]> git.tdb.fi Git - libs/gl.git/blobdiff - source/environmentmap.cpp
Remove dynamic allocation from VertexFormat
[libs/gl.git] / source / environmentmap.cpp
index 8cda8cbae63b7e7505dd26a1c73d17dfc4ee4db0..1e6f639a3eb8f89bb1037b94f386fe8c59cfaf1d 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
@@ -39,6 +39,7 @@ void EnvironmentMap::setup_frame() const
        renderable.setup_frame();
        environment.setup_frame();
 
+       Renderer env_renderer(0);
        const Matrix *matrix = renderable.get_matrix();
        Vector3 position = (*matrix)*Vector3();
        camera.set_position(position);
@@ -49,8 +50,9 @@ void EnvironmentMap::setup_frame() const
                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.begin(&camera);
                env_renderer.exclude(renderable);
+               env_renderer.exclude(*this);
                env_renderer.render(environment);
        }
        Framebuffer::unbind();
@@ -71,29 +73,17 @@ void EnvironmentMap::render(Renderer &renderer, const Tag &tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       const Matrix &view_matrix = renderer.get_camera()->get_matrix();
-       // XXX The camera should maybe have store its own object matrix
-       float env_mdata[9];
-       env_mdata[0] = view_matrix[0];
-       env_mdata[1] = view_matrix[4];
-       env_mdata[2] = view_matrix[8];
-       env_mdata[3] = view_matrix[1];
-       env_mdata[4] = view_matrix[5];
-       env_mdata[5] = view_matrix[9];
-       env_mdata[6] = view_matrix[2];
-       env_mdata[7] = view_matrix[6];
-       env_mdata[8] = view_matrix[10];
-       shdata.uniform_matrix3("env_eye_matrix", env_mdata);
+       Renderer::Push _push_rend(renderer);
 
-       env_tex.bind_to(4);
-       TexUnit::activate(0);
+       unsigned unit = renderer.allocate_effect_texunit();
+       shdata.uniform("environment", static_cast<int>(unit));
+       Bind _bind_env(env_tex, unit);
+
+       const Matrix &camera_matrix = renderer.get_camera()->get_object_matrix();
+       shdata.uniform("env_eye_matrix", camera_matrix.block<3, 3>(0, 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