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authorDan Goodliffe <dan@randomdan.homeip.net>2024-07-20 10:57:17 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-08-10 18:11:55 +0100
commit900d19a41bc1886e7a809d99d6119b12235a4f0a (patch)
tree2e72221ae1a470d448497664a95d4e64acc2e8f1 /game/scenary/foliage.cpp
parentFix texture usage via materials in shadows (diff)
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Initial commit of basic shadow depth map creation
Diffstat (limited to 'game/scenary/foliage.cpp')
-rw-r--r--game/scenary/foliage.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 73d285f..870adb0 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -17,6 +17,9 @@ Foliage::postLoad()
texture = getTexture();
bodyMesh->configureVAO(instanceVAO)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ ShadowStenciller ss;
+ ss.renderStencil(shadowStencil, *bodyMesh, {-4000, -4000, 0}, {4000, 4000, 8000});
+ Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str());
}
void