void ForwardAmbientLightShader::draw(const RenderComponent& renderComponent) {
	if (!renderComponent.material.hasDiffuse()) {
		return;
	}
	setMaterial(renderComponent.material);
	setUniform("modelToWorldMatrix", renderComponent.getTransformationMatrix());
	renderComponent.mesh->draw();
}
示例#2
0
void ShadowDepthShader::draw(const RenderComponent& renderComponent) {
	setUniform("modelToWorldMatrix", renderComponent.getTransformationMatrix());
	renderComponent.mesh->draw();
}