Make use of UniformCache in many Renderables and switch from setUniform(const std::string&, ...) to setUniform(GLint, ...) in those cases

This commit is contained in:
Alexander Bock
2017-12-31 17:31:10 -05:00
parent 8ea5837f00
commit 47233b8e6f
41 changed files with 1329 additions and 855 deletions
+5
View File
@@ -32,6 +32,8 @@
#include <openspace/properties/scalar/boolproperty.h>
#include <openspace/properties/scalar/floatproperty.h>
#include <ghoul/opengl/uniformcache.h>
#include <memory>
namespace ghoul::opengl {
@@ -72,6 +74,9 @@ private:
properties::Mat3Property _modelTransform;
std::unique_ptr<ghoul::opengl::ProgramObject> _programObject;
UniformCache(directionToSunViewSpace, modelViewTransform, projectionTransform,
performShading, texture) _uniformCache;
std::unique_ptr<ghoul::opengl::Texture> _texture;
glm::dvec3 _sunPos;