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
+5 -5
View File
@@ -41,11 +41,11 @@ int main(){
Model *model = new Model(MODEL_PATH + "kek.vb");
Material *mat = new Material(PATH + "texture");
mat->addVariable("lightingEnabled", false);
mat->addVariable("texturingEnabled", true);
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", true);
string images[] = {TEX_PATH + "defaultTexture.jpg"};
Texture *texture = new Texture(images, 1);
mat->addVariable("textures[0]", texture, true);
mat->addTexUniform("textures[0]", texture, true);
model->setMaterial(mat);
rootNode->attachChild(model);
@@ -70,8 +70,8 @@ int main(){
*/
Box *box = new Box(Vector3(1, 1, 1) * .25);
Material *boxMat = new Material(PATH + "texture");
boxMat->addVariable("texturingEnabled", false);
boxMat->addVariable("diffuseColor", Vector4(1, 0, 0, 1));
boxMat->addBoolUniform("texturingEnabled", false);
boxMat->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
box->setMaterial(boxMat);
skeleton->getBone("bone")->attachMesh(box);