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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-10 02:12:16 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-11 01:13:59 +0000 |
commit | 194148abd9ab89a5a514a37b7717b7c4de6aa758 (patch) | |
tree | 5163df40e57c4c55b4a6035e699572bd55b0d7cf /ui/gameMainWindow.cpp | |
parent | Simplify ShadowMapper with AxisAlignedBoundingBox (diff) | |
download | ilt-194148abd9ab89a5a514a37b7717b7c4de6aa758.tar.bz2 ilt-194148abd9ab89a5a514a37b7717b7c4de6aa758.tar.xz ilt-194148abd9ab89a5a514a37b7717b7c4de6aa758.zip |
Pass a Frustum to shadow renderers
The frustum might not be correct at this stage.
Diffstat (limited to 'ui/gameMainWindow.cpp')
-rw-r--r-- | ui/gameMainWindow.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 3403afa..f63137c 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -78,12 +78,12 @@ GameMainWindow::lights(const SceneShader & shader) const } void -GameMainWindow::shadows(const ShadowMapper & shadowMapper) const +GameMainWindow::shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const { for (const auto & [id, asset] : gameState->assets) { if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) { - r->shadows(shadowMapper); + r->shadows(shadowMapper, frustum); } } - gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper); + gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper, frustum); } |