summaryrefslogtreecommitdiff
path: root/game/vehicles/railVehicle.h
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
commitaa75b018f3b97c72b57de68867417cbda51439c3 (patch)
tree446efaad2727ae6bff6433e8bfbf590e99d5e310 /game/vehicles/railVehicle.h
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
downloadilt-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/vehicles/railVehicle.h')
-rw-r--r--game/vehicles/railVehicle.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h
index 39900cc..f172a28 100644
--- a/game/vehicles/railVehicle.h
+++ b/game/vehicles/railVehicle.h
@@ -10,6 +10,7 @@
#include <utility>
class SceneShader;
+class ShadowMapper;
class Ray;
class Train;
@@ -20,6 +21,7 @@ public:
void move(const Train *, float & trailBy);
void render(const SceneShader & shader) const override;
+ void shadows(const ShadowMapper & shadowMapper) const override;
[[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
Location location;