Now rendering live preview when dragging models into viewport

This commit is contained in:
Antoine Pilote
2024-08-11 00:45:02 -04:00
parent 91b3e5d4b0
commit 6da7cb9d3f
6 changed files with 124 additions and 16 deletions
+5 -8
View File
@@ -281,15 +281,12 @@ namespace Nuake
{
for (unsigned int i = 0; i < CSM_AMOUNT; i++)
{
// Bind shadowmap texture
light.m_Framebuffers[i]->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(17 + i);
const uint32_t shadowMapId = shadowmapAmount + i;
Ref<Texture> shadowMapTexture = light.m_Framebuffers[i]->GetTexture(GL_DEPTH_ATTACHMENT);
deferredShader->SetUniformTex("ShadowMaps[" + std::to_string(shadowMapId) + "]", shadowMapTexture, 17 + i);
const std::string stringIndex = std::to_string(i);
deferredShader->SetUniform1i("u_DirectionalLight.ShadowMapsIDs[" + stringIndex + "]", shadowMapId);
deferredShader->SetUniform1f("u_DirectionalLight.CascadeDepth[" + stringIndex + "]", light.mCascadeSplitDepth[i]);
deferredShader->SetUniformMat4f("u_DirectionalLight.LightTransforms[" + stringIndex + "]", light.mViewProjections[i]);
deferredShader->SetUniform1i("ShadowMaps[" + std::to_string(shadowMapId) + "]", 17 + i);
deferredShader->SetUniform1i("u_DirectionalLight.ShadowMapsIDs[" + std::to_string(i) + "]", shadowMapId);
deferredShader->SetUniform1f("u_DirectionalLight.CascadeDepth[" + std::to_string(i) + "]", light.mCascadeSplitDepth[i]);
deferredShader->SetUniformMat4f("u_DirectionalLight.LightTransforms[" + std::to_string(i) + "]", light.mViewProjections[i]);
}
}