Fixing lights and shadows

This commit is contained in:
Vladislav Khorev committed 2026-06-15 21:25:54 +03:00
1 parent 9f4d60036d
commit bba493ee7c
18 files changed
+308 -126

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+20
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@@ -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();
+2
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@@ -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);