Add Phong lighting (WIP)
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@@ -12,16 +12,12 @@
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namespace Nz
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{
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SubmeshRenderer::SubmeshRenderer()
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{
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}
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std::unique_ptr<ElementRendererData> SubmeshRenderer::InstanciateData()
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{
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return std::make_unique<SubmeshRendererData>();
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}
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void SubmeshRenderer::Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& /*currentFrame*/, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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void SubmeshRenderer::Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& /*currentFrame*/, const RenderStates& renderStates, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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Graphics* graphics = Graphics::Instance();
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@@ -118,6 +114,16 @@ namespace Nz
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};
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}
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::LightDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
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{
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::UniformBufferBinding{
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renderStates.lightData.get(),
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0, renderStates.lightData->GetSize()
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};
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}
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::ViewerDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
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{
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const auto& viewerBuffer = viewerInstance.GetViewerBuffer();
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