Continue working on the shadow mapping for the testbed application
This commit is contained in:
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cec1ac7937
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2ad9fb2c06
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@ -65,7 +65,7 @@ class FrameBufferObject {
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void attachTexture(uint position, uint textureID);
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// Bind the FBO
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void bind(uint position) const;
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void bind() const;
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// Unbind the FBO
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void unbind() const;
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@ -78,18 +78,14 @@ class FrameBufferObject {
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};
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// Bind the FBO
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inline void FrameBufferObject::bind(uint position) const {
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inline void FrameBufferObject::bind() const {
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assert(mFrameBufferID != 0);
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glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferID);
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glDrawBuffer(position);
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glReadBuffer(position);
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}
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// Unbind the FBO
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inline void FrameBufferObject::unbind() const {
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assert(mFrameBufferID != 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -60,41 +60,3 @@ void Light::init() {
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glLightfv(mLightID, GL_DIFFUSE, diffuseColor);
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glLightfv(mLightID, GL_SPECULAR, specularColor);
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}
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// Create a shadow map associated with this light
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bool Light::createShadowMap(uint width, uint height) {
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// Destroy the current shadow map
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destroyShadowMap();
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// Create the Framebuffer object to render the shadow map
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bool isFBOCreated = mFBOShadowMap.create(width, height, false);
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if (!isFBOCreated) {
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std::cerr << "Error : Cannot create the Shadow Map !" << std::endl;
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destroyShadowMap();
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return false;
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}
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// Bind the Framebuffer object
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mFBOShadowMap.bind(GL_NONE);
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// Create the shadow map depth texture
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mShadowMap.create(width, height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE);
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// Attache the shadow map texture to the Framebuffer object
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mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMap.getID());
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// Unbind the Framebuffer object
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mFBOShadowMap.unbind();
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// TODO : Change the path of the shader here so that it does not depend on the build folder
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bool isShaderCreated = mDepthShader.create("../../opengl-framework/src/shaders/depth.vert",
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"../../opengl-framework/src/shaders/depth.vert");
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if (!isShaderCreated) {
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std::cerr << "Error : Cannot create the Shadow Map !" << std::endl;
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destroyShadowMap();
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return false;
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}
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return true;
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}
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@ -31,7 +31,6 @@
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#include "maths/Vector3.h"
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#include "Object3D.h"
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#include "Texture2D.h"
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#include "FrameBufferObject.h"
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#include "Shader.h"
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#include <GL/glew.h>
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@ -56,15 +55,6 @@ class Light : public Object3D {
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// True if the light is active
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bool mIsActive;
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// Shadow map associated with this light
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Texture2D mShadowMap;
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// Framebuffer object to render the shadow map
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FrameBufferObject mFBOShadowMap;
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// Shader to render the depth of the scene into a texture
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Shader mDepthShader;
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public:
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// -------------------- Methods -------------------- //
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@ -101,18 +91,6 @@ class Light : public Object3D {
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// Disable the light
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void disable();
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// Create a shadow map associated with this light
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bool createShadowMap(uint width, uint height);
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// Call this method before rendering the scene for the shadow map computation
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void startRenderingShadowMap();
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// Call this method after having rendered the scene for the shadow map computation
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void stopRenderingShadowMap();
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// Destroy the shadow map associated with this light
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void destroyShadowMap();
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};
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// Return the diffuse color
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@ -159,23 +137,6 @@ inline void Light::disable() {
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glDisable(GL_LIGHT0 + mLightID);
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}
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// Destroy the shadow map associated with this light
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inline void Light::destroyShadowMap() {
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mShadowMap.destroy();
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mFBOShadowMap.destroy();
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mDepthShader.destroy();
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}
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// Call this method before rendering the scene for the shadow map computation
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inline void Light::startRenderingShadowMap() {
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assert(mShadowMap.getID());
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}
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// Call this method after having rendered the scene for the shadow map computation
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inline void Light::stopRenderingShadowMap() {
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assert(mShadowMap.getID());
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}
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}
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#endif
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@ -103,7 +103,6 @@ class Texture2D {
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// Bind the texture
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inline void Texture2D::bind() const {
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assert(mID != 0);
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0 + mLayer);
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glBindTexture(GL_TEXTURE_2D, mID);
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}
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@ -113,7 +112,6 @@ inline void Texture2D::unbind() const {
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assert(mID != 0);
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glActiveTexture(GL_TEXTURE0 + mLayer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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}
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// Get the OpenGL texture ID
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@ -167,10 +167,7 @@ void CubesScene::update() {
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}
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// Render the scene in a single pass
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void CubesScene::renderSinglePass(Shader& shader) {
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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void CubesScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the shader
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shader.bind();
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@ -76,7 +76,8 @@ class CubesScene : public SceneDemo {
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virtual void update();
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/// Render the scene in a single pass
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virtual void renderSinglePass(openglframework::Shader& shader);
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virtual void renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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/// Reset the scene
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virtual void reset();
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42
testbed/shaders/quad.frag
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42
testbed/shaders/quad.frag
Normal file
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@ -0,0 +1,42 @@
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#version 330
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Uniform variables
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uniform sampler2D textureSampler; // Texture
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// In variables
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in vec2 texCoords; // Texture coordinates
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// Out variable
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out vec4 color; // Output color
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void main() {
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// Get the texture color
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float depthColor = texture(textureSampler, texCoords).r;
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color = vec4(depthColor, depthColor, depthColor, 1);
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}
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41
testbed/shaders/quad.vert
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41
testbed/shaders/quad.vert
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@ -0,0 +1,41 @@
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#version 330
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// In variables
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in vec4 vertexPosition;
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// Out variables
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out vec2 texCoords; // Texture coordinates
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void main() {
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// Compute the texture coordinates
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texCoords = (vertexPosition.xy + vec2(1, 1)) / 2.0;
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// Compute the clip-space vertex coordinates
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gl_Position = vec4(vertexPosition.xyz, 1);
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}
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@ -30,7 +30,9 @@
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using namespace openglframework;
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// Constructor
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Scene::Scene(const std::string& name) : mName(name), mInterpolationFactor(0.0f) {
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Scene::Scene(const std::string& name)
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: mName(name), mInterpolationFactor(0.0f), mViewportX(0), mViewportY(0),
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mViewportWidth(0), mViewportHeight(0) {
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}
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@ -87,6 +87,9 @@ class Scene {
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/// Interpolation factor for the bodies in the current frame
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float mInterpolationFactor;
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/// Viewport x,y, width and height values
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int mViewportX, mViewportY, mViewportWidth, mViewportHeight;
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// -------------------- Methods -------------------- //
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/// Set the scene position (where the camera needs to look at)
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@ -152,6 +155,9 @@ class Scene {
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/// Set the window dimension
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void setWindowDimension(int width, int height);
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/// Set the viewport to render the scene
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void setViewport(int x, int y, int width, int height);
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/// Return a reference to the camera
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const openglframework::Camera& getCamera() const;
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@ -189,6 +195,14 @@ inline void Scene::setWindowDimension(int width, int height) {
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mWindowHeight = height;
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}
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// Set the viewport to render the scene
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inline void Scene::setViewport(int x, int y, int width, int height) {
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mViewportX = x;
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mViewportY = y;
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mViewportWidth = width;
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mViewportHeight = height;
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}
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// Get the engine settings
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inline EngineSettings Scene::getEngineSettings() const {
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return mEngineSettings;
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@ -32,10 +32,12 @@ using namespace openglframework;
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// Constructor
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SceneDemo::SceneDemo(const std::string& name, float sceneRadius) : Scene(name), mLight0(0),
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mDepthShader("shaders/depth.vert", "shaders/depth.frag"),
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mPhongShader("shaders/phong.vert", "shaders/phong.frag") {
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mPhongShader("shaders/phong.vert", "shaders/phong.frag"),
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mQuadShader("shaders/quad.vert", "shaders/quad.frag"),
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mVBOQuad(GL_ARRAY_BUFFER) {
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// Move the light0
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mLight0.translateWorld(Vector3(7, 15, 15));
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mLight0.translateWorld(Vector3(20, 20, 20));
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// Camera at light0 postion for the shadow map
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mShadowMapLightCamera.translateWorld(mLight0.getOrigin());
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@ -52,6 +54,8 @@ SceneDemo::SceneDemo(const std::string& name, float sceneRadius) : Scene(name),
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// Create the Shadow map FBO and texture
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createShadowMapFBOAndTexture();
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createQuadVBO();
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}
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// Destructor
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void SceneDemo::render() {
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_CULL_FACE);
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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// ---------- Render the scene to generate the shadow map (first pass) ----------- //
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToLightCameraMatrix = mShadowMapLightCamera.getTransformMatrix().getInverse();
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mFBOShadowMap.bind();
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// Bind the shader
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mDepthShader.bind();
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// Set the variables of the shader
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mDepthShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mDepthShader.setMatrix4x4Uniform("projectionMatrix", mShadowMapBiasMatrix * mShadowMapLightCamera.getProjectionMatrix());
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// Set the viewport to render into the shadow map texture
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glViewport(0, 0, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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// Clear previous frame values
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glClear( GL_DEPTH_BUFFER_BIT);
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// Disable color rendering, we only want to write to the Z-Buffer
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Render the objects of the scene
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renderSinglePass(mDepthShader);
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renderSinglePass(mDepthShader, worldToLightCameraMatrix);
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// Unbind the shader
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mDepthShader.unbind();
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mFBOShadowMap.unbind();
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// ---------- Render the scene for final rendering (second pass) ----------- //
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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mPhongShader.bind();
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// Set the variables of the shader
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@ -99,10 +120,22 @@ void SceneDemo::render() {
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mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
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mPhongShader.setFloatUniform("shininess", 60.0f);
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// Set the viewport to render the scene
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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//Enabling color write (previously disabled for light POV z-buffer rendering)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render the objects of the scene
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renderSinglePass(mPhongShader);
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renderSinglePass(mPhongShader, worldToCameraMatrix);
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mPhongShader.unbind();
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// drawTextureQuad();
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}
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// Create the Shadow map FBO and texture
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@ -111,14 +144,77 @@ void SceneDemo::createShadowMapFBOAndTexture() {
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// Create the texture for the depth values
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mShadowMapTexture.create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST, GL_CLAMP, GL_CLAMP, NULL);
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mShadowMapTexture.setLayer(1);
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// Create the FBO for the shadow map
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mFBOShadowMap.create(0, 0, false);
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mFBOShadowMap.bind(GL_NONE);
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mFBOShadowMap.bind();
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// Tell OpenGL that we won't bind a color texture with the currently binded FBO
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMapTexture.getID());
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mFBOShadowMap.unbind();
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}
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// Render the shadow map
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void SceneDemo::renderShadowMap() {
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// TODO : Delete this
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void SceneDemo::createQuadVBO() {
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mVAOQuad.create();
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mVAOQuad.bind();
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static const GLfloat quadVertexData[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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mVBOQuad.create();
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mVBOQuad.bind();
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mVBOQuad.copyDataIntoVBO(sizeof(quadVertexData), quadVertexData, GL_STATIC_DRAW);
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mVBOQuad.unbind();
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mVAOQuad.unbind();
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}
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// TODO : Delete this
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void SceneDemo::drawTextureQuad() {
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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mVAOQuad.bind();
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mQuadShader.bind();
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mShadowMapTexture.bind();
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mQuadShader.setIntUniform("textureSampler", mShadowMapTexture.getID());
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mVBOQuad.bind();
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GLint vertexPositionLoc = mQuadShader.getAttribLocation("vertexPosition");
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glEnableVertexAttribArray(vertexPositionLoc);
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glVertexAttribPointer(
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vertexPositionLoc, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
// Draw the triangles !
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
|
||||
|
||||
glDisableVertexAttribArray(vertexPositionLoc);
|
||||
|
||||
mVBOQuad.unbind();
|
||||
mShadowMapTexture.unbind();
|
||||
mQuadShader.unbind();
|
||||
mVAOQuad.unbind();
|
||||
}
|
||||
|
|
|
@ -63,14 +63,25 @@ class SceneDemo : public Scene {
|
|||
/// Phong shader
|
||||
openglframework::Shader mPhongShader;
|
||||
|
||||
// TODO : Delete this
|
||||
openglframework::Shader mQuadShader;
|
||||
|
||||
// TODO : Delete this
|
||||
openglframework::VertexArrayObject mVAOQuad;
|
||||
|
||||
openglframework::VertexBufferObject mVBOQuad;
|
||||
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
// Create the Shadow map FBO and texture
|
||||
void createShadowMapFBOAndTexture();
|
||||
|
||||
// Render the shadow map
|
||||
void renderShadowMap();
|
||||
// TODO : Delete this
|
||||
void createQuadVBO();
|
||||
|
||||
// TODO : Delete this
|
||||
void drawTextureQuad();
|
||||
|
||||
public:
|
||||
|
||||
|
@ -86,7 +97,8 @@ class SceneDemo : public Scene {
|
|||
virtual void render();
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader)=0;
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix)=0;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -250,11 +250,11 @@ void TestbedApplication::render() {
|
|||
mWindowToFramebufferRatio.x = float(bufferWidth) / float(windowWidth);
|
||||
mWindowToFramebufferRatio.y = float(bufferHeight) / float(windowHeight);
|
||||
|
||||
// Resize the OpenGL viewport
|
||||
glViewport(mWindowToFramebufferRatio.x * LEFT_PANE_WIDTH,
|
||||
0,
|
||||
bufferWidth - mWindowToFramebufferRatio.x * LEFT_PANE_WIDTH,
|
||||
bufferHeight - mWindowToFramebufferRatio.y * HEADER_HEIGHT);
|
||||
// Set the viewport of the scene
|
||||
mCurrentScene->setViewport(mWindowToFramebufferRatio.x * LEFT_PANE_WIDTH,
|
||||
0,
|
||||
bufferWidth - mWindowToFramebufferRatio.x * LEFT_PANE_WIDTH,
|
||||
bufferHeight - mWindowToFramebufferRatio.y * HEADER_HEIGHT);
|
||||
|
||||
// Render the scene
|
||||
mCurrentScene->render();
|
||||
|
|
Loading…
Reference in New Issue
Block a user