Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
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@@ -3,8 +3,8 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Loaders/Mesh.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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@@ -63,8 +63,11 @@ namespace
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{
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std::unique_ptr<NzMaterial> material(new NzMaterial);
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material->SetPersistent(false);
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if (material->LoadFromFile(mat, parameters.material))
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{
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material->SetShader(parameters.shaderName);
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model->SetMaterial(i, material.get());
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material.release();
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}
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