Restablish line of sight

This commit is contained in:
jgk
2021-08-19 20:53:03 +02:00
parent a6be1007a6
commit 9ef1f9b574
+8 -3
View File
@@ -74,6 +74,11 @@ doDrawing pdata w = do
if w ^. config . wall_textured
then renderTextureWalls pdata nWalls
else renderBlankWalls pdata nWalls
-- draw wall occlusions from your point of view
drawShader (_lightingOccludeShader pdata) nWalls
-- this might only work because the uniform has been correctly set
-- elsewhere, beware
renderFoldable shadV $ polysToPic $ foregroundPics w
@@ -100,7 +105,7 @@ doDrawing pdata w = do
depthMask $= Enabled
bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
viewport $= (Position 0 0, Size 300 300)
--viewport $= (Position 0 0, Size 300 300)
depthFunc $= Just Always
textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
blend $= Disabled
@@ -110,8 +115,8 @@ doDrawing pdata w = do
blend $= Enabled
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
viewport $= (Position 0 0
, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
--viewport $= (Position 0 0
-- , divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
createLightMap pdata lightPoints nWalls nSils nsurfVs
--viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
colorMask $= Color4 Enabled Enabled Enabled Enabled