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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/train.h
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
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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/train.h')
-rw-r--r--game/vehicles/train.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index dfdcf62..91f7ddb 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -14,6 +14,7 @@
#include <vector>
class SceneShader;
+class ShadowMapper;
class Ray;
class Train : public Vehicle, public Collection<RailVehicle, false>, public Can<Go>, public Can<Idle> {
@@ -27,6 +28,7 @@ public:
}
void render(const SceneShader & shader) const override;
+ void shadows(const ShadowMapper & shadowMapper) const override;
[[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;