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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 /gfx/gl/sceneProvider.cpp
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
downloadilt-aa75b018f3b97c72b57de68867417cbda51439c3.tar.bz2
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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 'gfx/gl/sceneProvider.cpp')
-rw-r--r--gfx/gl/sceneProvider.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp
index d73ac3c..9152bfa 100644
--- a/gfx/gl/sceneProvider.cpp
+++ b/gfx/gl/sceneProvider.cpp
@@ -7,3 +7,7 @@ SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer)
renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1});
}
+void
+SceneProvider::shadows(const ShadowMapper &) const
+{
+}