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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-29 01:56:42 +0000
committerDan Goodliffe <dan.goodliffe@octal.co.uk>2024-01-30 17:28:03 +0000
commita01f1d9e834719046fbdec02a5147d2e55722bac (patch)
tree58475e7704f486890246e4f3ae3b4e5031e668eb /gfx/gl/sceneRenderer.h
parentSet shadow program uniforms all in one function, merge setting of view projec... (diff)
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Remove the complications from previously storing several shadow maps in the texture
Diffstat (limited to 'gfx/gl/sceneRenderer.h')
-rw-r--r--gfx/gl/sceneRenderer.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 797ecf1..021936f 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -6,7 +6,6 @@
#include "sceneProvider.h"
#include "sceneShader.h"
#include "shadowMapper.h"
-#include <functional>
#include <glm/fwd.hpp>
class SceneRenderer {
@@ -39,12 +38,12 @@ protected:
DirectionalLightProgram();
using Program::use;
- void setDirectionalLight(const RGB &, const Direction3D &, const GlobalPosition3D &,
- const std::span<const glm::mat4x4>, const std::span<const TextureRelRegion>, std::size_t maps) const;
+ void setDirectionalLight(
+ const RGB &, const Direction3D &, const GlobalPosition3D &, const std::span<const glm::mat4x4>) const;
private:
RequiredUniformLocation directionLoc, colourLoc, lightPointLoc, lightViewProjectionLoc,
- lightViewProjectionCountLoc, lightViewShadowMapRegionLoc;
+ lightViewProjectionCountLoc;
};
DeferredLightProgram lighting;