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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-20 20:27:43 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-20 20:27:43 +0100
commitac05fbbc71282b059164b51efd68ee6e372870cb (patch)
treea505ed3e38a8e2419c1d706f45dd39873b627962 /ui/gameMainWindow.cpp
parentExpose bufferName and count from InstanceVertices (diff)
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Switch to render trees in bulk through foliage asset rendering
Diffstat (limited to 'ui/gameMainWindow.cpp')
-rw-r--r--ui/gameMainWindow.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index 0b30cad..3f85a4f 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -51,6 +51,11 @@ GameMainWindow::render() const
void
GameMainWindow::content(const SceneShader & shader) const
{
+ for (const auto & [id, asset] : gameState->assets) {
+ if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
+ r->render(shader);
+ }
+ }
gameState->world.apply<Renderable>(&Renderable::render, shader);
uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader);
}
@@ -68,5 +73,10 @@ GameMainWindow::lights(const SceneShader & shader) const
void
GameMainWindow::shadows(const ShadowMapper & shadowMapper) const
{
+ for (const auto & [id, asset] : gameState->assets) {
+ if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
+ r->shadows(shadowMapper);
+ }
+ }
gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper);
}