39 if (
object ==
nullptr || prototype ==
nullptr)
return;
40 auto shaderParametersDefault = Engine::getShaderParameterDefaults(prototype->
getShader());
41 auto distanceShaderParametersDefault = Engine::getShaderParameterDefaults(prototype->
getDistanceShader());
42 for (
auto& parameterIt: shaderParametersDefault) {
43 auto& parameterName = parameterIt.first;
45 object->setShaderParameter(parameterName, parameterValue);
47 for (
auto& parameterIt: distanceShaderParametersDefault) {
48 auto& parameterName = parameterIt.first;
50 object->setDistanceShaderParameter(parameterName, parameterValue);
57 if (prototype !=
nullptr) {
63 if (ground !=
nullptr) ground->setContributesShadows(
false);
Entity * getEntity(const string &id)
Returns a entity by given id.
TDME2 engine entity shader parameters.
const ShaderParameter getShaderParameter(const string ¶meterName) const
Returns shader parameter for given parameter name, if the value does not exist, the default will be r...
virtual void setContributesShadows(bool contributesShadows)=0
Enable/disable contributes shadows.
virtual void setEnabled(bool enabled)=0
Enable/disable rendering.
Object 3D to be used with engine class.
Shader parameter model class.
const string & getShader()
Get shader.
bool isContributesShadows()
const string & getDistanceShader()
Get distance shader.
const EntityShaderParameters & getDistanceShaderParameters()
Get distance shader parameters.
const EntityShaderParameters & getShaderParameters()
Get shader parameters.