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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 19:07:18 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 19:07:18 +0000
commit50d6f63fb28c82a35e68914fe941b685d26f6e89 (patch)
tree4a86d800d36341aedee7319307675cd1e6e5b784 /gfx/gl/sceneShader.h
parentSupport setting a viewPort uniform for those shaders which need it (diff)
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Add rendering support for point lights
Diffstat (limited to 'gfx/gl/sceneShader.h')
-rw-r--r--gfx/gl/sceneShader.h15
1 files changed, 15 insertions, 0 deletions
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index 99431f1..62df9bf 100644
--- a/gfx/gl/sceneShader.h
+++ b/gfx/gl/sceneShader.h
@@ -1,6 +1,7 @@
#pragma once
#include "program.h"
+#include <glArrays.h>
class Location;
@@ -47,12 +48,26 @@ class SceneShader {
RequiredUniformLocation waveLoc;
};
+ class PointLightShader : public SceneProgram {
+ public:
+ PointLightShader();
+
+ void add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const;
+
+ private:
+ UniformLocation colourLoc;
+ UniformLocation kqLoc;
+ glVertexArray va;
+ glBuffer b;
+ };
+
public:
SceneShader();
BasicProgram basic;
WaterProgram water;
AbsolutePosProgram landmass, absolute;
+ PointLightShader pointLight;
void setViewProjection(const glm::mat4 & viewProjection) const;
void setViewPort(const glm::ivec4 & viewPort) const;