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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-30 14:56:13 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-30 14:56:13 +0000 |
commit | a0257a4e8330da9c00fe009ede978a4a9fb85793 (patch) | |
tree | f97737de597f45fab2371a8b65fe01be3ef23d3b /gfx/gl | |
parent | Move test render helpers into a new test library (diff) | |
download | ilt-a0257a4e8330da9c00fe009ede978a4a9fb85793.tar.bz2 ilt-a0257a4e8330da9c00fe009ede978a4a9fb85793.tar.xz ilt-a0257a4e8330da9c00fe009ede978a4a9fb85793.zip |
Add directional light to pointlight test, fix setting of GL_DEPTH_TEST
Fixes issue where directional light prevented pointlights from working
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 4 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 1 |
2 files changed, 1 insertions, 4 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index de96571..ee6d927 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -74,8 +74,6 @@ SceneRenderer::render(const SceneProvider & scene) const // Illumination pass glDrawBuffer(GL_COLOR_ATTACHMENT3); - glDisable(GL_DEPTH_TEST); - glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gPosition); @@ -84,6 +82,7 @@ SceneRenderer::render(const SceneProvider & scene) const glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, shadowMapper); scene.environment(shader, *this); + glDisable(GL_DEPTH_TEST); scene.lights(shader); // Lighting pass @@ -123,7 +122,6 @@ SceneRenderer::setDirectionalLight( glBindVertexArray(displayVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindVertexArray(0); - glEnable(GL_DEPTH_TEST); } } diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index f1beb82..5715c0e 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -61,7 +61,6 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glViewport(0, 0, size.x, size.y); glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); glCullFace(GL_FRONT); auto bandViewExtents = shadowBands * [&camera](auto distance) { |