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Fixed immediate mode lighting, improved-ish modern gl lighting
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@@ -9,13 +9,23 @@ class IMICFPS
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def draw_object(camera, lights, object)
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if Shader.available?("default")
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Shader.use("default") do |shader|
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shader.set_uniform("projection", camera.projection_matrix)
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shader.set_uniform("view", camera.view_matrix)
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shader.set_uniform("model", object.model_matrix)
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shader.set_uniform("hasTexture", object.model.has_texture?)
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shader.uniform_transform("projection", camera.projection_matrix)
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shader.uniform_transform("view", camera.view_matrix)
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shader.uniform_transform("model", object.model_matrix)
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shader.uniform_boolean("hasTexture", object.model.has_texture?)
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shader.uniform_vec3("cameraPosition", camera.position)
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# TODO: Upload and use lights
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shader.set_uniform("lightPos", lights.first.position)
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lights.each_with_index do |light, i|
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shader.uniform_float("lights[#{i}.end", -1.0);
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shader.uniform_float("lights[#{i}.type", light.type);
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shader.uniform_vec3("lights[#{i}].position", light.position)
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shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
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shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
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shader.uniform_vec3("lights[#{i}].specular", light.specular)
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end
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shader.uniform_float("totalLights", lights.size)
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handleGlError
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draw_model(object.model)
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