Fixed ambient occlusion in mirrored rooms

This commit is contained in:
MontyTRC89 2024-12-13 04:51:07 +01:00
parent f3afaf47cf
commit 8978a51bfe

View file

@ -1900,6 +1900,29 @@ namespace TEN::Renderer
DrawRats(view, RendererPass::GBuffer);
DrawLocusts(view, RendererPass::GBuffer);
if (view.Mirrors.size() > 0)
{
SetCullMode(CullMode::Clockwise);
for (auto& mirror : view.Mirrors)
{
_currentMirror = &mirror;
DrawItems(view, RendererPass::GBuffer);
DrawStatics(view, RendererPass::GBuffer);
DrawScarabs(view, RendererPass::GBuffer);
DrawGunShells(view, RendererPass::GBuffer);
DrawBats(view, RendererPass::GBuffer);
DrawEffects(view, RendererPass::GBuffer);
DrawRats(view, RendererPass::GBuffer);
DrawLocusts(view, RendererPass::GBuffer);
_currentMirror = nullptr;
}
SetCullMode(CullMode::CounterClockwise);
}
// Calculate ambient occlusion.
if (g_Configuration.EnableAmbientOcclusion)
{