Added ShaderUniform (Faster GetUniformLocation)
Former-commit-id: c8a01eccde07fc3b2aac46c5b974f8406ad949f0
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@@ -125,17 +125,17 @@ void NzScene::Draw()
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matIt.first->Apply(shader);
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// Position de la caméra
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int camPosLocation = shader->GetUniformLocation("CameraPosition");
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int camPosLocation = shader->GetUniformLocation(nzShaderUniform_CameraPosition);
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if (camPosLocation != -1)
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shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
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// Couleur ambiante de la scène
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int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
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int sceneAmbientLocation = shader->GetUniformLocation(nzShaderUniform_SceneAmbient);
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if (sceneAmbientLocation != -1)
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shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
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// Gestion des lumières (D'abord directionnelles)
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int lightCountLocation = shader->GetUniformLocation("LightCount");
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int lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
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unsigned int lightIndex = 0;
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if (lightCountLocation != -1)
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@@ -216,17 +216,17 @@ void NzScene::Draw()
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bool instancing = shader->GetFlags() & nzShaderFlags_Instancing;
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// Position de la caméra
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int camPosLocation = shader->GetUniformLocation("CameraPosition");
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int camPosLocation = shader->GetUniformLocation(nzShaderUniform_CameraPosition);
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if (camPosLocation != -1)
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shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
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// Couleur ambiante de la scène
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int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
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int sceneAmbientLocation = shader->GetUniformLocation(nzShaderUniform_SceneAmbient);
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if (sceneAmbientLocation != -1)
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shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
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// Gestion des lumières (D'abord directionnelles)
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int lightCountLocation = shader->GetUniformLocation("LightCount");
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int lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
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unsigned int lightIndex = 0;
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if (lightCountLocation != -1)
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