From d8464a28c6066931dd638653e2a082e2640191dc Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 18 Feb 2026 17:14:31 +0000 Subject: Fix up the preFrame process to use both frustums (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. --- gfx/gl/shadowMapper.h | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'gfx/gl/shadowMapper.h') diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 951e29c..82374cb 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -1,6 +1,7 @@ #pragma once #include "config/types.h" +#include "gfx/frustum.h" #include "gfx/gl/shadowStenciller.h" #include "lib/glArrays.h" #include "program.h" @@ -22,6 +23,7 @@ public: using Definitions = std::vector; using Sizes = std::vector; + const Frustum & preFrame(const LightDirection & direction, const Camera &); [[nodiscard]] Definitions update(const SceneProvider &, const LightDirection & direction, const Camera &) const; class ShadowProgram : public Program { @@ -77,5 +79,10 @@ private: glFrameBuffer depthMapFBO; glTexture depthMap; TextureAbsCoord size; + + Definitions definitions; + Sizes sizes; + Frustum frustum; + mutable ShadowStenciller shadowStenciller; }; -- cgit v1.3