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Diffstat (limited to 'ui/gameMainWindow.cpp')
-rw-r--r--ui/gameMainWindow.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index c53300b..f63137c 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -54,15 +54,15 @@ GameMainWindow::render() const
}
void
-GameMainWindow::content(const SceneShader & shader) const
+GameMainWindow::content(const SceneShader & shader, const Frustum & frustum) const
{
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
- r->render(shader);
+ r->render(shader, frustum);
}
}
- gameState->world.apply<Renderable>(&Renderable::render, shader);
- uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader);
+ gameState->world.apply<Renderable>(&Renderable::render, shader, frustum);
+ uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader, frustum);
}
void
@@ -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);
}