Implemented linear, exponential, and exponential squared per-pixel fog.

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40162
This commit is contained in:
kearwood
2012-11-21 22:47:33 +00:00
parent 5728b5b000
commit 002ad4bda6
15 changed files with 183 additions and 42 deletions

View File

@@ -156,7 +156,7 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KR
KRShader *pFogShader = m_pContext->getShaderManager()->getShader(shader_name, pCamera, this_light, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_ADDITIVE_PARTICLES);
if(getContext().getShaderManager()->selectShader(pFogShader, viewport, KRMat4(), this_light, KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE)) {
if(getContext().getShaderManager()->selectShader(*pCamera, pFogShader, viewport, KRMat4(), this_light, KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE)) {
int slice_count = (int)(pCamera->volumetric_environment_quality * 495.0) + 5;
float slice_near = -pCamera->getPerspectiveNearZ();
@@ -185,7 +185,7 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KR
// Render light flare on transparency pass
KRShader *pShader = getContext().getShaderManager()->getShader("flare", pCamera, lights, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(pShader, viewport, getModelMatrix(), lights, renderPass)) {
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), lights, renderPass)) {
GLDEBUG(glUniform1f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
m_flareSize
@@ -297,7 +297,7 @@ void KRLight::renderShadowBuffers(KRCamera *pCamera)
// Use shader program
KRShader *shadowShader = m_pContext->getShaderManager()->getShader("ShadowShader", pCamera, std::vector<KRLight *>(), false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
getContext().getShaderManager()->selectShader(shadowShader, m_shadowViewports[iShadow], KRMat4(), std::vector<KRLight *>(), KRNode::RENDER_PASS_SHADOWMAP);
getContext().getShaderManager()->selectShader(*pCamera, shadowShader, m_shadowViewports[iShadow], KRMat4(), std::vector<KRLight *>(), KRNode::RENDER_PASS_SHADOWMAP);
getScene().render(pCamera, m_shadowViewports[iShadow].getVisibleBounds(), m_shadowViewports[iShadow], KRNode::RENDER_PASS_SHADOWMAP, true);