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authorDan Goodliffe <dan@randomdan.homeip.net>2025-03-10 02:12:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2025-03-11 01:13:59 +0000
commit194148abd9ab89a5a514a37b7717b7c4de6aa758 (patch)
tree5163df40e57c4c55b4a6035e699572bd55b0d7cf /ui/gameMainWindow.cpp
parentSimplify ShadowMapper with AxisAlignedBoundingBox (diff)
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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.cpp6
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);
}