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