Readd dust cloud rendering
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@@ -156,8 +156,11 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position and normal
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-- TODO stencil out square around light!
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-- glEnable GL_SCISSOR_TEST
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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-- note that the stencil shadows rely on the depth buffer
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-- glScissor 0 0 200 200
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glDepthFunc GL_LESS
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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-- setup stencil
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@@ -234,6 +237,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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-- glDisable GL_STENCIL_TEST
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-- glDisable GL_SCISSOR_TEST
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glStencilFunc GL_NOTEQUAL 128 255
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glStencilOp GL_KEEP GL_KEEP GL_KEEP
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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