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authorDan Goodliffe <dan@randomdan.homeip.net>2024-10-06 12:48:40 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-10-06 14:03:33 +0100
commit10998a8302b3d7651b4afc046311961eb2dea2c8 (patch)
tree1b58847ae898f9d3c7fa807bfcaa4b4103d6f35f /gfx/gl/shadowStenciller.h
parentAdd LightDirection class (diff)
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Use LightDirection for calculating/passing all light dir components
Diffstat (limited to 'gfx/gl/shadowStenciller.h')
-rw-r--r--gfx/gl/shadowStenciller.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h
index 2edb955..03efced 100644
--- a/gfx/gl/shadowStenciller.h
+++ b/gfx/gl/shadowStenciller.h
@@ -5,13 +5,15 @@
#include "gfx/models/texture.h"
#include "glArrays.h"
+class LightDirection;
+
class ShadowStenciller {
public:
ShadowStenciller();
[[nodiscard]]
static glTexture createStencilTexture(GLsizei width, GLsizei height);
- void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp);
+ void setLightDirection(const LightDirection & lightDir);
void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const;
private:
@@ -19,6 +21,5 @@ private:
Program shadowCaster;
Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"};
- glm::mat4 lightDirMat {};
std::array<glm::mat4, 8> viewProjections;
};