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 Scene::UpdateAllPointLights() { int size = m_pointLightList.size(); LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSSIZE, &size, SHADER_INT); //PointLight* light = m_pointLightList.at(0) //LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSDIFFUSE, &(light->GetDiffuse()), SHADER_LIGHT_DIFFUSE); for(int i = 0; i<m_pointLightList.size(); i++) { PointLight* light = m_pointLightList.at(i); float rad = light->GetRadius(); LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSDIFFUSE, &(light->GetDiffuse()), i, SHADER_LIGHT_DIFFUSE); LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSAMBIENT, &(light->GetAmbient()), i, SHADER_LIGHT_AMBIENT); LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSSPECULAR, &(light->GetSpecular()), i, SHADER_LIGHT_SPECULAR); LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSRADIUS, &rad, i, SHADER_LIGHT_RADIUS); LowLevelGraphics::ShaderProgram::UpdateGlobalShaderParameter(LowLevelGraphics::POINTLIGHTSTRANSFORM, &(light->GetTransform()->GetMatrix()), i, SHADER_LIGHT_TRANSFORM); } }