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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-18 17:14:31 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-02-18 19:02:27 +0000
commitd8464a28c6066931dd638653e2a082e2640191dc (patch)
tree18134e3ee51c9fd423b9395b90c3f19b6e54cfc3 /gfx/gl/sceneRenderer.h
parentAdd Renderable::preFrame for doing non-const frame prep work (diff)
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Fix up the preFrame process to use both frustums
(camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later.
Diffstat (limited to 'gfx/gl/sceneRenderer.h')
-rw-r--r--gfx/gl/sceneRenderer.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 05921a1..2ec8057 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -18,6 +18,7 @@ public:
void resize(ScreenAbsCoord size);
void render(const SceneProvider &) const;
+ std::pair<const Frustum &, const Frustum &> preFrame(const LightDirection &);
void setAmbientLight(const RGB & colour) const;
void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const;