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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-17 17:09:40 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-17 17:09:40 +0100
commitda1c1336596d361678b3f641a1d23ab89e078789 (patch)
treec2f8b0fb1693cccc381e43f759cb27a19cd46208 /gfx/gl/sceneRenderer.cpp
parentFix up the way spotlight shader works (diff)
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Revamp how VertexArrayObject configures attributes and data
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 873dc5b..6542bea 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -18,7 +18,7 @@ SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
- VertexArrayObject<glm::i8vec4>::configure(displayVAO, displayVBO, displayVAOdata);
+ VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
const auto configuregdata
@@ -128,8 +128,8 @@ SceneRenderer::renderQuad() const
SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"},
colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"},
- lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, lightViewShadowMapRegionLoc {
- *this, "shadowMapRegion"}
+ lightViewProjectionCountLoc {*this, "lightViewProjectionCount"},
+ lightViewShadowMapRegionLoc {*this, "shadowMapRegion"}
{
}