From d7e640fd1e404c17533731965b631d5fca8dcdb3 Mon Sep 17 00:00:00 2001 From: Lynix Date: Sun, 31 May 2015 22:12:04 +0200 Subject: [PATCH] Graphics/DeferredLighting: Fix target shader Former-commit-id: 241cca9f659c67fed34c20fb022ff89889630556 --- .../Graphics/DeferredPhongLightingPass.cpp | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/src/Nazara/Graphics/DeferredPhongLightingPass.cpp b/src/Nazara/Graphics/DeferredPhongLightingPass.cpp index ac48fca16..8b9f55a9f 100644 --- a/src/Nazara/Graphics/DeferredPhongLightingPass.cpp +++ b/src/Nazara/Graphics/DeferredPhongLightingPass.cpp @@ -141,13 +141,13 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir NzRenderer::SetIndexBuffer(indexBuffer); NzRenderer::SetVertexBuffer(m_sphereMesh->GetVertexBuffer()); - m_directionalLightShader->SendInteger(m_pointSpotLightUniforms.locations.type, nzLightType_Point); + m_pointSpotLightShader->SendInteger(m_pointSpotLightUniforms.locations.type, nzLightType_Point); for (const auto& light : m_renderQueue->pointLights) { - m_directionalLightShader->SendColor(m_pointSpotLightUniforms.locations.color, light.color); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.factors, NzVector2f(light.ambientFactor, light.diffuseFactor)); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters1, NzVector4f(light.position, light.attenuation)); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters2, NzVector4f(0.f, 0.f, 0.f, light.invRadius)); + m_pointSpotLightShader->SendColor(m_pointSpotLightUniforms.locations.color, light.color); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.factors, NzVector2f(light.ambientFactor, light.diffuseFactor)); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters1, NzVector4f(light.position, light.attenuation)); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters2, NzVector4f(0.f, 0.f, 0.f, light.invRadius)); lightMatrix.SetScale(NzVector3f(light.radius * 1.1f)); // Pour corriger les imperfections liées à la sphère lightMatrix.SetTranslation(light.position); @@ -214,14 +214,14 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir NzRenderer::SetIndexBuffer(indexBuffer); NzRenderer::SetVertexBuffer(m_coneMesh->GetVertexBuffer()); - m_directionalLightShader->SendInteger(m_pointSpotLightUniforms.locations.type, nzLightType_Spot); + m_pointSpotLightShader->SendInteger(m_pointSpotLightUniforms.locations.type, nzLightType_Spot); for (const auto& light : m_renderQueue->spotLights) { - m_directionalLightShader->SendColor(m_pointSpotLightUniforms.locations.color, light.color); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.factors, NzVector2f(light.ambientFactor, light.diffuseFactor)); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters1, NzVector4f(light.direction, light.attenuation)); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters2, NzVector4f(light.position, light.invRadius)); - m_directionalLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters3, NzVector2f(light.innerAngleCosine, light.outerAngleCosine)); + m_pointSpotLightShader->SendColor(m_pointSpotLightUniforms.locations.color, light.color); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.factors, NzVector2f(light.ambientFactor, light.diffuseFactor)); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters1, NzVector4f(light.position, light.attenuation)); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters2, NzVector4f(light.direction, light.invRadius)); + m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters3, NzVector2f(light.innerAngleCosine, light.outerAngleCosine)); float baseRadius = light.radius * light.outerAngleTangent * 1.1f; lightMatrix.MakeTransform(light.position, NzQuaternionf::RotationBetween(NzVector3f::Forward(), light.direction), NzVector3f(baseRadius, baseRadius, light.radius));