Added dawn

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Vladislav Khorev committed 2026-06-04 18:01:51 +03:00
1 parent 83b92e9881
commit c8d743b932
13 files changed
+88 -40

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+6 -6
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@@ -51,10 +51,10 @@ public:
void draw(Renderer& renderer);
void drawShadowDepth(Renderer& renderer);
void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
void drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount);
void drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor);
void drawNightWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex);
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
// Character-to-character collision (XZ-plane). Used by Location to keep
// player/NPCs from walking through each other.
@@ -206,15 +206,15 @@ private:
void drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
void drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
// Night: draw with spot-light shaders
void drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount);
void drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount);
void drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
void drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
// Night: draw with spot-light + shadow shaders
void drawNightGpuSkinningWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex);
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
void drawNightCpuWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex);
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
};
} // namespace ZL