#ifndef CubeMapPass_h__ #define CubeMapPass_h__ #include "IRenderer.h" #include "ShaderProgram.h" class CubeMapPass { public: CubeMapPass(IRenderer* renderer); ~CubeMapPass() { } void LoadTextures(std::string input); void FillCubeMap(glm::vec3 originPosition); void GenerateCubeMapTexture(); //GLuint CubeMapTexture() const { return m_CubeMapTexture; } GLuint m_CubeMapTexture = -1; private: IRenderer* m_Renderer; std::string m_PreviusCubeMapTexture; std::vector m_CubeMapTextures; }; #endif