removed lighting skipping

This commit is contained in:
devZoGok
2025-06-15 19:33:20 +03:00
parent 08907567b0
commit aebbdf210b
+1 -3
View File
@@ -184,13 +184,11 @@ namespace vb01{
} }
//TODO replace depth map id literals //TODO replace depth map id literals
//TODO implement logic to skip lighting if the material has lighting disabled
void Light::updateShader(vector<Material*> materials, int thisId, mat4 &proj, mat4 &view){ void Light::updateShader(vector<Material*> materials, int thisId, mat4 &proj, mat4 &view){
Vector3 position = node->localToGlobalPosition(Vector3::VEC_ZERO), direction = node->getGlobalAxis(2); Vector3 position = node->localToGlobalPosition(Vector3::VEC_ZERO), direction = node->getGlobalAxis(2);
for(Material *m : materials){ for(Material *m : materials){
Material::BoolUniform *uniform = ((Material::BoolUniform*)m->getUniform("lightingEnabled"));
if(!(uniform && uniform->value)) continue;
Shader *shader = m->getShader(); Shader *shader = m->getShader();
shader->use(); shader->use();
shader->setInt((int)type, "lights[" + to_string(thisId) + "].type"); shader->setInt((int)type, "lights[" + to_string(thisId) + "].type");