5 #include <glm/vec3.hpp>
6 #include <glm/vec4.hpp>
7 #include <glm/mat4x4.hpp>
32 void update(
double deltaT);
void update(double deltaT)
Definition: sun.cpp:417
void setViewMatrices()
Definition: sun.cpp:572
std::vector< glm::mat4 > viewMatrices
Definition: sun.hpp:59
Encapsulates a graphical object model in the GPU.
Definition: model.hpp:14
GLuint frameBuffer
Definition: sun.hpp:54
Used for further implementations of light in the scene (Sun is a direct derivation).
Definition: light.hpp:16
void setUpAmbientPass()
Definition: sun.cpp:457
Model * model
Definition: sceneObject.hpp:69
GLuint cubeTexture
Definition: sun.hpp:57
void setUpDepthTexture()
Definition: sun.cpp:342
void setUpColorTexture()
Definition: sun.cpp:324
int renderPasses
Definition: sun.hpp:61
virtual ~Sun()
Definition: sun.cpp:317
void reset()
Definition: sun.cpp:379
void draw() const
Definition: sun.cpp:562
GLuint colorTexture
Definition: sun.hpp:56
Encapsulates the Rendering Engine, holds a complete scene and it's assets.
Definition: scene.hpp:71
Scene * scene
Definition: sceneObject.hpp:68
GLuint getDepthTexture() const
Definition: sun.hpp:42
std::string name
Definition: sceneObject.hpp:73
glm::mat4 modelMatrix
Definition: sceneObject.hpp:71
Encapsulates a shader program.
Definition: shader.hpp:9
void setShader(Shader *val)
Definition: sun.cpp:567
void ambientPass()
Definition: sun.cpp:482
GLenum cubeFaces[6]
Definition: sun.hpp:62
void SVPass()
Definition: sun.cpp:502
Shader * shader
Definition: sceneObject.hpp:70
Sun(const std::string &name, Scene *scene=0, Model *model=0, Shader *shader=0, const glm::mat4 &modelMatrix=glm::mat4(1))
Construct new sun.
Definition: sun.cpp:286
GLuint depthTexture
Definition: sun.hpp:55
void drawOmni() const
Definition: sun.cpp:422