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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-03 03:41:32 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-03 03:41:32 +0000 |
commit | aa75b018f3b97c72b57de68867417cbda51439c3 (patch) | |
tree | 446efaad2727ae6bff6433e8bfbf590e99d5e310 /game/terrain.h | |
parent | Add GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff) | |
download | ilt-aa75b018f3b97c72b57de68867417cbda51439c3.tar.bz2 ilt-aa75b018f3b97c72b57de68867417cbda51439c3.tar.xz ilt-aa75b018f3b97c72b57de68867417cbda51439c3.zip |
Initial commit of the shadow map generator and shadows render interface
Lots of hard coding, buggy in places, far from great, but the basics
work.
Diffstat (limited to 'game/terrain.h')
-rw-r--r-- | game/terrain.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/game/terrain.h b/game/terrain.h index 70f947c..879d173 100644 --- a/game/terrain.h +++ b/game/terrain.h @@ -16,6 +16,7 @@ public: explicit Terrain(std::shared_ptr<GeoData>); void render(const SceneShader & shader) const override; + void shadows(const ShadowMapper &) const override; void tick(TickDuration) override; float waveCycle {0.F}; |