Core/Color: Switch formal from RGBA8 to RGBA32F
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@@ -68,7 +68,7 @@ namespace Nz
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const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
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const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_basicUniformOffsets.diffuseColor);
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return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
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return Color(colorPtr[0], colorPtr[1], colorPtr[2], colorPtr[3]);
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}
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void BasicMaterial::SetAlphaTestThreshold(float alphaThreshold)
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@@ -86,10 +86,10 @@ namespace Nz
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std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
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float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_basicUniformOffsets.diffuseColor);
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colorPtr[0] = diffuse.r / 255.f;
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colorPtr[1] = diffuse.g / 255.f;
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colorPtr[2] = diffuse.b / 255.f;
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colorPtr[3] = diffuse.a / 255.f;
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colorPtr[0] = diffuse.r;
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colorPtr[1] = diffuse.g;
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colorPtr[2] = diffuse.b;
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colorPtr[3] = diffuse.a;
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}
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MaterialSettings::Builder BasicMaterial::Build(BasicBuildOptions& options)
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@@ -23,7 +23,7 @@ namespace Nz
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auto lightOffset = PredefinedLightData::GetOffsets();
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AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Directional);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r / 255.f, m_color.g / 255.f, m_color.b / 255.f, m_color.a / 255.f);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f);
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AccessByOffset<UInt8&>(data, lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
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@@ -80,7 +80,7 @@ namespace Nz
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const std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferConstData(m_uniformBlockIndex);
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const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.ambientColor);
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return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
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return Color(colorPtr[0], colorPtr[1], colorPtr[2], colorPtr[3]);
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}
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float Nz::PhongLightingMaterial::GetShininess() const
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@@ -98,7 +98,7 @@ namespace Nz
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const std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferConstData(m_uniformBlockIndex);
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const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
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return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
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return Color(colorPtr[0], colorPtr[1], colorPtr[2], colorPtr[3]);
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}
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void PhongLightingMaterial::SetAmbientColor(const Color& ambient)
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@@ -107,10 +107,10 @@ namespace Nz
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std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferData(m_uniformBlockIndex);
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float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.ambientColor);
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colorPtr[0] = ambient.r / 255.f;
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colorPtr[1] = ambient.g / 255.f;
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colorPtr[2] = ambient.b / 255.f;
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colorPtr[3] = ambient.a / 255.f;
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colorPtr[0] = ambient.r;
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colorPtr[1] = ambient.g;
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colorPtr[2] = ambient.b;
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colorPtr[3] = ambient.a;
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}
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void PhongLightingMaterial::SetShininess(float shininess)
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@@ -127,10 +127,10 @@ namespace Nz
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std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferData(m_uniformBlockIndex);
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float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
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colorPtr[0] = diffuse.r / 255.f;
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colorPtr[1] = diffuse.g / 255.f;
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colorPtr[2] = diffuse.b / 255.f;
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colorPtr[3] = diffuse.a / 255.f;
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colorPtr[0] = diffuse.r;
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colorPtr[1] = diffuse.g;
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colorPtr[2] = diffuse.b;
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colorPtr[3] = diffuse.a;
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}
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const std::shared_ptr<MaterialSettings>& PhongLightingMaterial::GetSettings()
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@@ -23,7 +23,7 @@ namespace Nz
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auto lightOffset = PredefinedLightData::GetOffsets();
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AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Point);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r / 255.f, m_color.g / 255.f, m_color.b / 255.f, m_color.a / 255.f);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, m_invRadius);
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AccessByOffset<UInt8&>(data, lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
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@@ -23,7 +23,7 @@ namespace Nz
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auto lightOffset = PredefinedLightData::GetOffsets();
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AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Spot);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r / 255.f, m_color.g / 255.f, m_color.b / 255.f, m_color.a / 255.f);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, m_invRadius);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter2) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f);
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