Fixed colour temperature and intensity engine parameters, which were not calculating r,g,b correctly

Refactoring in preparation for LOD and geometric reflections

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40116
This commit is contained in:
kearwood
2012-10-04 22:29:01 +00:00
parent 4ea621c2cd
commit 2fd05171b7
29 changed files with 162 additions and 424 deletions

View File

@@ -50,9 +50,9 @@ KRVector3 KRDirectionalLight::getLocalLightDirection() {
#if TARGET_OS_IPHONE
void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &viewMatrix, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
KRLight::render(pCamera, pContext, viewMatrix, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
// Lights are rendered on the second pass of the deferred renderer
@@ -69,7 +69,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
light_direction_view_space.normalize();
KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
if(pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
if(pShader->bind(pCamera, matModelToView, mvpmatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
GLDEBUG(glUniform3f(