improved shader uniform assignment

This commit is contained in:
devZoGok
2021-11-13 10:34:37 +02:00
parent 3cce34310f
commit 003eb44938
10 changed files with 58 additions and 49 deletions
+6 -6
View File
@@ -42,8 +42,8 @@ int main(){
Box *driverBox = new Box(Vector3(1, 1, 1) * .25);
Node *driver = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
Material *driverMat = new Material(PATH + "texture");
driverMat->addVariable("texturingEnabled", false);
driverMat->addVariable("diffuseColor", Vector4(0, 1, 0, 1));
driverMat->addBoolUniform("texturingEnabled", false);
driverMat->addVec4Uniform("diffuseColor", Vector4(0, 1, 0, 1));
driverBox->setMaterial(driverMat);
driver->attachMesh(driverBox);
rootNode->attachChild(driver);
@@ -51,8 +51,8 @@ int main(){
Box *leftBox = new Box(Vector3(1, 1, 1) * .25);
Node *leftNode = new Node();
Material *leftMat = new Material(PATH + "texture");
leftMat->addVariable("texturingEnabled", false);
leftMat->addVariable("diffuseColor", Vector4(1, 0, 0, 1));
leftMat->addBoolUniform("texturingEnabled", false);
leftMat->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
leftBox->setMaterial(leftMat);
leftNode->attachMesh(leftBox);
rootNode->attachChild(leftNode);
@@ -61,8 +61,8 @@ int main(){
Box *rightBox = new Box(Vector3(1, 1, 1) * .25);
Node *rightNode = new Node();
Material *rightMat = new Material(PATH + "texture");
rightMat->addVariable("texturingEnabled", false);
rightMat->addVariable("diffuseColor", Vector4(0, 0, 1, 1));
rightMat->addBoolUniform("texturingEnabled", false);
rightMat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
rightBox->setMaterial(rightMat);
rightNode->attachMesh(rightBox);
rootNode->attachChild(rightNode);