Fixing lights and shadows
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9f4d60036d
commit
bba493ee7c
18 files changed
+308
-126
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@@ -813,6 +813,26 @@ namespace ZL {
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}
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}
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void Renderer::RenderUniform2fv(const std::string& uniformName, const float* value)
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{
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auto shader = shaderManager.GetCurrentShader();
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auto uniform = shader->uniformList.find(uniformName);
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if (uniform != shader->uniformList.end())
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{
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glUniform2fv(uniform->second, 1, value);
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}
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}
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void Renderer::RenderUniform2fvArray(const std::string& uniformName, int count, const float* value)
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{
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auto shader = shaderManager.GetCurrentShader();
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auto uniform = shader->uniformList.find(uniformName);
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if (uniform != shader->uniformList.end())
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{
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glUniform2fv(uniform->second, count, value);
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}
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}
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void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
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{
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auto shader = shaderManager.GetCurrentShader();
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@@ -134,6 +134,8 @@ namespace ZL {
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void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
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void RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value);
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void RenderUniform1i(const std::string& uniformName, const int value);
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void RenderUniform2fv(const std::string& uniformName, const float* value);
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void RenderUniform2fvArray(const std::string& uniformName, int count, const float* value);
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void RenderUniform3fv(const std::string& uniformName, const float* value);
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void RenderUniform3fvArray(const std::string& uniformName, int count, const float* value);
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void RenderUniform4fv(const std::string& uniformName, const float* value);
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