Elevate Engine 1
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SceneLighting.cpp
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1#include "eepch.h"
3
8
9namespace Elevate
10{
11 void SceneLighting::UploadToShader(const std::shared_ptr<Shader>& shader) const
12 {
13 if (shader)
14 {
16
17 if (m_dirLight)
18 {
19 shader->UseDirLight(m_dirLight);
20 }
21
22 size_t pointLightsCount = m_pointLights.size();
23 shader->SetUniform1i("u_NumPointLights", (int)pointLightsCount);
24 for (size_t i = 0; i < pointLightsCount; i++)
25 {
26 m_pointLights[i]->UploadToShader(shader.get(), (uint32_t)i);
27 }
28 }
29 }
30}
static bool BindShader(const std::shared_ptr< Shader > &shader)
Definition Renderer.cpp:30
void UploadToShader(const std::shared_ptr< Shader > &shader) const