git-svn-id: svn://db.shs.com.ru/libs@636 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -81,17 +81,18 @@ void RendererMaterial::renderMaterial(Material * m) {
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fbo_mat_thumb.bindColorTextures();
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fbo_mat_thumb.bindDepthTexture(5);
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fbo_mat_thumb.setWriteBuffer(5);
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if (r->bindShader(Renderer::srLightingPass, &prog)) {
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if (r->bindShader(Renderer::srLightOmniPass, &prog)) {
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r->setUniformCamera(prog, mat_camera, true, fbo_mat_thumb.size());
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r->setUniformViewCorners(prog, mat_camera, fbo_mat_thumb.size());
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for (int i = 0; i < 5; ++i)
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prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
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prog->setUniformValue("tex_d", 5);
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prog->setUniformValue("lights_start", 0);
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prog->setUniformValue("lights_count", 1);
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QList<Light*> mat_l;
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mat_l << mat_light;
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QMap<int, QList<Light*>> mat_l;
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mat_l[Light::Omni] << mat_light;
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r->reloadLightsParameters(mat_l);
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r->reloadLightsPositions(mat_l, mat_camera);
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r->reloadLightsPositions(mat_camera);
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glClearFramebuffer(r->view->backColor(), false);
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r->renderQuad(prog, r->quad, mat_camera);
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r->view->scene()->setLightsChanged();
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