#include "CModelShaders.hpp" #include "Graphics/CLight.hpp" namespace urde { std::experimental::optional CModelShaders::g_ModelShaders; void CModelShaders::LightingUniform::ActivateLights(const std::vector& lts) { ambient = zeus::CColor::skBlack; size_t curLight = 0; for (const CLight& light : lts) { switch (light.GetType()) { case ELightType::LocalAmbient: ambient += light.GetColor(); break; case ELightType::Point: case ELightType::Spot: case ELightType::Custom: case ELightType::Directional: { if (curLight >= URDE_MAX_LIGHTS) continue; CModelShaders::Light& lightOut = lights[curLight++]; lightOut.pos = CGraphics::g_CameraMatrix * light.GetPosition(); lightOut.dir = CGraphics::g_CameraMatrix.basis * light.GetDirection(); lightOut.dir.normalize(); lightOut.color = light.GetColor(); lightOut.linAtt[0] = light.GetAttenuationConstant(); lightOut.linAtt[1] = light.GetAttenuationLinear(); lightOut.linAtt[2] = light.GetAttenuationQuadratic(); lightOut.angAtt[0] = light.GetAngleAttenuationConstant(); lightOut.angAtt[1] = light.GetAngleAttenuationLinear(); lightOut.angAtt[2] = light.GetAngleAttenuationQuadratic(); if (light.GetType() == ELightType::Directional) lightOut.pos = (-lightOut.dir) * 1048576.f; break; } } } for (; curLightplatform())) {} void CModelShaders::Initialize(const hecl::Runtime::FileStoreManager& storeMgr, boo::IGraphicsDataFactory* gfxFactory) { g_ModelShaders.emplace(storeMgr, gfxFactory); } void CModelShaders::Shutdown() { g_ModelShaders = std::experimental::nullopt; } }