Make uniforms named
This commit is contained in:
+7
-6
@@ -218,9 +218,9 @@ void updateNodeTransformations(SceneNode* node, glm::mat4 transformationThusFar,
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glm::mat4 M = transformationThusFar * transformationMatrix;
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glm::mat4 MV = V*M;
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node->currentTransformationMatrixMV = MV;
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node->currentTransformationMatrix = P*MV;
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node->currentTransformationMatrixMVnormal = glm::inverse(glm::transpose(MV));
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node->MV = MV;
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node->MVP = P*MV;
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node->MVnormal = glm::inverse(glm::transpose(MV));
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for(SceneNode* child : node->children) {
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updateNodeTransformations(child, M, V, P);
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@@ -387,9 +387,9 @@ void updateFrame(GLFWwindow* window) {
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void renderNode(SceneNode* node) {
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glUniformMatrix4fv(6, 1, GL_FALSE, glm::value_ptr(node->currentTransformationMatrix));
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glUniformMatrix4fv(7, 1, GL_FALSE, glm::value_ptr(node->currentTransformationMatrixMV));
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glUniformMatrix4fv(8, 1, GL_FALSE, glm::value_ptr(node->currentTransformationMatrixMVnormal));
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glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP));
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal));
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glUniform1ui(shader->location("isNormalMapped"), false);
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glUniform1ui(shader->location("isTextured"), false);
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@@ -423,6 +423,7 @@ void renderNode(SceneNode* node) {
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break;
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}
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case HUD:
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default:
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break;
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}
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