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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
commitaa75b018f3b97c72b57de68867417cbda51439c3 (patch)
tree446efaad2727ae6bff6433e8bfbf590e99d5e310 /game/terrain.cpp
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
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Initial commit of the shadow map generator and shadows render interface
Lots of hard coding, buggy in places, far from great, but the basics work.
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r--game/terrain.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 31f7fb1..f798254 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -7,6 +7,7 @@
#include <cstddef>
#include <filesystem>
#include <gfx/gl/sceneShader.h>
+#include <gfx/gl/shadowMapper.h>
#include <gfx/image.h>
#include <gfx/models/mesh.h>
#include <gfx/models/vertex.hpp>
@@ -93,3 +94,10 @@ Terrain::render(const SceneShader & shader) const
water->bind();
meshes.apply(&Mesh::Draw);
}
+
+void
+Terrain::shadows(const ShadowMapper & shadowMapper) const
+{
+ shadowMapper.fixedPoint.use();
+ meshes.apply(&Mesh::Draw);
+}