Now using setUniform methods of KRMat4, KRVector3, and KRVector2 instead of direct glUniform calls

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40131
This commit is contained in:
kearwood
2012-10-18 08:37:19 +00:00
parent 6358f7fcb9
commit 2aded76722
5 changed files with 34 additions and 139 deletions

View File

@@ -71,20 +71,8 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &
KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(pShader->bind(pCamera, m_modelMatrix, viewMatrix, mvpmatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
GLDEBUG(glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE],
light_direction_view_space.x,
light_direction_view_space.y,
light_direction_view_space.z
));
GLDEBUG(glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
m_color.x,
m_color.y,
m_color.z
));
light_direction_view_space.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE]);
m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
GLDEBUG(glUniform1f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],