Added setUniform method to KRMat4, KRVector2, and KRVector3
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40130
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@@ -351,3 +351,8 @@ KRMat4 KRMat4::Transpose(const KRMat4 &m)
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matTranspose.transpose();
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return matTranspose;
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}
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void KRMat4::setUniform(GLint location) const
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{
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if(location != -1) GLDEBUG(glUniformMatrix4fv(location, 1, GL_FALSE, m_mat));
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}
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@@ -111,6 +111,8 @@ public:
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static KRVector3 DotWDiv(const KRMat4 &m, const KRVector3 &v);
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static KRMat4 LookAt(const KRVector3 &cameraPos, const KRVector3 &lookAtPos, const KRVector3 &upDirection);
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void setUniform(GLint location) const;
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};
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#endif // KRMAT4_I
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@@ -164,3 +164,7 @@ float KRVector2::Dot(const KRVector2 &v1, const KRVector2 &v2) {
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return v1.x * v2.x + v1.y * v2.y;
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}
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void KRVector2::setUniform(GLint location) const
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{
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if(location != -1) GLDEBUG(glUniform2f(location, x, y));
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}
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@@ -78,6 +78,8 @@ public:
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static KRVector2 Zero();
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static KRVector2 One();
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void setUniform(GLint location) const;
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private:
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@@ -293,5 +293,5 @@ bool KRVector3::operator <(const KRVector3& b) const
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void KRVector3::setUniform(GLint location) const
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{
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GLDEBUG(glUniform3f(location, x, y, z));
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if(location != -1) GLDEBUG(glUniform3f(location, x, y, z));
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}
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