Update RenderableLightEntityItem to use update light entity

This commit is contained in:
Ryan Huffman 2015-02-27 12:14:50 -08:00
parent df553ac65e
commit fdc1146339

View file

@ -32,25 +32,19 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
float largestDiameter = glm::max(dimensions.x, dimensions.y, dimensions.z);
const float MAX_COLOR = 255.0f;
float diffuseR = getDiffuseColor()[RED_INDEX] / MAX_COLOR;
float diffuseG = getDiffuseColor()[GREEN_INDEX] / MAX_COLOR;
float diffuseB = getDiffuseColor()[BLUE_INDEX] / MAX_COLOR;
float colorR = getColor()[RED_INDEX] / MAX_COLOR;
float colorG = getColor()[GREEN_INDEX] / MAX_COLOR;
float colorB = getColor()[BLUE_INDEX] / MAX_COLOR;
float ambientR = getAmbientColor()[RED_INDEX] / MAX_COLOR;
float ambientG = getAmbientColor()[GREEN_INDEX] / MAX_COLOR;
float ambientB = getAmbientColor()[BLUE_INDEX] / MAX_COLOR;
glm::vec3 color = glm::vec3(colorR, colorG, colorB);
glm::vec3 diffuse = color;
glm::vec3 ambient = color;
glm::vec3 specular = color;
float specularR = getSpecularColor()[RED_INDEX] / MAX_COLOR;
float specularG = getSpecularColor()[GREEN_INDEX] / MAX_COLOR;
float specularB = getSpecularColor()[BLUE_INDEX] / MAX_COLOR;
glm::vec3 ambient = glm::vec3(ambientR, ambientG, ambientB);
glm::vec3 diffuse = glm::vec3(diffuseR, diffuseG, diffuseB);
glm::vec3 specular = glm::vec3(specularR, specularG, specularB);
glm::vec3 direction = IDENTITY_FRONT * rotation;
float constantAttenuation = getConstantAttenuation();
float linearAttenuation = getLinearAttenuation();
float quadraticAttenuation = getQuadraticAttenuation();
float constantAttenuation = 0.0f;
float linearAttenuation = 0.0f;
float quadraticAttenuation = 0.0f;
float exponent = getExponent();
float cutoff = glm::radians(getCutoff());