Lines Matching refs:lightIndex

164     for (u32 lightIndex = 0; lightIndex < MAX_LIGHT_NUM; lightIndex++)  in InitializeLights()  local
166 s_LightArray[lightIndex].Initialize(); in InitializeLights()
175 u32 lightIndex = 0; in InitializeLights() local
176 s_LightArray[lightIndex].m_Ambient[0] = 0.0f; in InitializeLights()
177 s_LightArray[lightIndex].m_Ambient[1] = 0.0f; in InitializeLights()
178 s_LightArray[lightIndex].m_Ambient[2] = 0.0f; in InitializeLights()
179 s_LightArray[lightIndex].m_Ambient[3] = 1.0f; in InitializeLights()
180 s_LightArray[lightIndex].m_Diffuse[0] = 1.0f; in InitializeLights()
181 s_LightArray[lightIndex].m_Diffuse[1] = 0.0f; in InitializeLights()
182 s_LightArray[lightIndex].m_Diffuse[2] = 0.0f; in InitializeLights()
183 s_LightArray[lightIndex].m_Diffuse[3] = 1.0f; in InitializeLights()
184 s_LightArray[lightIndex].m_Specular0[0] = 1.0f; in InitializeLights()
185 s_LightArray[lightIndex].m_Specular0[1] = 1.0f; in InitializeLights()
186 s_LightArray[lightIndex].m_Specular0[2] = 1.0f; in InitializeLights()
187 s_LightArray[lightIndex].m_Specular0[3] = 1.0f; in InitializeLights()
190 lightIndex = 1; in InitializeLights()
191 s_LightArray[lightIndex].m_Ambient[0] = 0.0f; in InitializeLights()
192 s_LightArray[lightIndex].m_Ambient[1] = 0.0f; in InitializeLights()
193 s_LightArray[lightIndex].m_Ambient[2] = 0.0f; in InitializeLights()
194 s_LightArray[lightIndex].m_Ambient[3] = 1.0f; in InitializeLights()
195 s_LightArray[lightIndex].m_Diffuse[0] = 0.0f; in InitializeLights()
196 s_LightArray[lightIndex].m_Diffuse[1] = 1.0f; in InitializeLights()
197 s_LightArray[lightIndex].m_Diffuse[2] = 0.0f; in InitializeLights()
198 s_LightArray[lightIndex].m_Diffuse[3] = 1.0f; in InitializeLights()
199 s_LightArray[lightIndex].m_Specular0[0] = 1.0f; in InitializeLights()
200 s_LightArray[lightIndex].m_Specular0[1] = 1.0f; in InitializeLights()
201 s_LightArray[lightIndex].m_Specular0[2] = 1.0f; in InitializeLights()
202 s_LightArray[lightIndex].m_Specular0[3] = 1.0f; in InitializeLights()
205 lightIndex = 2; in InitializeLights()
206 s_LightArray[lightIndex].m_Ambient[0] = 0.0f; in InitializeLights()
207 s_LightArray[lightIndex].m_Ambient[1] = 0.0f; in InitializeLights()
208 s_LightArray[lightIndex].m_Ambient[2] = 0.0f; in InitializeLights()
209 s_LightArray[lightIndex].m_Ambient[3] = 1.0f; in InitializeLights()
210 s_LightArray[lightIndex].m_Diffuse[0] = 0.0f; in InitializeLights()
211 s_LightArray[lightIndex].m_Diffuse[1] = 0.0f; in InitializeLights()
212 s_LightArray[lightIndex].m_Diffuse[2] = 1.0f; in InitializeLights()
213 s_LightArray[lightIndex].m_Diffuse[3] = 1.0f; in InitializeLights()
214 s_LightArray[lightIndex].m_Specular0[0] = 1.0f; in InitializeLights()
215 s_LightArray[lightIndex].m_Specular0[1] = 1.0f; in InitializeLights()
216 s_LightArray[lightIndex].m_Specular0[2] = 1.0f; in InitializeLights()
217 s_LightArray[lightIndex].m_Specular0[3] = 1.0f; in InitializeLights()
220 lightIndex = 3; in InitializeLights()
221 s_LightArray[lightIndex].m_Ambient[0] = 0.0f; in InitializeLights()
222 s_LightArray[lightIndex].m_Ambient[1] = 0.0f; in InitializeLights()
223 s_LightArray[lightIndex].m_Ambient[2] = 0.0f; in InitializeLights()
224 s_LightArray[lightIndex].m_Ambient[3] = 1.0f; in InitializeLights()
225 s_LightArray[lightIndex].m_Diffuse[0] = 1.0f; in InitializeLights()
226 s_LightArray[lightIndex].m_Diffuse[1] = 1.0f; in InitializeLights()
227 s_LightArray[lightIndex].m_Diffuse[2] = 0.0f; in InitializeLights()
228 s_LightArray[lightIndex].m_Diffuse[3] = 1.0f; in InitializeLights()
229 s_LightArray[lightIndex].m_Specular0[0] = 1.0f; in InitializeLights()
230 s_LightArray[lightIndex].m_Specular0[1] = 1.0f; in InitializeLights()
231 s_LightArray[lightIndex].m_Specular0[2] = 1.0f; in InitializeLights()
232 s_LightArray[lightIndex].m_Specular0[3] = 1.0f; in InitializeLights()
334 u32 lightIndex = 0; in UpdateLights() local
338 s_LightArray[lightIndex].m_Position[0] = 0.0f; in UpdateLights()
339 s_LightArray[lightIndex].m_Position[1] = s_LightRadius * cosPhi; in UpdateLights()
340 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()
343 lightIndex = 1; in UpdateLights()
345 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()
346 s_LightArray[lightIndex].m_Position[1] = 0.0f; in UpdateLights()
347 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()
350 lightIndex = 2; in UpdateLights()
352 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()
353 s_LightArray[lightIndex].m_Position[1] = s_LightRadius * sinPhi; in UpdateLights()
354 s_LightArray[lightIndex].m_Position[2] = 0.0f; in UpdateLights()
357 lightIndex = 3; in UpdateLights()
359 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()
360 s_LightArray[lightIndex].m_Position[1] = 0.0f; in UpdateLights()
361 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()
422 u32 lightIndex = 0; in UseShader() local
424 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_AMBIENT], 1, s_LightArray[lightIndex].m_Ambient); in UseShader()
425 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_DIFFUSE], 1, s_LightArray[lightIndex].m_Diffuse); in UseShader()
426 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR0], 1, s_LightArray[lightIndex].m_Specular0); in UseShader()
427 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR1], 1, s_LightArray[lightIndex].m_Specular1); in UseShader()
431 …th::VEC3 position(s_LightArray[lightIndex].m_Position[0], s_LightArray[lightIndex].m_Position[1], … in UseShader()
443 lightIndex = 1; in UseShader()
445 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_AMBIENT], 1, s_LightArray[lightIndex].m_Ambient); in UseShader()
446 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_DIFFUSE], 1, s_LightArray[lightIndex].m_Diffuse); in UseShader()
447 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_SPECULAR0], 1, s_LightArray[lightIndex].m_Specular0); in UseShader()
448 …o::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_SPECULAR1], 1, s_LightArray[lightIndex].m_Specular1); … in UseShader()
451 position.x = s_LightArray[lightIndex].m_Position[0]; in UseShader()
452 position.y = s_LightArray[lightIndex].m_Position[1]; in UseShader()
453 position.z = s_LightArray[lightIndex].m_Position[2]; in UseShader()
464 lightIndex = 2; in UseShader()
466 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_AMBIENT], 1, s_LightArray[lightIndex].m_Ambient); in UseShader()
467 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_DIFFUSE], 1, s_LightArray[lightIndex].m_Diffuse); in UseShader()
468 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_SPECULAR0], 1, s_LightArray[lightIndex].m_Specular0); in UseShader()
469 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_SPECULAR1], 1, s_LightArray[lightIndex].m_Specular1); in UseShader()
472 position.x = s_LightArray[lightIndex].m_Position[0]; in UseShader()
473 position.y = s_LightArray[lightIndex].m_Position[1]; in UseShader()
474 position.z = s_LightArray[lightIndex].m_Position[2]; in UseShader()
485 lightIndex = 3; in UseShader()
487 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_AMBIENT], 1, s_LightArray[lightIndex].m_Ambient); in UseShader()
488 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_DIFFUSE], 1, s_LightArray[lightIndex].m_Diffuse); in UseShader()
489 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_SPECULAR0], 1, s_LightArray[lightIndex].m_Specular0); in UseShader()
490 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_SPECULAR1], 1, s_LightArray[lightIndex].m_Specular1); in UseShader()
493 position.x = s_LightArray[lightIndex].m_Position[0]; in UseShader()
494 position.y = s_LightArray[lightIndex].m_Position[1]; in UseShader()
495 position.z = s_LightArray[lightIndex].m_Position[2]; in UseShader()
578 for (u32 lightIndex = 0; lightIndex < MAX_LIGHT_NUM; lightIndex++) in DrawLights() local
580 DrawBody(s_LightSphereArray[lightIndex]); in DrawLights()