Refactored, renaming "shadow map" to "light map" to avoid confusion with the shadow volume maps
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4036
This commit is contained in:
@@ -45,7 +45,7 @@ KRCamera::KRCamera() {
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bEnableAmbient = true;
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bEnableDiffuse = true;
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bEnableSpecular = true;
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bEnableShadowMap = true;
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bEnableLightMap = true;
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bDebugSuperShiny = false;
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@@ -47,7 +47,7 @@ public:
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bool bEnableDiffuseMap;
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bool bEnableNormalMap;
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bool bEnableSpecMap;
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bool bEnableShadowMap;
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bool bEnableLightMap;
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bool bDebugPSSM;
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bool bDebugSuperShiny;
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bool bShowShadowBuffer;
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@@ -310,7 +310,7 @@ double const PI = 3.141592653589793f;
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glUniformMatrix4fv(m_shadowUniforms[KRENGINE_UNIFORM_SHADOWMVP1], 1, GL_FALSE, shadowmvpmatrix[iShadow].getPointer());
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// Calculate the bounding volume of the shadow map
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// Calculate the bounding volume of the light map
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KRMat4 matInvShadow = shadowmvpmatrix[iShadow];
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matInvShadow.invert();
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@@ -804,7 +804,7 @@ double const PI = 3.141592653589793f;
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@"enable_diffuse_map",
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@"enable_normal_map",
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@"enable_spec_map",
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@"enable_shadow_map",
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@"enable_light_map",
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@"ambient_r",
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@"ambient_g",
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@"ambient_b",
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@@ -841,7 +841,7 @@ double const PI = 3.141592653589793f;
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@"Enable diffuse map",
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@"Enable normal map",
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@"Enable specular map",
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@"Enable shadow map",
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@"Enable light map",
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@"Ambient light red intensity",
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@"Ambient light green intensity",
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@"Ambient light blue intensity",
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@@ -915,7 +915,7 @@ double const PI = 3.141592653589793f;
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m_camera.bEnableDiffuseMap ? 1.0f : 0.0f,
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m_camera.bEnableNormalMap ? 1.0f : 0.0f,
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m_camera.bEnableSpecMap ? 1.0f : 0.0f,
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m_camera.bEnableShadowMap ? 1.0f : 0.0f,
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m_camera.bEnableLightMap ? 1.0f : 0.0f,
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m_camera.dAmbientR,
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m_camera.dAmbientG,
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m_camera.dAmbientB,
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@@ -977,7 +977,7 @@ double const PI = 3.141592653589793f;
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m_camera.bEnableSpecMap = bNewBoolVal;
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break;
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case 8:
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m_camera.bEnableShadowMap = bNewBoolVal;
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m_camera.bEnableLightMap = bNewBoolVal;
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break;
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case 9:
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m_camera.dAmbientR = v;
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@@ -33,10 +33,10 @@
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#import "KRInstance.h"
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#include <assert.h>
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KRInstance::KRInstance(std::string instance_name, std::string model_name, const KRMat4 modelMatrix, std::string shadow_map) : KRNode(instance_name) {
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KRInstance::KRInstance(std::string instance_name, std::string model_name, const KRMat4 modelMatrix, std::string light_map) : KRNode(instance_name) {
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m_modelMatrix = modelMatrix;
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m_shadowMap = shadow_map;
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m_pShadowMap = NULL;
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m_lightMap = light_map;
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m_pLightMap = NULL;
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m_pModel = NULL;
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m_model_name = model_name;
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}
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@@ -53,7 +53,7 @@ tinyxml2::XMLElement *KRInstance::saveXML( tinyxml2::XMLNode *parent)
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{
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tinyxml2::XMLElement *e = KRNode::saveXML(parent);
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e->SetAttribute("mesh_name", m_model_name.c_str());
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e->SetAttribute("light_map", m_shadowMap.c_str());
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e->SetAttribute("light_map", m_lightMap.c_str());
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return e;
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}
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@@ -72,12 +72,12 @@ void KRInstance::render(KRCamera *pCamera, KRModelManager *pModelManager, KRBoun
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if(m_pModel != NULL && (getExtents(pModelManager).test_intersect(frustrumVolume) || bRenderShadowMap)) {
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if(m_pShadowMap == NULL && m_shadowMap.size()) {
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m_pShadowMap = pTextureManager->getTexture(m_shadowMap.c_str());
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if(m_pLightMap == NULL && m_lightMap.size()) {
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m_pLightMap = pTextureManager->getTexture(m_lightMap.c_str());
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}
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if(cShadowBuffers == 0 && m_pShadowMap && pCamera->bEnableShadowMap && !bRenderShadowMap) {
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int iTextureName = m_pShadowMap->getName();
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if(cShadowBuffers == 0 && m_pLightMap && pCamera->bEnableLightMap && !bRenderShadowMap) {
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int iTextureName = m_pLightMap->getName();
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, iTextureName);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
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@@ -97,7 +97,7 @@ void KRInstance::render(KRCamera *pCamera, KRModelManager *pModelManager, KRBoun
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KRVector3 cameraPosObject = inverseModelMatrix.dot(cameraPosition);
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KRVector3 lightDirObject = inverseModelMatrix.dot(lightDirection);
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m_pModel->render(pCamera, pMaterialManager, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, m_pShadowMap);
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m_pModel->render(pCamera, pMaterialManager, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, m_pLightMap);
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}
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@@ -50,7 +50,7 @@ class KRBoundingVolume;
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class KRInstance : public KRNode {
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public:
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KRInstance(std::string instance_name, std::string model_name, const KRMat4 modelMatrix, std::string shadow_map);
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KRInstance(std::string instance_name, std::string model_name, const KRMat4 modelMatrix, std::string light_map);
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virtual ~KRInstance();
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virtual std::string getElementName();
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@@ -68,8 +68,8 @@ public:
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private:
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KRModel *m_pModel;
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KRMat4 m_modelMatrix;
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KRTexture *m_pShadowMap;
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std::string m_shadowMap;
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KRTexture *m_pLightMap;
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std::string m_lightMap;
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std::string m_model_name;
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};
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@@ -156,9 +156,9 @@ bool KRMaterial::isTransparent() {
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return m_tr != 0.0;
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}
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#if TARGET_OS_IPHONE
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void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pShadowMap) {
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void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pLightMap) {
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bool bSameMaterial = *prevBoundMaterial == this;
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bool bShadowMap = pShadowMap && pCamera->bEnableShadowMap;
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bool bLightMap = pLightMap && pCamera->bEnableLightMap;
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if(!m_pAmbientMap && m_ambientMap.size()) {
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m_pAmbientMap = pTextureManager->getTexture(m_ambientMap.c_str());
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@@ -185,7 +185,7 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
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bool bNormalMap = m_pNormalMap != NULL && pCamera->bEnableNormalMap;
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bool bSpecMap = m_pSpecularMap != NULL && pCamera->bEnableSpecMap;
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KRShader *pShader = pShaderManager->getShader(pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers, bShadowMap, m_diffuseMapScale != default_scale && bDiffuseMap, m_specularMapScale != default_scale && bSpecMap, m_normalMapScale != default_scale && bNormalMap, m_diffuseMapOffset != default_offset && bDiffuseMap, m_specularMapOffset != default_offset && bSpecMap, m_normalMapOffset != default_offset && bNormalMap);
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KRShader *pShader = pShaderManager->getShader(pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers, bLightMap, m_diffuseMapScale != default_scale && bDiffuseMap, m_specularMapScale != default_scale && bSpecMap, m_normalMapScale != default_scale && bNormalMap, m_diffuseMapOffset != default_offset && bDiffuseMap, m_specularMapOffset != default_offset && bSpecMap, m_normalMapOffset != default_offset && bNormalMap);
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bool bSameShader = strcmp(pShader->getKey(), szPrevShaderKey) == 0;
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if(!bSameShader) {
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@@ -75,7 +75,7 @@ public:
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char *getName();
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#if TARGET_OS_IPHONE
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void bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pShadowMap);
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void bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pLightMap);
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#endif
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@@ -73,7 +73,7 @@ KRModel::~KRModel() {
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}
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#if TARGET_OS_IPHONE
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pShadowMap) {
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pLightMap) {
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KRMaterial *pPrevBoundMaterial = NULL;
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int iPrevBuffer = -1;
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char szPrevShaderKey[128];
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@@ -99,7 +99,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
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KRMaterial *pMaterial = m_materials[iSubmesh];
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, pShadowMap);
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, pLightMap);
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m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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@@ -54,7 +54,7 @@ public:
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#if TARGET_OS_IPHONE
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void render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pShadowMap);
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void render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pLightMap);
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#endif
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@@ -268,10 +268,10 @@ void LoadNode(KRNode *parent_node, std::vector<KRResource *> &resources, KFbxGeo
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}
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void LoadMesh(KRNode *parent_node, std::vector<KRResource *> &resources, KFbxGeometryConverter *pGeometryConverter, KFbxNode* pNode) {
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std::string shadow_map = pNode->GetName();
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shadow_map.append("_lightmap");
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std::string light_map = pNode->GetName();
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light_map.append("_lightmap");
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KRInstance *new_instance = new KRInstance(pNode->GetName(), pNode->GetName(), KRMat4(), shadow_map);
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KRInstance *new_instance = new KRInstance(pNode->GetName(), pNode->GetName(), KRMat4(), light_map);
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fbxDouble3 local_rotation = pNode->GetGeometricRotation(KFbxNode::eSOURCE_SET);
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fbxDouble3 local_translation = pNode->GetGeometricTranslation(KFbxNode::eSOURCE_SET);
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fbxDouble3 local_scale = pNode->GetGeometricScaling(KFbxNode::eSOURCE_SET);
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@@ -47,10 +47,10 @@ KRShaderManager::~KRShaderManager() {
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}
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KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bShadowMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset) {
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KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset) {
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char szKey[128];
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sprintf(szKey, "%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d", pCamera->bEnablePerPixel, bDiffuseMap, bNormalMap, bSpecMap, pCamera->bDebugPSSM, iShadowQuality, /*pCamera->dAmbientR, pCamera->dAmbientG, pCamera->dAmbientB, pCamera->dSunR, pCamera->dSunG, pCamera->dSunB, */pCamera->bEnableAmbient, pCamera->bEnableDiffuse, pCamera->bEnableSpecular, bShadowMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset);
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sprintf(szKey, "%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d", pCamera->bEnablePerPixel, bDiffuseMap, bNormalMap, bSpecMap, pCamera->bDebugPSSM, iShadowQuality, /*pCamera->dAmbientR, pCamera->dAmbientG, pCamera->dAmbientB, pCamera->dSunR, pCamera->dSunG, pCamera->dSunB, */pCamera->bEnableAmbient, pCamera->bEnableDiffuse, pCamera->bEnableSpecular, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset);
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/*
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@@ -72,7 +72,7 @@ KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool b
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stream << "#define HAS_DIFFUSE_MAP " << (bDiffuseMap ? "1" : "0");
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stream << "\n#define HAS_NORMAL_MAP " << (bNormalMap ? "1" : "0");
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stream << "\n#define HAS_SPEC_MAP " << (bSpecMap ? "1" : "0");
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stream << "\n#define HAS_SHADOW_MAP " << (bShadowMap ? "1" : "0");
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stream << "\n#define HAS_LIGHT_MAP " << (bLightMap ? "1" : "0");
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stream << "\n#define HAS_NORMAL_MAP_SCALE " << (bNormalMapScale ? "1" : "0");
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stream << "\n#define HAS_SPEC_MAP_SCALE " << (bSpecMapScale ? "1" : "0");
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stream << "\n#define HAS_DIFFUSE_MAP_SCALE " << (bDiffuseMapScale ? "1" : "0");
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@@ -50,7 +50,7 @@ public:
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KRShaderManager(const GLchar *szVertShaderSource, const GLchar *szFragShaderSource);
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~KRShaderManager();
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KRShader *getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bShadowMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset);
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KRShader *getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset);
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private:
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std::map<std::string, KRShader *> m_shaders;
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@@ -49,7 +49,7 @@ uniform sampler2D shadowTexture1;
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varying highp vec4 shadowMapCoord1;
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#endif
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#if HAS_SHADOW_MAP == 1
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#if HAS_LIGHT_MAP == 1
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uniform sampler2D shadowTexture1;
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varying mediump vec2 shadowCoord;
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#endif
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@@ -203,13 +203,11 @@ void main()
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#endif
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// -------------------- Multiply shadow map --------------------
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// -------------------- Multiply light map --------------------
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#if HAS_SHADOW_MAP
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#if HAS_LIGHT_MAP
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mediump vec3 shadowColor = vec3(texture2D(shadowTexture1, shadowCoord));
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gl_FragColor = vec4(gl_FragColor.r * shadowColor.r, gl_FragColor.g * shadowColor.g, gl_FragColor.b * shadowColor.b, 1.0);
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// gl_FragColor = vec4(shadowColor, 1.0);
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// gl_FragColor = vec4(shadowCoord.s, shadowCoord.t, 1.0, 1.0);
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#endif
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}
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@@ -46,7 +46,7 @@ uniform mediump float material_shininess;
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varying highp vec2 texCoord;
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#endif
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#if HAS_SHADOW_MAP == 1
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#if HAS_LIGHT_MAP == 1
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varying mediump vec2 shadowCoord;
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#endif
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@@ -169,7 +169,7 @@ void main()
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#if HAS_SHADOW_MAP == 1
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#if HAS_LIGHT_MAP == 1
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// Pass shadow UV co-ordinates
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shadowCoord = shadowuv.st;
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#endif
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