depth_buf.storage(DEPTH_COMPONENT32F, size, size);
        for(unsigned i=0; i<6; ++i)
        {
-               fbo[i].attach(COLOR_ATTACHMENT0, env_tex, TextureCube::enumerate_faces(i), 0);
-               fbo[i].attach(DEPTH_ATTACHMENT, depth_buf);
-               fbo[i].require_complete();
+               TextureCubeFace face = TextureCube::enumerate_faces(i);
+               faces[i].fbo.attach(COLOR_ATTACHMENT0, env_tex, face, 0);
+               faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
+               faces[i].fbo.require_complete();
+               faces[i].camera.set_look_direction(TextureCube::get_face_direction(face));
+               faces[i].camera.set_up_direction(TextureCube::get_t_direction(face));
+               faces[i].camera.set_field_of_view(Geometry::Angle<float>::right());
+               faces[i].camera.set_aspect_ratio(1);
+               faces[i].camera.set_depth_clip(0.1, 100);
        }
 
-       camera.set_field_of_view(Geometry::Angle<float>::right());
-       camera.set_aspect_ratio(1);
-       camera.set_depth_clip(0.1, 100);
+       shdata.uniform("env_world_matrix", LinAl::SquareMatrix<float, 3>::identity());
 }
 
 void EnvironmentMap::set_depth_clip(float n, float f)
 {
-       camera.set_depth_clip(n, f);
+       for(unsigned i=0; i<6; ++i)
+               faces[i].camera.set_depth_clip(n, f);
 }
 
 void EnvironmentMap::set_update_interval(unsigned i)
@@ -74,17 +93,15 @@ void EnvironmentMap::setup_frame(Renderer &renderer)
        Renderer::Exclude exclude1(renderer, renderable);
        Renderer::Exclude exclude2(renderer, *this);
 
-       camera.set_position(matrix->column(3).slice<3>(0));
+       Vector3 center = matrix->column(3).slice<3>(0);
 
-       BindRestore bind_fbo(fbo[0]);
+       BindRestore bind_fbo(faces[0].fbo);
        for(unsigned i=0; i<6; ++i)
        {
-               TextureCubeFace face = TextureCube::enumerate_faces(i);
-               fbo[i].bind();
-               fbo[i].clear();
-               camera.set_look_direction(TextureCube::get_face_direction(face));
-               camera.set_up_direction(TextureCube::get_t_direction(face));
-               renderer.set_camera(camera);
+               faces[i].camera.set_position(center);
+               faces[i].fbo.bind();
+               faces[i].fbo.clear();
+               renderer.set_camera(faces[i].camera);
                renderer.render(environment);
        }
 }
@@ -106,9 +123,6 @@ void EnvironmentMap::render(Renderer &renderer, Tag tag) const
 
        Renderer::Push _push_rend(renderer);
 
-       const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
-       shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 0));
-
        renderer.set_texture("environment_map", &env_tex, &sampler);
        renderer.add_shader_data(shdata);
        renderer.render(renderable, tag);