Fixing lights and shadows
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18 files changed
+308
-126
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+53
-10
@@ -903,7 +903,13 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
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// ==================== Night pass with point lights ====================
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void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor) {
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void Character::drawNight(Renderer& renderer,
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const float* pointLightPosEye, const float* pointLightDirEye,
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const float* pointLightColors, int pointLightCount,
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const float* pointLightWorldXZ, const float* pointLightLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor)
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{
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if (!enabled) return;
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if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
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hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
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@@ -915,13 +921,19 @@ void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, con
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//if (!isPlayer && hp <= 0) return;
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if (useGpuSkinning) {
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drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
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drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
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pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
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} else {
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drawNightCpu(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
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drawNightCpu(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
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pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
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}
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}
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void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor) {
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void Character::drawNightGpuSkinning(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor)
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{
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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if (it == animations.end()) return;
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@@ -942,7 +954,10 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
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renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
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renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
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}
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renderer.RenderUniformMatrix4fv("uViewInverse", false, cameraViewInverse.data());
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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@@ -979,6 +994,8 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
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renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
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renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
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}
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drawAttachedWeapon(renderer);
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renderer.shaderManager.PopShader();
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@@ -987,7 +1004,11 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
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renderer.shaderManager.PopShader();
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}
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void Character::drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor) {
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void Character::drawNightCpu(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor)
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{
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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if (it == animations.end()) return;
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@@ -1005,6 +1026,8 @@ void Character::drawNightCpu(Renderer& renderer, const float* plPosEye, const fl
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renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
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renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
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}
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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@@ -1042,7 +1065,10 @@ void Character::drawNightCpu(Renderer& renderer, const float* plPosEye, const fl
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void Character::drawNightWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor)
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const float* plWorldXZ, const float* plLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
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const float* ambientColor, const float* fogColor)
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{
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if (!enabled) return;
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if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
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@@ -1053,15 +1079,22 @@ void Character::drawNightWithShadow(Renderer& renderer,
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//if (!isPlayer && hp <= 0) return;
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if (useGpuSkinning) {
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drawNightGpuSkinningWithShadow(renderer, plPosEye, plDirEye, plColors, plCount, lightFromCamera, shadowMapTex, ambientColor, fogColor);
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drawNightGpuSkinningWithShadow(renderer, plPosEye, plDirEye, plColors, plCount,
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plWorldXZ, plLimitXZ, cameraViewInverse,
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lightFromCamera, shadowMapTex, ambientColor, fogColor);
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} else {
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drawNightCpuWithShadow(renderer, plPosEye, plDirEye, plColors, plCount, lightFromCamera, shadowMapTex, ambientColor, fogColor);
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drawNightCpuWithShadow(renderer, plPosEye, plDirEye, plColors, plCount,
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plWorldXZ, plLimitXZ, cameraViewInverse,
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lightFromCamera, shadowMapTex, ambientColor, fogColor);
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}
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}
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void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor)
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const float* plWorldXZ, const float* plLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
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const float* ambientColor, const float* fogColor)
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{
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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@@ -1088,6 +1121,9 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
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renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
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}
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
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renderer.RenderUniformMatrix4fv("uViewInverse", false, cameraViewInverse.data());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shadowMapTex);
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@@ -1133,6 +1169,8 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
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renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
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}
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
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drawAttachedWeapon(renderer);
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renderer.shaderManager.PopShader();
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@@ -1142,7 +1180,10 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
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void Character::drawNightCpuWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor)
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const float* plWorldXZ, const float* plLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
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const float* ambientColor, const float* fogColor)
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{
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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@@ -1166,6 +1207,8 @@ void Character::drawNightCpuWithShadow(Renderer& renderer,
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renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
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}
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shadowMapTex);
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+20
-4
@@ -51,10 +51,18 @@ public:
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void draw(Renderer& renderer);
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void drawShadowDepth(Renderer& renderer);
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void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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void drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor);
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void drawNight(Renderer& renderer,
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const float* pointLightPosEye, const float* pointLightDirEye,
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const float* pointLightColors, int pointLightCount,
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const float* pointLightWorldXZ, const float* pointLightLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor);
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void drawNightWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
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const float* plWorldXZ, const float* plLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
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const float* ambientColor, const float* fogColor);
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// Character-to-character collision (XZ-plane). Used by Location to keep
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// player/NPCs from walking through each other.
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@@ -217,14 +225,22 @@ private:
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void drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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void drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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// Night: draw with spot-light shaders
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void drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
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void drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
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void drawNightGpuSkinning(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor);
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void drawNightCpu(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor);
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// Night: draw with spot-light + shadow shaders
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void drawNightGpuSkinningWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
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void drawNightCpuWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
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};
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@@ -14,6 +14,7 @@
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#include <android/log.h>
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#endif
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#endif
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+38
-9
@@ -318,6 +318,10 @@ namespace ZL
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pl.id = item.value("id", "");
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pl.autoLight = item.value("autoLight", false);
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pl.autoLightDistance = item.value("autoLightDistance", -1.0f);
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pl.limitX = item.value("limitX", 99999.f);
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pl.limitY = item.value("limitY", 99999.f);
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pl.autoLightLimitX = item.value("autoLightLimitX", -1.0f);
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pl.autoLightLimitY = item.value("autoLightLimitY", -1.0f);
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pl.position = Eigen::Vector3f(
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item.value("positionX", 0.0f),
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item.value("positionY", 0.0f),
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@@ -1005,10 +1009,18 @@ namespace ZL
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for (int i = 0; i < static_cast<int>(pointLights.size()); ++i) {
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const PointLight& pl = pointLights[i];
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bool active = !pl.autoLight;
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if (!active && i == nearestLightIdx) {
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// autoLight: also check distance threshold if set
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const float dist = player ? (pl.position - player->position).norm() : 0.0f;
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active = (pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
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if (!active && player) {
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if (pl.autoLightLimitX > 0.0f && pl.autoLightLimitY > 0.0f) {
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// Rectangular activation zone — independent of nearest-light heuristic
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const float dx = std::abs(player->position.x() - pl.position.x());
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const float dz = std::abs(player->position.z() - pl.position.z());
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active = (dx <= pl.autoLightLimitX && dz <= pl.autoLightLimitY);
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} else {
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// Legacy: only the nearest autoLight activates, with optional distance cap
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const float dist = (pl.position - player->position).norm();
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active = (i == nearestLightIdx) &&
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(pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
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}
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}
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if (active) {
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activeLightIndices.push_back(i);
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@@ -1079,6 +1091,8 @@ namespace ZL
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float plPosEye[MAX_POINT_LIGHTS * 3] = {};
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float plDirEye[MAX_POINT_LIGHTS * 3] = {};
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float plColors[MAX_POINT_LIGHTS * 3] = {};
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float plWorldXZ[MAX_POINT_LIGHTS * 2] = {};
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float plLimitXZ[MAX_POINT_LIGHTS * 2] = {};
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const Eigen::Matrix3f camRot = cameraViewMatrix.block<3, 3>(0, 0);
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const int lightCount = static_cast<int>(activeLightIndices.size());
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for (int j = 0; j < lightCount; ++j) {
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@@ -1095,12 +1109,19 @@ namespace ZL
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plColors[j * 3 + 0] = pl.color.x();
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plColors[j * 3 + 1] = pl.color.y();
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plColors[j * 3 + 2] = pl.color.z();
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plWorldXZ[j * 2 + 0] = pl.position.x();
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plWorldXZ[j * 2 + 1] = pl.position.z();
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plLimitXZ[j * 2 + 0] = pl.limitX;
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plLimitXZ[j * 2 + 1] = pl.limitY;
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}
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// Compute camera view inverse (needed for shadow lookup and skinning world-pos recovery)
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const Eigen::Matrix4f cameraViewInverse = cameraViewMatrix.inverse();
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// Compute light-from-camera matrix for shadow lookup
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Eigen::Matrix4f lightFromCamera = Eigen::Matrix4f::Identity();
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if (hasShadows) {
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lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewMatrix.inverse();
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lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewInverse;
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renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
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// Pass first active light's eye-space direction as uLightDir for shadow bias
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renderer.RenderUniform3fv("uLightDir", plDirEye);
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@@ -1111,6 +1132,8 @@ namespace ZL
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renderer.RenderUniform3fvArray("uPointLightPos[0]", lightCount, plPosEye);
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renderer.RenderUniform3fvArray("uPointLightDir[0]", lightCount, plDirEye);
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renderer.RenderUniform3fvArray("uPointLightColor[0]", lightCount, plColors);
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renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", lightCount, plWorldXZ);
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renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", lightCount, plLimitXZ);
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}
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renderer.RenderUniform1f("uAlpha", 1.0f);
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@@ -1132,11 +1155,17 @@ namespace ZL
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for (auto& tz : teleportZones) tz.prepareForDraw(cameraViewMatrix);
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if (hasShadows) {
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if (player) player->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount, lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
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for (auto& npc : npcs) npc->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount, lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
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if (player) player->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount,
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plWorldXZ, plLimitXZ, cameraViewInverse,
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lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
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for (auto& npc : npcs) npc->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount,
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plWorldXZ, plLimitXZ, cameraViewInverse,
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lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
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} else {
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if (player) player->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount, ambientColor, fogColor);
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for (auto& npc : npcs) npc->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount, ambientColor, fogColor);
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if (player) player->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount,
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plWorldXZ, plLimitXZ, cameraViewInverse, ambientColor, fogColor);
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for (auto& npc : npcs) npc->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount,
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plWorldXZ, plLimitXZ, cameraViewInverse, ambientColor, fogColor);
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}
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for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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@@ -28,6 +28,11 @@ namespace ZL
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Eigen::Vector3f color; // RGB, values > 1.0 increase intensity
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bool autoLight = false; // if true, only activates when nearest light to player
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float autoLightDistance = -1.0f; // max distance for autoLight activation; <=0 means unlimited
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// Rectangular limits — keep light confined to a room-sized AABB centred on the light
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float limitX = 99999.f; // shader fragment limit: half-width in world X
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float limitY = 99999.f; // shader fragment limit: half-width in world Z
|
||||
float autoLightLimitX = -1.0f; // activation rect half-width X; <0 = use legacy nearest-light logic
|
||||
float autoLightLimitY = -1.0f; // activation rect half-width Z
|
||||
};
|
||||
|
||||
struct TriggerZone
|
||||
|
||||
@@ -813,6 +813,26 @@ namespace ZL {
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderUniform2fv(const std::string& uniformName, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
auto uniform = shader->uniformList.find(uniformName);
|
||||
if (uniform != shader->uniformList.end())
|
||||
{
|
||||
glUniform2fv(uniform->second, 1, value);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderUniform2fvArray(const std::string& uniformName, int count, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
auto uniform = shader->uniformList.find(uniformName);
|
||||
if (uniform != shader->uniformList.end())
|
||||
{
|
||||
glUniform2fv(uniform->second, count, value);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
|
||||
@@ -134,6 +134,8 @@ namespace ZL {
|
||||
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
||||
void RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value);
|
||||
void RenderUniform1i(const std::string& uniformName, const int value);
|
||||
void RenderUniform2fv(const std::string& uniformName, const float* value);
|
||||
void RenderUniform2fvArray(const std::string& uniformName, int count, const float* value);
|
||||
void RenderUniform3fv(const std::string& uniformName, const float* value);
|
||||
void RenderUniform3fvArray(const std::string& uniformName, int count, const float* value);
|
||||
void RenderUniform4fv(const std::string& uniformName, const float* value);
|
||||
|
||||
Reference in new issue
Block a user