void Shader::SetUniformPointLight(const std::string& uniformName, const PointLight& pointLight) const { SetUniformVector3f(uniformName + ".base.color", pointLight.GetColor()); SetUniformf(uniformName + ".base.intensity", pointLight.GetIntensity()); SetUniformf(uniformName + ".atten.constant", pointLight.GetAttenuation().GetConstant()); SetUniformf(uniformName + ".atten.linear", pointLight.GetAttenuation().GetLinear()); SetUniformf(uniformName + ".atten.exponent", pointLight.GetAttenuation().GetExponent()); SetUniformVector3f(uniformName + ".position", pointLight.GetTransform().GetTransformedPos()); SetUniformf(uniformName + ".range", pointLight.GetRange()); }
void Shader::SetUniform(const string& name, const PointLight& value) { SetUniform(name + ".base", (Light)value); SetUniform(name + ".attenuation", value.GetAttenuation()); SetUniform(name + ".position", value.GetPosition()); }