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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:16:31 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:16:31 +0000
commit6433b56c3af8721f8301255818a8dd692e75492e (patch)
tree46471356f76e4dc66746fa4133c928609b5c0620 /gfx/gl/sceneRenderer.h
parentFixed point shadow shader doesn't need normal/texture data (diff)
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Generate and use a shadow map
Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
Diffstat (limited to 'gfx/gl/sceneRenderer.h')
-rw-r--r--gfx/gl/sceneRenderer.h8
1 files changed, 5 insertions, 3 deletions
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 736b15a..d7a92b7 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -5,6 +5,7 @@
#include "program.h"
#include "sceneProvider.h"
#include "sceneShader.h"
+#include "shadowMapper.h"
#include <functional>
#include <glm/fwd.hpp>
@@ -14,7 +15,7 @@ public:
void render(const SceneProvider &) const;
void setAmbientLight(const glm::vec3 & colour) const;
- void setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction) const;
+ void setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction, const SceneProvider &) const;
Camera camera;
@@ -34,10 +35,10 @@ private:
DirectionalLightProgram();
using Program::use;
- void setDirectionalLight(const glm::vec3 &, const glm::vec3 &) const;
+ void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const glm::mat4x4 &) const;
private:
- RequiredUniformLocation directionLoc, colourLoc;
+ RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc;
};
DeferredLightProgram lighting;
@@ -45,4 +46,5 @@ private:
glVertexArray displayVAO;
glBuffer displayVBO;
SceneShader shader;
+ ShadowMapper shadowMapper;
};