gzdoom/src/gl/dynlights/gl_shadowmap.h
Christoph Oelckers 634b3cf413 - moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00

30 lines
560 B
C++

#pragma once
#include "hwrenderer/dynlights/hw_shadowmap.h"
class FShadowMap : public IShadowMap
{
public:
~FShadowMap() { Clear(); }
// Release resources
void Clear() override;
// Update shadow map texture
void Update() override;
private:
// Upload the AABB-tree to the GPU
void UploadAABBTree();
// Upload light list to the GPU
void UploadLights();
// OpenGL storage buffer with the list of lights in the shadow map texture
int mLightList = 0;
// OpenGL storage buffers for the AABB tree
int mNodesBuffer = 0;
int mLinesBuffer = 0;
};