Add sun to rtt
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@ -364,7 +364,6 @@ private:
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void renderShadows();
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void renderGlow(std::vector<GlowData>& glows);
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void renderSSAO();
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unsigned UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt);
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void renderLights(unsigned pointlightCount);
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void renderDisplacement();
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void doScreenShot();
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@ -698,6 +697,7 @@ public:
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void onUnloadWorld();
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void renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadows, bool forceRTT);
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unsigned UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt);
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void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
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// --------------------- RTT --------------------
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@ -1023,9 +1023,9 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
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// Render sunlight if and only if track supports shadow
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if (World::getWorld() && World::getWorld()->getTrack()->hasShadows())
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if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
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{
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if (UserConfigParams::m_shadows)
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if (World::getWorld() && UserConfigParams::m_shadows)
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m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
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else
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m_post_processing->renderSunlight();
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@ -179,7 +179,8 @@ void ModelViewWidget::update(float delta)
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std::vector<IrrDriver::GlowData> glows;
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irr_driver->computeCameraMatrix(m_camera, 512, 512);
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irr_driver->renderScene(m_camera, 0, glows, GUIEngine::getLatestDt(), false, true);
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unsigned plc = irr_driver->UpdateLightsInfo(m_camera, GUIEngine::getLatestDt());
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irr_driver->renderScene(m_camera, plc, glows, GUIEngine::getLatestDt(), false, true);
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m_frame_buffer = irr_driver->getPostProcessing()->render(m_camera);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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