<commit_before>#include "LightingShader.h"

#include <sl_lighting.h>
#include <m3_mesh.h>

#include <assert.h>

namespace glue
{

static const float VIEW_FAR = 5000;
static const float VIEW_NEAR = 0.1f;

LightingShader::LightingShader()
{
}

LightingShader::~LightingShader()
{
}

void LightingShader::Load()
{
	sl_lighting_load();
	sl_lighting_modelview(&m_mat);
}

void LightingShader::Unload()
{
	sl_lighting_unload();
}

void LightingShader::Bind()
{
	sl_lighting_bind();
}

void LightingShader::Unbind()
{
	sl_lighting_unbind();
}

void LightingShader::OnSize(int width, int height)
{
	sl_lighting_projection(width, height, VIEW_NEAR, VIEW_FAR);
}

void LightingShader::Commit()
{
	sl_lighting_commit();
}

void LightingShader::Reset()
{
}

void LightingShader::SetProjection(int width, int height)
{
	sl_lighting_projection(width, height, VIEW_NEAR, VIEW_FAR);
}
<commit_msg>[FIXED] lighting shader set project<commit_after>#include "LightingShader.h"

#include <sl_lighting.h>
#include <m3_mesh.h>

#include <assert.h>

namespace glue
{

LightingShader::LightingShader()
{
	sm_mat4_identity(&m_mat);
}

LightingShader::~LightingShader()
{
}

void LightingShader::Load()
{
	sl_lighting_load();
}

void LightingShader::Unload()
{
	sl_lighting_unload();
}

void LightingShader::Bind()
{
	sl_lighting_bind();
}

void LightingShader::Unbind()
{
	sl_lighting_unbind();
}

void LightingShader::OnSize(int width, int height)
{
	sl_lighting_projection((float)width / height);
}

void LightingShader::Commit()
{
	sl_lighting_commit();
}

void LightingShader::Reset()
{
}

void LightingShader::SetProjection(int width, int height)
{
	sl_lighting_projection((float)width / height);
}

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