Graphics: Make Background/RenderTechnique independent from Scene
Former-commit-id: d588a3bb74b08d79990a278ad2e399e9797755b4
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@@ -65,7 +65,7 @@ bool NzDeferredPhongLightingPass::IsLightMeshesDrawingEnabled() const
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return m_lightMeshesDrawing;
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}
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bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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bool NzDeferredPhongLightingPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(secondWorkTexture);
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@@ -97,8 +97,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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{
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShader(m_directionalLightShader);
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m_directionalLightShader->SendColor(m_directionalLightShaderSceneAmbientLocation, scene->GetAmbientColor());
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m_directionalLightShader->SendVector(m_directionalLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
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m_directionalLightShader->SendColor(m_directionalLightShaderSceneAmbientLocation, sceneData.ambientColor);
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m_directionalLightShader->SendVector(m_directionalLightShaderEyePositionLocation, viewer->GetEyePosition());
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for (auto& light : m_renderQueue->directionalLights)
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{
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@@ -130,8 +130,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShader(m_pointSpotLightShader);
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m_pointSpotLightShader->SendColor(m_pointSpotLightShaderSceneAmbientLocation, scene->GetAmbientColor());
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m_pointSpotLightShader->SendVector(m_pointSpotLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
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m_pointSpotLightShader->SendColor(m_pointSpotLightShaderSceneAmbientLocation, sceneData.ambientColor);
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m_pointSpotLightShader->SendVector(m_pointSpotLightShaderEyePositionLocation, viewer->GetEyePosition());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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