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[CORE][FIX] Fix illuminer shader update API
- Add index parameter
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9604e68aa4
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@ -13,7 +13,7 @@ DirLight::DirLight(glm::vec3 direction, glm::vec3 color) :
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DirLight::~DirLight() {}
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void DirLight::updateShader(ShaderProgram shader) const {
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void DirLight::updateShader(ShaderProgram shader, int index) const {
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// Recall DirLight structure in fragment shader
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// -------------
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// struct DirLight {
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@ -23,10 +23,10 @@ void DirLight::updateShader(ShaderProgram shader) const {
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// vec3 specular;
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// };
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shader.setUniform("DirLight.direction", -_direction);
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shader.setUniform("DirLight.ambient", ambientLightColor());
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shader.setUniform("DirLight.diffuse", diffuseLightColor());
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shader.setUniform("DirLight.specular", specularLightColor());
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shader.setUniform("dirlights[" + std::to_string(index) + "].direction", -_direction);
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shader.setUniform("dirlights[" + std::to_string(index) + "].ambient", ambientLightColor());
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shader.setUniform("dirlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
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shader.setUniform("dirlights[" + std::to_string(index) + "].specular", specularLightColor());
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}
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ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
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@ -83,7 +83,7 @@ inline float ScopedLight::innerCutOffAngle() const {
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return 0.0011 * glm::pow(_cutOffAngle, 2) + 0.6440 * _cutOffAngle;
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}
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void ScopedLight::updateShader(ShaderProgram shader) const {
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void ScopedLight::updateShader(ShaderProgram shader, int index) const {
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// Recall PointLight and SpotLight structure in fragment shader
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// -------------
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// struct PointLight {
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@ -112,25 +112,25 @@ void ScopedLight::updateShader(ShaderProgram shader) const {
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// Check the cutoff angle to determine the type of light
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if (abs(_cutOffAngle - 180.0f) < 1e-6) {
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// Point light
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shader.setUniform("PointLight.position", _position);
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shader.setUniform("PointLight.ambient", ambientLightColor());
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shader.setUniform("PointLight.diffuse", diffuseLightColor());
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shader.setUniform("PointLight.specular", specularLightColor());
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shader.setUniform("PointLight.constant", _attConstant);
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shader.setUniform("PointLight.linear", _attLinear);
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shader.setUniform("PointLight.quadratic", _attQuadratic);
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shader.setUniform("pointlights[" + std::to_string(index) + "].position", _position);
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shader.setUniform("pointlights[" + std::to_string(index) + "].ambient", ambientLightColor());
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shader.setUniform("pointlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
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shader.setUniform("pointlights[" + std::to_string(index) + "].specular", specularLightColor());
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shader.setUniform("pointlights[" + std::to_string(index) + "].constant", _attConstant);
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shader.setUniform("pointlights[" + std::to_string(index) + "].linear", _attLinear);
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shader.setUniform("pointlights[" + std::to_string(index) + "].quadratic", _attQuadratic);
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}
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else {
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// Spot light
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shader.setUniform("SpotLight.position", _position);
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shader.setUniform("SpotLight.direction", -_direction);
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shader.setUniform("SpotLight.ambient", ambientLightColor());
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shader.setUniform("SpotLight.diffuse", diffuseLightColor());
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shader.setUniform("SpotLight.specular", specularLightColor());
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shader.setUniform("SpotLight.constant", _attConstant);
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shader.setUniform("SpotLight.linear", _attLinear);
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shader.setUniform("SpotLight.quadratic", _attQuadratic);
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shader.setUniform("SpotLight.innercutoff", glm::cos(glm::radians(innerCutOffAngle())));
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shader.setUniform("SpotLight.outercutoff", glm::cos(glm::radians(_cutOffAngle)));
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shader.setUniform("spotlights[" + std::to_string(index) + "].position", _position);
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shader.setUniform("spotlights[" + std::to_string(index) + "].direction", -_direction);
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shader.setUniform("spotlights[" + std::to_string(index) + "].ambient", ambientLightColor());
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shader.setUniform("spotlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
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shader.setUniform("spotlights[" + std::to_string(index) + "].specular", specularLightColor());
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shader.setUniform("spotlights[" + std::to_string(index) + "].constant", _attConstant);
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shader.setUniform("spotlights[" + std::to_string(index) + "].linear", _attLinear);
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shader.setUniform("spotlights[" + std::to_string(index) + "].quadratic", _attQuadratic);
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shader.setUniform("spotlights[" + std::to_string(index) + "].innercutoff", glm::cos(glm::radians(innerCutOffAngle())));
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shader.setUniform("spotlights[" + std::to_string(index) + "].outercutoff", glm::cos(glm::radians(_cutOffAngle)));
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}
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}
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@ -19,7 +19,7 @@ protected:
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virtual glm::vec3 diffuseLightColor() const = 0;
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virtual glm::vec3 specularLightColor() const = 0;
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virtual void updateShader(ShaderProgram shader) const = 0;
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virtual void updateShader(ShaderProgram shader, int index) const = 0;
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public:
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glm::vec3 lightColor() const { return _lightColor; }
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@ -45,7 +45,7 @@ public:
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void setLightDirection(glm::vec3 direction) { _direction = direction; }
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// Render util function
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virtual void updateShader(ShaderProgram shader) const override;
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virtual void updateShader(ShaderProgram shader, int index) const override;
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};
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// Scoped Light is a combination of point light and spot light
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@ -91,5 +91,5 @@ public:
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void setCutOffAngle(float angle);
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// Render util function
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virtual void updateShader(ShaderProgram shader) const override;
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virtual void updateShader(ShaderProgram shader, int index) const override;
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};
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