void Renderer::render() { updateCamera(); mScene.update(); mGui.update(); renderLighting(); renderScene(); renderGUI(); if(renderStateButton == ButtonType::B_TEXT) { renderTextState(); } }
void IndexedDirectionalLightRenderer::render( Renderer& renderer, const DirectionalLight* light, const IndexedLightingRenderData& data, int lightIdx ) { if ( !m_lightingShader ) { return; } // first - render a shadow map, if this light is set to cast shadows bool drawShadows = light->castsShadows(); if ( drawShadows ) { renderShadowMap( renderer, light, data ); } // and now render the light contribution renderLighting( renderer, light, data, drawShadows, lightIdx ); }