ECS/Project/Project/Renderers/RendererResourceManagers/RendererShaderManager/RendererShaderManager.cpp
//	Generate the Uniform Locations for the provided shader.
Generate the Uniform Locations for the provided shader.
Generate the Uniform Locations for the provided shader .
void RendererShaderManager::generateShaderUniformLocations(GLuint newShader, RendererShaderUniforms & newShaderUniforms)
{
	{
		newShaderUniforms.environmentDataUniforms.u_backgroundEnvironmentIntensities = glGetUniformLocation(newShader, "u_environmentMapIntensities");
		newShaderUniforms.environmentDataUniforms.u_backgroundEnvironmentCubeMapOne = glGetUniformLocation(newShader, "u_backgroundEnvironmentCubeMapOne");
		newShaderUniforms.environmentDataUniforms.u_backgroundEnvironmentCubeMapTwo = glGetUniformLocation(newShader, "u_backgroundEnvironmentCubeMapTwo");
		newShaderUniforms.environmentDataUniforms.u_backgroundEnvironmentCubeMapThree = glGetUniformLocation(newShader, "u_backgroundEnvironmentCubeMapThree");
		newShaderUniforms.environmentDataUniforms.u_backgroundEnvironmentCubeMapFour = glGetUniformLocation(newShader, "u_backgroundEnvironmentCubeMapFour");
	}
	{
		newShaderUniforms.samplingDataUniforms.u_screenSize = glGetUniformLocation(newShader, "u_screenSize");
		newShaderUniforms.samplingDataUniforms.u_unitSquareSamples = glGetUniformLocation(newShader, "u_unitSquareSamples");
		newShaderUniforms.samplingDataUniforms.u_hemisphereSamples = glGetUniformLocation(newShader, "u_hemisphereSamples");
		newShaderUniforms.samplingDataUniforms.u_hemisphereRadius = glGetUniformLocation(newShader, "u_hemisphereRadius");
	}
	{
		newShaderUniforms.cameraDataUniforms.u_worldCameraPosition = glGetUniformLocation(newShader, "u_worldCameraPosition");
		newShaderUniforms.cameraDataUniforms.u_cameraPerspectiveMatrix = glGetUniformLocation(newShader, "u_cameraPerspectiveMatrix");
		newShaderUniforms.cameraDataUniforms.u_cameraViewMatrix = glGetUniformLocation(newShader, "u_cameraViewMatrix");
		newShaderUniforms.cameraDataUniforms.u_inverseTransposeCameraViewMatrix = glGetUniformLocation(newShader, "u_inverseTransposeCameraViewMatrix");
		newShaderUniforms.cameraDataUniforms.u_screenSpaceViewMatrix = glGetUniformLocation(newShader, "u_screenSpaceViewMatrix");
		newShaderUniforms.cameraDataUniforms.u_cameraNearFarPlaneDistance = glGetUniformLocation(newShader, "u_cameraNearFarPlaneDistance");
	}
	{
		newShaderUniforms.lightDataUniforms.u_ambientLight = glGetUniformLocation(newShader, "u_ambientLight");
		newShaderUniforms.lightDataUniforms.u_lights = glGetUniformLocation(newShader, "u_lights");
	}
	{
		newShaderUniforms.modelDataUniforms.u_modelMatrix = glGetUniformLocation(newShader, "u_modelMatrix");
		newShaderUniforms.modelDataUniforms.u_inverseTransposeModelMatrix = glGetUniformLocation(newShader, "u_inverseTransposeModelMatrix");
		newShaderUniforms.modelDataUniforms.u_modelViewMatrix = glGetUniformLocation(newShader, "u_modelViewMatrix");
		newShaderUniforms.modelDataUniforms.u_inverseTransposeModelViewMatrix = glGetUniformLocation(newShader, "u_inverseTransposeModelViewMatrix");
	}
	{
		newShaderUniforms.materialValuesUniforms.u_diffuseAlbedoAndLitType = glGetUniformLocation(newShader, "u_diffuseAlbedoAndLitType");
		newShaderUniforms.materialValuesUniforms.u_specularAlbedoAndLightingType = glGetUniformLocation(newShader, "u_specularAlbedoAndLightingType");
		newShaderUniforms.materialValuesUniforms.u_emssionColorAndIntensity = glGetUniformLocation(newShader, "u_emssionColorAndIntensity");
		newShaderUniforms.materialValuesUniforms.u_metallicnessRoughnessFresnelOpacity = glGetUniformLocation(newShader, "u_metallicnessRoughnessFresnelOpacity");
	}
	{
		newShaderUniforms.gBufferInputUniforms.g_worldSpaceVertexPosition = glGetUniformLocation(newShader, "g_worldSpaceVertexPosition");
		newShaderUniforms.gBufferInputUniforms.g_worldSpaceVertexNormalAndDepth = glGetUniformLocation(newShader, "g_worldSpaceVertexNormalAndDepth");
		newShaderUniforms.gBufferInputUniforms.g_diffuseAlbedoAndLitType = glGetUniformLocation(newShader, "g_diffuseAlbedoAndLitType");
		newShaderUniforms.gBufferInputUniforms.g_specularAlbedoAndLightingType = glGetUniformLocation(newShader, "g_specularAlbedoAndLightingType");
		newShaderUniforms.gBufferInputUniforms.g_emissionColorAndIntensity = glGetUniformLocation(newShader, "g_emissionColorAndIntensity");
		newShaderUniforms.gBufferInputUniforms.g_metallicnessRoughnessFresnelOpacity = glGetUniformLocation(newShader, "g_metallicnessRoughnessFresnelOpacity");
	}
	{
		newShaderUniforms.textureDataUniforms.u_diffuseAlbedoMap = glGetUniformLocation(newShader, "u_diffuseAlbedoMap");
		newShaderUniforms.textureDataUniforms.u_specularAlbedoMap = glGetUniformLocation(newShader, "u_specularAlbedoMap");
		newShaderUniforms.textureDataUniforms.u_emssionColorAndIntensityMap = glGetUniformLocation(newShader, "u_emssionColorAndIntensityMap");
		newShaderUniforms.textureDataUniforms.u_metallicnessRoughnessFresnelOpacityMap = glGetUniformLocation(newShader, "u_metallicnessRoughnessFresnelOpacityMap");
	}
	{
		newShaderUniforms.primaryPostProcessInputUniforms.pp_inputTextureOne = glGetUniformLocation(newShader, "pp_inputTextureOne");
		newShaderUniforms.primaryPostProcessInputUniforms.pp_inputTextureTwo = glGetUniformLocation(newShader, "pp_inputTextureTwo");
		newShaderUniforms.primaryPostProcessInputUniforms.pp_inputTextureThree = glGetUniformLocation(newShader, "pp_inputTextureThree");
		newShaderUniforms.primaryPostProcessInputUniforms.pp_inputTextureFour = glGetUniformLocation(newShader, "pp_inputTextureFour");
		newShaderUniforms.secondaryPostProcessInputUniforms.pp_inputTextureFive = glGetUniformLocation(newShader, "pp_inputTextureFive");
		newShaderUniforms.secondaryPostProcessInputUniforms.pp_inputTextureSix = glGetUniformLocation(newShader, "pp_inputTextureSix");
		newShaderUniforms.secondaryPostProcessInputUniforms.pp_inputTextureSeven = glGetUniformLocation(newShader, "pp_inputTextureSeven");
		newShaderUniforms.secondaryPostProcessInputUniforms.pp_inputTextureEight = glGetUniformLocation(newShader, "pp_inputTextureEight");
	}
	{
		newShaderUniforms.noiseTexturesUniforms.t_noiseTextureOne = glGetUniformLocation(newShader, "t_noiseTextureOne");
		newShaderUniforms.noiseTexturesUniforms.t_noiseTextureTwo = glGetUniformLocation(newShader, "t_noiseTextureTwo");
		newShaderUniforms.noiseTexturesUniforms.t_noiseTextureThree = glGetUniformLocation(newShader, "t_noiseTextureThree");
		newShaderUniforms.noiseTexturesUniforms.t_noiseTextureFour = glGetUniformLocation(newShader, "t_noiseTextureFour");
	}
}
void RendererShaderManager :: generateShaderUniformLocations ( GLuint newShader , RendererShaderUniforms & newShaderUniforms ) { { newShaderUniforms . environmentDataUniforms . u_backgroundEnvironmentIntensities = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . environmentDataUniforms . u_backgroundEnvironmentCubeMapOne = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . environmentDataUniforms . u_backgroundEnvironmentCubeMapTwo = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . environmentDataUniforms . u_backgroundEnvironmentCubeMapThree = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . environmentDataUniforms . u_backgroundEnvironmentCubeMapFour = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . samplingDataUniforms . u_screenSize = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . samplingDataUniforms . u_unitSquareSamples = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . samplingDataUniforms . u_hemisphereSamples = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . samplingDataUniforms . u_hemisphereRadius = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . cameraDataUniforms . u_worldCameraPosition = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . cameraDataUniforms . u_cameraPerspectiveMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . cameraDataUniforms . u_cameraViewMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . cameraDataUniforms . u_inverseTransposeCameraViewMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . cameraDataUniforms . u_screenSpaceViewMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . cameraDataUniforms . u_cameraNearFarPlaneDistance = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . lightDataUniforms . u_ambientLight = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . lightDataUniforms . u_lights = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . modelDataUniforms . u_modelMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . modelDataUniforms . u_inverseTransposeModelMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . modelDataUniforms . u_modelViewMatrix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . modelDataUniforms . u_inverseTransposeModelViewMatrix = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . materialValuesUniforms . u_diffuseAlbedoAndLitType = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . materialValuesUniforms . u_specularAlbedoAndLightingType = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . materialValuesUniforms . u_emssionColorAndIntensity = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . materialValuesUniforms . u_metallicnessRoughnessFresnelOpacity = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . gBufferInputUniforms . g_worldSpaceVertexPosition = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . gBufferInputUniforms . g_worldSpaceVertexNormalAndDepth = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . gBufferInputUniforms . g_diffuseAlbedoAndLitType = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . gBufferInputUniforms . g_specularAlbedoAndLightingType = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . gBufferInputUniforms . g_emissionColorAndIntensity = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . gBufferInputUniforms . g_metallicnessRoughnessFresnelOpacity = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . textureDataUniforms . u_diffuseAlbedoMap = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . textureDataUniforms . u_specularAlbedoMap = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . textureDataUniforms . u_emssionColorAndIntensityMap = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . textureDataUniforms . u_metallicnessRoughnessFresnelOpacityMap = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . primaryPostProcessInputUniforms . pp_inputTextureOne = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . primaryPostProcessInputUniforms . pp_inputTextureTwo = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . primaryPostProcessInputUniforms . pp_inputTextureThree = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . primaryPostProcessInputUniforms . pp_inputTextureFour = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . secondaryPostProcessInputUniforms . pp_inputTextureFive = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . secondaryPostProcessInputUniforms . pp_inputTextureSix = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . secondaryPostProcessInputUniforms . pp_inputTextureSeven = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . secondaryPostProcessInputUniforms . pp_inputTextureEight = glGetUniformLocation ( newShader , " " ) ; } { newShaderUniforms . noiseTexturesUniforms . t_noiseTextureOne = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . noiseTexturesUniforms . t_noiseTextureTwo = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . noiseTexturesUniforms . t_noiseTextureThree = glGetUniformLocation ( newShader , " " ) ; newShaderUniforms . noiseTexturesUniforms . t_noiseTextureFour = glGetUniformLocation ( newShader , " " ) ; } }
Generate the Uniform Locations for the provided shader.
Generate the Uniform Locations for the provided shader .
//	AMBIENT LIGHT DATA, AND LIGHT ARRAY //	UNIT SQUARE AND HEMISPHERE SAMPLES. //	CAMERA DATA. UNIFORM CAMERA POSITION, CAMERA PERSPECTIVE MATRIX, CAMERA VIEW MATRIX. //	MODEL DATA. UNIFORM MODEL, INVERSE MODEL, NORMAL MATRIX. //	MATERIAL DATA. DIFFUSE ALBEDO, METALLICNESS, ROUGHNESS, FRESNEL, OPACITY. //	G BUFFER - VERTEX POSITION AND DEPTH, VERTEX NORMAL, VERTEX TEXTURE COORDINATES //	DIFFUSE ALBEDO AND METALLICNESS, SPECULAR ALBEDO AND ROUGHNESS, EMISSIVE COLOR AND INTENSITY. //	ENVIRONMENT MAP CUBE TEXTURE, DIFFUSE ALBEDO MAP TEXTURE, SPECULAR ALBEDO MAP TEXTURE //	EMISSIVE COLOR AND INTENSITY TEXTURE, METALLIC, ROUGHNESS, FRESNEL AND OPACITY TEXTURE. //	POST PROCESS INPUT TEXTURES. //	NOISE TEXTURES.