7 #include "SceneObject.h" 9 #include "../VisPro/CutawaySurface.h" 12 #include "../VisPro/ViewFrustum.h" 16 Geometry(glm::mat4& model_matrix, std::vector<Mesh*> m);
22 virtual void update(
float deltaTime);
36 virtual void setShader(
Shader* shader);
37 virtual void transformModelMatrix(glm::mat4& transform );
38 virtual void init(std::vector<std::shared_ptr<PointLight>> *allLights, glm::vec2 dim);
39 virtual void setViewProj(glm::mat4& vpm);
40 virtual void setCameraLoc(glm::vec3 loc);
46 std::vector<Mesh*> meshes;
47 std::vector<glm::vec3> relativeMeshPositions;
virtual void update(float deltaTime)
Definition: Geometry.cpp:23
Definition: ViewFrustum.h:7
Definition: BoundingBox.h:4
Definition: Geometry.h:14
Definition: CutawaySurface.h:14
int draw(const CutawaySurface *c, ViewFrustum &frust, glm::mat4 &vp, glm::vec3 cam, bool useViewFrustumCulling, float clip)
Definition: Geometry.cpp:31
Definition: ZBufferShader.h:11
Definition: SceneObject.h:15
virtual void renderToZBuffer(ZBufferShader *z, glm::mat4 &vp)
Definition: Geometry.cpp:103