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Diffstat (limited to 'gfx/gl/shadowStenciller.cpp')
-rw-r--r--gfx/gl/shadowStenciller.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp
index e20eda1..2ba519f 100644
--- a/gfx/gl/shadowStenciller.cpp
+++ b/gfx/gl/shadowStenciller.cpp
@@ -1,6 +1,7 @@
#include "shadowStenciller.h"
#include "config/types.h"
#include "gfx/gl/program.h"
+#include "gfx/gl/shaders/fs-shadowStencil.h"
#include "gfx/gl/shaders/vs-shadowStencil.h"
#include "gfx/models/mesh.h"
#include "glArrays.h"
@@ -8,7 +9,7 @@
#include "maths.h"
#include <stdexcept>
-ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs}
+ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs}
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDrawBuffer(GL_NONE);
@@ -32,13 +33,16 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height)
}
void
-ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const
+ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const Texture::AnyPtr texture) const
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
throw std::runtime_error("Stencil framebuffer not complete!");
}
+ if (texture) {
+ texture->bind();
+ }
glUseProgram(shadowCaster);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 256, 256);