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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-28 03:48:43 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-28 03:48:43 +0100 |
commit | 75905c01b13fd7a1d58494b8aaacb3b4b3cccdaa (patch) | |
tree | 51b8def5a9aa79d3d398aa8285bd88715c0a8897 | |
parent | Initial cut of shadow map creation with support for billboard shadows (diff) | |
download | ilt-75905c01b13fd7a1d58494b8aaacb3b4b3cccdaa.tar.bz2 ilt-75905c01b13fd7a1d58494b8aaacb3b4b3cccdaa.tar.xz ilt-75905c01b13fd7a1d58494b8aaacb3b4b3cccdaa.zip |
Use billboard shadows for foliage
-rw-r--r-- | game/scenary/foliage.cpp | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 1c03217..af67ea6 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -45,10 +45,12 @@ void Foliage::shadows(const ShadowMapper & mapper) const { if (const auto count = instances.size()) { - mapper.dynamicPointInstWithTextures.use(); - if (texture) { - texture->bind(GL_TEXTURE3); - } - bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + const auto dimensions = bodyMesh->getDimensions(); + mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, shadowStencil); + glBindVertexArray(instancePointVAO); + glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count)); + glBindVertexArray(0); } } |