Removed ShaderUniform_[EyePosition|SceneAmbient]
Former-commit-id: 89dedaf78d86def598531f472a1a6ecd56fe8371
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@@ -210,11 +210,11 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
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// Overlay
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shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
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lastShader = shader;
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}
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@@ -299,9 +299,9 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
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lastShader = shader;
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}
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@@ -503,9 +503,9 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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lightCount = std::min(m_directionalLights.GetLightCount(), NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
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@@ -563,11 +563,11 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
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const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetShaderUniforms(const NzShader* shader) const
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{
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auto it = m_shaderUniforms.find(shader);
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if (it != m_shaderUniforms.end())
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return &(it->second);
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else
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if (it == m_shaderUniforms.end())
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{
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ShaderUniforms uniforms;
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uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
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uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
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uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
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int type0Location = shader->GetUniformLocation("Lights[0].type");
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@@ -588,7 +588,8 @@ const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetSha
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else
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uniforms.hasLightUniforms = false;
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auto pair = m_shaderUniforms.emplace(shader, uniforms);
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return &(pair.first->second);
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it = m_shaderUniforms.emplace(shader, uniforms).first;
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}
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return &it->second;
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}
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