Set up scene graph objects required for managing light sources

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4033
This commit is contained in:
kearwood
2012-04-12 00:43:53 +00:00
parent 2ea2924764
commit 4215bf8b22
39 changed files with 4253 additions and 195 deletions

View File

@@ -46,7 +46,8 @@
#import "KRShaderManager.h"
KRModel::KRModel(std::string path, KRMaterialManager *pMaterialManager) {
KRModel::KRModel(std::string name, std::string path, KRMaterialManager *pMaterialManager) {
m_name = name;
loadPack(path, pMaterialManager);
}
@@ -63,9 +64,14 @@ void KRModel::loadPack(std::string path, KRMaterialManager *pMaterialManager) {
}
}
std::string KRModel::getName() {
return m_name;
}
KRModel::~KRModel() {
}
#if TARGET_OS_IPHONE
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) {
KRMaterial *pPrevBoundMaterial = NULL;
@@ -102,6 +108,8 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
#endif
KRMesh *KRModel::getMesh() {
return m_pMesh;
}