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-rw-r--r--gfx/gl/sceneProvider.h3
-rw-r--r--gfx/gl/sceneRenderer.cpp2
-rw-r--r--test/test-assetFactory.cpp2
-rw-r--r--test/test-geoData.cpp2
-rw-r--r--test/test-render.cpp6
-rw-r--r--ui/gameMainWindow.cpp2
-rw-r--r--ui/gameMainWindow.h2
7 files changed, 10 insertions, 9 deletions
diff --git a/gfx/gl/sceneProvider.h b/gfx/gl/sceneProvider.h
index f5e8e99..de6ba0b 100644
--- a/gfx/gl/sceneProvider.h
+++ b/gfx/gl/sceneProvider.h
@@ -5,6 +5,7 @@
class SceneRenderer;
class ShadowMapper;
class SceneShader;
+class Camera;
class SceneProvider {
public:
@@ -12,7 +13,7 @@ public:
virtual ~SceneProvider() = default;
DEFAULT_MOVE_COPY(SceneProvider);
- virtual void content(const SceneShader &) const = 0;
+ virtual void content(const SceneShader &, const Camera &) const = 0;
virtual void environment(const SceneShader &, const SceneRenderer &) const;
virtual void lights(const SceneShader &) const = 0;
virtual void shadows(const ShadowMapper &) const;
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index b2a7d78..188c4fd 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -71,7 +71,7 @@ SceneRenderer::render(const SceneProvider & scene) const
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- scene.content(shader);
+ scene.content(shader, camera);
// Environment pass -
// * ambient - clears illumination texture - see setAmbientLight
diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp
index 6036721..b717ae3 100644
--- a/test/test-assetFactory.cpp
+++ b/test/test-assetFactory.cpp
@@ -38,7 +38,7 @@ public:
}
void
- content(const SceneShader & shader) const override
+ content(const SceneShader & shader, const Camera &) const override
{
shader.basic.use(Location {{0, 0, 0}, {0, 0, 0}});
objects.apply(&Renderable::render, shader);
diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp
index 2332513..4e472a0 100644
--- a/test/test-geoData.cpp
+++ b/test/test-geoData.cpp
@@ -255,7 +255,7 @@ BOOST_DATA_TEST_CASE(deform, loadFixtureJson<DeformTerrainData>("geoData/deform/
const Terrain terrain;
void
- content(const SceneShader & shader) const override
+ content(const SceneShader & shader, const Camera &) const override
{
terrain.render(shader);
}
diff --git a/test/test-render.cpp b/test/test-render.cpp
index 3c453bd..4487af9 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -68,7 +68,7 @@ public:
}
void
- content(const SceneShader & shader) const override
+ content(const SceneShader & shader, const Camera &) const override
{
terrain->render(shader);
water.render(shader);
@@ -171,7 +171,7 @@ BOOST_AUTO_TEST_CASE(terrain)
Water water {terrain};
void
- content(const SceneShader & shader) const override
+ content(const SceneShader & shader, const Camera &) const override
{
terrain->render(shader);
water.render(shader);
@@ -219,7 +219,7 @@ BOOST_AUTO_TEST_CASE(railnet)
}
void
- content(const SceneShader & shader) const override
+ content(const SceneShader & shader, const Camera &) const override
{
net.render(shader);
}
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index c53300b..3d16fdf 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -54,7 +54,7 @@ GameMainWindow::render() const
}
void
-GameMainWindow::content(const SceneShader & shader) const
+GameMainWindow::content(const SceneShader & shader, const Camera &) const
{
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h
index fcbd135..c83d772 100644
--- a/ui/gameMainWindow.h
+++ b/ui/gameMainWindow.h
@@ -17,7 +17,7 @@ public:
void render() const override;
private:
- void content(const SceneShader &) const override;
+ void content(const SceneShader &, const Camera &) const override;
void environment(const SceneShader &, const SceneRenderer &) const override;
void lights(const SceneShader &) const override;
void shadows(const ShadowMapper &) const override;