15 using std::unique_ptr;
38 unique_ptr<Camera>
camera {
nullptr };
static constexpr int RENDERPASS_ALL
Environment mapping entity.
Object to be used with engine class.
int reflectionCubeMapTextureIdx
Engine::DecomposedEntities visibleDecomposedEntities
void reshape(int32_t width, int32_t height)
Reshape frame buffers.
array< Vector3, 6 > forwardVectors
void initialize()
Init frame buffer.
array< int32_t, 2 > cubeMapTextureIds
int64_t getTimeRenderUpdateFrequency()
array< Vector3, 6 > sideVectors
void setRenderPassMask(int32_t renderPassMask)
Set up render pass mask.
int32_t getRenderPassMask()
int renderCubeMapTextureIdx
~EnvironmentMappingRenderer()
Destructor.
EnvironmentMappingRenderer(Engine *engine, int32_t width, int32_t height)
Public constructor.
int32_t getCubeMapTextureId()
void setTimeRenderUpdateFrequency(int64_t frequency)
Set up render update time frequency.
void dispose()
Disposes this shadow mapping.
int64_t timeRenderUpdateFrequency
array< array< unique_ptr< FrameBuffer >, 6 >, 2 > frameBuffers
unique_ptr< Camera > camera
static STATIC_DLL_IMPEXT unique_ptr< GeometryBuffer > geometryBuffer
void render(const Vector3 &position)
Renders given objects in to environment cube map.
Matrix4x4 class representing matrix4x4 mathematical structure and operations for 3d space.
Vector3 class representing vector3 mathematical structure and operations with x, y,...
#define STATIC_DLL_IMPEXT
#define FORBID_CLASS_COPY(CLASS)