Removed ShaderUniform_[EyePosition|SceneAmbient]
Former-commit-id: 89dedaf78d86def598531f472a1a6ecd56fe8371
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@@ -17,6 +17,8 @@ NzDeferredPhongLightingPass::NzDeferredPhongLightingPass() :
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m_lightMeshesDrawing(false)
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{
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m_directionalLightShader = NzShaderLibrary::Get("DeferredDirectionnalLight");
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m_directionalLightShaderEyePositionLocation = m_directionalLightShader->GetUniformLocation("EyePosition");
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m_directionalLightShaderSceneAmbientLocation = m_directionalLightShader->GetUniformLocation("SceneAmbient");
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m_directionalLightUniforms.ubo = false;
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m_directionalLightUniforms.locations.type = -1; // Type déjà connu
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@@ -28,6 +30,8 @@ m_lightMeshesDrawing(false)
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m_pointSpotLightShader = NzShaderLibrary::Get("DeferredPointSpotLight");
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m_pointSpotLightShaderDiscardLocation = m_pointSpotLightShader->GetUniformLocation("Discard");
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m_pointSpotLightShaderEyePositionLocation = m_pointSpotLightShader->GetUniformLocation("EyePosition");
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m_pointSpotLightShaderSceneAmbientLocation = m_pointSpotLightShader->GetUniformLocation("SceneAmbient");
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m_pointSpotLightUniforms.ubo = false;
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m_pointSpotLightUniforms.locations.type = m_pointSpotLightShader->GetUniformLocation("LightType");
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@@ -96,8 +100,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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{
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShader(m_directionalLightShader);
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m_directionalLightShader->SendColor(m_directionalLightShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_directionalLightShader->SendVector(m_directionalLightShader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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m_directionalLightShader->SendColor(m_directionalLightShaderSceneAmbientLocation, scene->GetAmbientColor());
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m_directionalLightShader->SendVector(m_directionalLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
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for (const NzLight* light : m_renderQueue->directionalLights)
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{
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@@ -126,8 +130,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShader(m_pointSpotLightShader);
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m_pointSpotLightShader->SendColor(m_pointSpotLightShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_pointSpotLightShader->SendVector(m_pointSpotLightShader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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m_pointSpotLightShader->SendColor(m_pointSpotLightShaderEyePositionLocation, scene->GetAmbientColor());
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m_pointSpotLightShader->SendVector(m_pointSpotLightShaderSceneAmbientLocation, scene->GetViewer()->GetEyePosition());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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