Add Phong lighting (WIP)
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@@ -26,19 +26,26 @@ namespace Nz
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bool DepthMaterial::Initialize()
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{
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UniformOffsets offsets;
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BasicUniformOffsets offsets;
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std::tie(offsets, std::ignore) = BuildUniformOffsets();
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std::vector<UInt8> defaultValues(offsets.totalSize);
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s_materialSettings = std::make_shared<MaterialSettings>(Build(offsets, std::move(defaultValues), BuildShaders()));
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BasicBuildOptions options;
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options.defaultValues.resize(offsets.totalSize);
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options.shaders = BuildShaders();
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options.basicOffsets = s_basicUniformOffsets;
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options.basicOptionIndexes = &s_basicOptionIndexes;
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options.basicTextureIndexes = &s_basicTextureIndexes;
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s_basicMaterialSettings = std::make_shared<MaterialSettings>(Build(options));
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return true;
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}
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void DepthMaterial::Uninitialize()
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{
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s_materialSettings.reset();
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s_basicMaterialSettings.reset();
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}
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std::shared_ptr<MaterialSettings> DepthMaterial::s_materialSettings;
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std::shared_ptr<MaterialSettings> DepthMaterial::s_basicMaterialSettings;
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}
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