void ShaderInfoHelper::buildDistantLightShaderParams(const ImagineRendererInfo& iri, FnKat::GroupBuilder& rendererObjectInfo) { buildCommonLightShaderParams(iri, rendererObjectInfo, true, false); ShaderInfoHelper helper(iri, rendererObjectInfo); helper.addFloatSliderParam("spread_angle", 1.0f, 0.0f, 33.0f); }
void ShaderInfoHelper::buildPointLightShaderParams(const ImagineRendererInfo& iri, FnKat::GroupBuilder& rendererObjectInfo) { buildCommonLightShaderParams(iri, rendererObjectInfo, true, false); ShaderInfoHelper helper(iri, rendererObjectInfo); helper.addStringPopupParam("falloff", "quadratic", falloffTypeOptions, 3); }
void ShaderInfoHelper::buildSpotLightShaderParams(const ImagineRendererInfo& iri, FnKat::GroupBuilder& rendererObjectInfo) { ShaderInfoHelper helper(iri, rendererObjectInfo); buildCommonLightShaderParams(iri, rendererObjectInfo, true, true); helper.addStringPopupParam("falloff", "quadratic", falloffTypeOptions, 3); helper.addFloatSliderParam("cone_angle", 30.0f, 0.0f, 90.0f); helper.addFloatSliderParam("penumbra_angle", 5.0f, 0.0f, 90.0f); helper.addBoolParam("is_area", true); }
void ShaderInfoHelper::buildAreaLightShaderParams(const ImagineRendererInfo& iri, FnKat::GroupBuilder& rendererObjectInfo) { buildCommonLightShaderParams(iri, rendererObjectInfo, true, true); ShaderInfoHelper helper(iri, rendererObjectInfo); helper.addFloatSliderParam("width", 1.0f, 0.01f, 20.0f); helper.addFloatSliderParam("depth", 1.0f, 0.01f, 20.0f); helper.addStringPopupParam("shape_type", "quad", areaShapeTypeOptions, 4); helper.addStringPopupParam("falloff", "quadratic", falloffTypeOptions, 3); helper.addBoolParam("scale", true); helper.addBoolParam("bi-directional", false); }
void ShaderInfoHelper::buildSkydomeLightShaderParams(const ImagineRendererInfo& iri, FnKat::GroupBuilder& rendererObjectInfo) { buildCommonLightShaderParams(iri, rendererObjectInfo, true, false); }
void ShaderInfoHelper::buildSkydomeLightShaderParams(const ImagineRendererInfo& iri, FnKat::GroupBuilder& rendererObjectInfo) // for the moment, hopefully we're only going to be connecting Ops { buildCommonLightShaderParams(iri, rendererObjectInfo, true); }