void LoadGlobalUniforms(OpenGL gl, uint shaderProgram) { int KaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ka"); int KdUniformLocation = gl.GetUniformLocation(shaderProgram, "Kd"); int KsUniformLocation = gl.GetUniformLocation(shaderProgram, "Ks"); int IaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ia"); int IlUniformLocation = gl.GetUniformLocation(shaderProgram, "Il"); int IpUniformLocation = gl.GetUniformLocation(shaderProgram, "Ip"); int KUniformLocation = gl.GetUniformLocation(shaderProgram, "K"); gl.Uniform3(KaUniformLocation, 1, Ka.ToFloatArray()); gl.Uniform3(KdUniformLocation, 1, Kd.ToFloatArray()); gl.Uniform3(KsUniformLocation, 1, Ks.ToFloatArray()); gl.Uniform3(IaUniformLocation, 1, Ia.ToFloatArray()); gl.Uniform3(IlUniformLocation, 1, Il.ToFloatArray()); gl.Uniform1(IpUniformLocation, (float)Ip); gl.Uniform1(KUniformLocation, (float)K); int CameraPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "CameraPosition"); int LightPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "LightPosition"); gl.Uniform1(CameraPositionUniformLocation, (float)CameraPosition); gl.Uniform3(LightPositionUniformLocation, 1, LightPosition.ToFloatArray()); int objectColorUniformLocation = gl.GetUniformLocation(shaderProgram, "objectColor"); gl.Uniform3(objectColorUniformLocation, 1, ObjectColor.ToFloatArray()); }
void LoadGlobalUniforms(OpenGL gl, uint shaderProgram) { int KaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ka"); int KdUniformLocation = gl.GetUniformLocation(shaderProgram, "Kd"); int KsUniformLocation = gl.GetUniformLocation(shaderProgram, "Ks"); int IaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ia"); int IlUniformLocation = gl.GetUniformLocation(shaderProgram, "Il"); int IpUniformLocation = gl.GetUniformLocation(shaderProgram, "Ip"); int KUniformLocation = gl.GetUniformLocation(shaderProgram, "K"); gl.Uniform3(KaUniformLocation, 1, Ka.ToFloatArray()); gl.Uniform3(KdUniformLocation, 1, Kd.ToFloatArray()); gl.Uniform3(KsUniformLocation, 1, Ks.ToFloatArray()); gl.Uniform3(IaUniformLocation, 1, Ia.ToFloatArray()); gl.Uniform3(IlUniformLocation, 1, Il.ToFloatArray()); gl.Uniform1(IpUniformLocation, (float)Ip); gl.Uniform1(KUniformLocation, (float)K); int MagicCoefUniformLocation = gl.GetUniformLocation(shaderProgram, "magicCoef"); int DistToFragUniformLocation = gl.GetUniformLocation(shaderProgram, "distToFrag"); gl.Uniform1(MagicCoefUniformLocation, MagicCoef); if (EffectMode == Mode.FRAG) { gl.Uniform1(DistToFragUniformLocation, 1); } else { gl.Uniform1(DistToFragUniformLocation, 0); } int CameraPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "CameraPosition"); int LightPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "LightPosition"); int magicPointPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "magicPointPosition"); gl.Uniform1(CameraPositionUniformLocation, (float)CameraPosition); gl.Uniform3(LightPositionUniformLocation, 1, LightPosition.ToFloatArray()); gl.Uniform3(magicPointPositionUniformLocation, 1, magicPointPosition.ToFloatArray()); int objectColorUniformLocation = gl.GetUniformLocation(shaderProgram, "objectColor"); gl.Uniform3(objectColorUniformLocation, 1, ObjectColor.ToFloatArray()); }