Removed ShaderUniform_[EyePosition|SceneAmbient]

Former-commit-id: 89dedaf78d86def598531f472a1a6ecd56fe8371
This commit is contained in:
Lynix
2015-01-19 00:15:01 +01:00
parent f518311223
commit c18fc4cb14
10 changed files with 63 additions and 23 deletions

View File

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