From 3b791f79bf53e481d053ea4516eedce8be3423bf Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 1 Nov 2022 19:12:04 +0000 Subject: Switch to a deferred lighting based render pipeline Tidy-up required. --- ui/gameMainWindow.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'ui/gameMainWindow.cpp') diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 84d0ca6..c08588d 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -30,7 +30,8 @@ public: }; GameMainWindow::GameMainWindow(size_t w, size_t h) : - Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F} + Window {w, h, "I Like Trains"}, SceneRenderer {size}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), + 0.1F, 10000.0F} { uiComponents.create(glm::vec2 {-1150, -1150}); auto gms = uiComponents.create(&camera, glm::vec2 {w, h}); @@ -51,8 +52,10 @@ GameMainWindow::tick(TickDuration) void GameMainWindow::render() const { - glEnable(GL_DEPTH_TEST); - gameState->world.apply(&Renderable::render, shader); + SceneRenderer::render([this] { + gameState->world.apply(&Renderable::render, shader); + uiComponents.apply(&WorldOverlay::render, shader); + }); Window::render(); } -- cgit v1.2.3