Lines Matching refs:s_LightArray
49 demo::Light s_LightArray[MAX_LIGHT_NUM]; variable
166 s_LightArray[lightIndex].Initialize(); in InitializeLights()
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()
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()
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()
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()
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()
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()
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()
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()
365 s_LightSphereArray[index].SetWorldPosition(s_LightArray[index].m_Position[0], in UpdateLights()
366 s_LightArray[index].m_Position[1], s_LightArray[index].m_Position[2]); in UpdateLights()
424 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_AMBIENT], 1, s_LightArray[lightIndex].m_A… in UseShader()
425 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_DIFFUSE], 1, s_LightArray[lightIndex].m_D… in UseShader()
426 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR0], 1, s_LightArray[lightIndex].m_S… in UseShader()
427 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR1], 1, s_LightArray[lightIndex].m_S… in UseShader()
431 …nn::math::VEC3 position(s_LightArray[lightIndex].m_Position[0], s_LightArray[lightIndex].m_Positio… in UseShader()
445 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_AMBIENT], 1, s_LightArray[lightIndex].m_A… in UseShader()
446 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_DIFFUSE], 1, s_LightArray[lightIndex].m_D… in UseShader()
447 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_SPECULAR0], 1, s_LightArray[lightIndex].m_S… in UseShader()
448 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_SPECULAR1], 1, s_LightArray[lightIndex].m_S… 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()
466 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_AMBIENT], 1, s_LightArray[lightIndex].m_A… in UseShader()
467 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_DIFFUSE], 1, s_LightArray[lightIndex].m_D… in UseShader()
468 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_SPECULAR0], 1, s_LightArray[lightIndex].m_S… in UseShader()
469 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_SPECULAR1], 1, s_LightArray[lightIndex].m_S… 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()
487 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_AMBIENT], 1, s_LightArray[lightIndex].m_A… in UseShader()
488 …mLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_DIFFUSE], 1, s_LightArray[lightIndex].m_D… in UseShader()
489 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_SPECULAR0], 1, s_LightArray[lightIndex].m_S… in UseShader()
490 …ocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_SPECULAR1], 1, s_LightArray[lightIndex].m_S… 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()