Directional light now fully added to all lists.

This commit is contained in:
Tleety
2016-01-18 15:15:33 +01:00
parent 794635b6a1
commit 01a164847c
6 changed files with 20 additions and 14 deletions
@@ -12,12 +12,12 @@
struct DirectionalLightJob : RenderJob
{
DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightCompoentn, World* m_World)
DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
: RenderJob()
{
Direction = glm::vec4((glm::vec3)directionalLightCompoentn["Direction"], 1.f);
Color = (glm::vec4)directionalLightCompoentn["Color"];
Intensity = (double)directionalLightCompoentn["Intensity"];
Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 1.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
};
glm::vec4 Direction;
+2 -1
View File
@@ -46,7 +46,8 @@ private:
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);