Light mapping implemented
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4023
This commit is contained in:
@@ -45,8 +45,10 @@ 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 = false;
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bDebugSuperShiny = false;
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dAmbientR = 0.25f;
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dAmbientG = 0.25f;
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dAmbientB = 0.35f;
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@@ -47,6 +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 bDebugPSSM;
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bool bDebugSuperShiny;
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bool bShowShadowBuffer;
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@@ -482,11 +482,12 @@ double const PI = 3.141592653589793f;
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// Bind attribute locations.
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// This needs to be done prior to linking.
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_VERTEX, "position");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUV, "inputTextureCoordinate");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUVA, "inputTextureCoordinate");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUVB, "shadowuv");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_VERTEX, "myVertex");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_NORMAL, "myNormal");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TANGENT, "myTangent");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUV, "myUV");
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glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUVA, "myUV");
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// Link program.
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if (![self linkProgram:*programPointer])
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@@ -667,8 +668,8 @@ double const PI = 3.141592653589793f;
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// Update attribute values.
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, 0, textureVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, textureVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -692,8 +693,8 @@ double const PI = 3.141592653589793f;
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// Update attribute values.
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, 0, textureVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, textureVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
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for(int iShadow=0; iShadow < m_cShadowBuffers; iShadow++) {
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glActiveTexture(GL_TEXTURE1);
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@@ -760,8 +761,8 @@ double const PI = 3.141592653589793f;
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dTexScale * iCol + dTexScale, dTexScale * iRow
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};
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, 0, charTexCoords);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, charTexCoords);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, charVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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@@ -786,7 +787,7 @@ double const PI = 3.141592653589793f;
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-(NSString *)getParameterNameWithIndex: (int)i
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{
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NSString *parameter_names[30] = {
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NSString *parameter_names[31] = {
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@"camera_fov",
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@"sun_direction",
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@"sun_attitude",
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@@ -795,6 +796,7 @@ 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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@"ambient_r",
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@"ambient_g",
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@"ambient_b",
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@@ -822,7 +824,7 @@ double const PI = 3.141592653589793f;
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}
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-(NSString *)getParameterLabelWithIndex: (int)i
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{
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NSString *parameter_labels[30] = {
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NSString *parameter_labels[31] = {
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@"Camera FOV",
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@"Sun Direction",
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@"Sun Attitude",
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@@ -831,6 +833,7 @@ 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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@"Ambient light red intensity",
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@"Ambient light green intensity",
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@"Ambient light blue intensity",
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@@ -847,7 +850,7 @@ double const PI = 3.141592653589793f;
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@"Enable Vignette",
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@"Vignette Radius",
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@"Vignette Falloff",
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@"Debug - View Shadow Map",
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@"Debug - View Shadow Volume",
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@"Debug - PSSM",
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@"Debug - Enable Ambient",
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@"Debug - Enable Diffuse",
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@@ -858,7 +861,7 @@ double const PI = 3.141592653589793f;
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}
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-(KREngineParameterType)getParameterTypeWithIndex: (int)i
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{
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KREngineParameterType types[30] = {
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KREngineParameterType types[31] = {
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KRENGINE_PARAMETER_FLOAT,
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KRENGINE_PARAMETER_FLOAT,
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KRENGINE_PARAMETER_FLOAT,
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@@ -867,6 +870,7 @@ double const PI = 3.141592653589793f;
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_BOOL,
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KRENGINE_PARAMETER_FLOAT,
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KRENGINE_PARAMETER_FLOAT,
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KRENGINE_PARAMETER_FLOAT,
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@@ -894,7 +898,7 @@ double const PI = 3.141592653589793f;
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}
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-(double)getParameterValueWithIndex: (int)i
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{
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double values[30] = {
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double values[31] = {
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m_camera.perspective_fov,
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sun_yaw,
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sun_pitch,
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@@ -903,6 +907,7 @@ 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.dAmbientR,
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m_camera.dAmbientG,
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m_camera.dAmbientB,
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@@ -964,109 +969,112 @@ 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.dAmbientR = v;
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m_camera.bEnableShadowMap = bNewBoolVal;
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break;
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case 9:
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m_camera.dAmbientG = v;
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m_camera.dAmbientR = v;
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break;
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case 10:
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m_camera.dAmbientB = v;
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m_camera.dAmbientG = v;
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break;
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case 11:
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m_camera.dSunR = v;
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m_camera.dAmbientB = v;
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break;
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case 12:
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m_camera.dSunG = v;
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m_camera.dSunR = v;
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break;
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case 13:
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m_camera.dSunB = v;
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m_camera.dSunG = v;
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break;
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case 14:
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m_camera.dSunB = v;
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break;
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case 15:
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if(m_camera.dof_quality != (int)v) {
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m_camera.dof_quality = (int)v;
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[self invalidatePostShader];
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}
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break;
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case 15:
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case 16:
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if(m_camera.dof_depth != v) {
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m_camera.dof_depth = v;
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[self invalidatePostShader];
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}
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break;
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case 16:
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case 17:
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if(m_camera.dof_falloff != v) {
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m_camera.dof_falloff = v;
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[self invalidatePostShader];
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}
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break;
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case 17:
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case 18:
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if(m_camera.bEnableFlash != bNewBoolVal) {
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m_camera.bEnableFlash = bNewBoolVal;
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[self invalidatePostShader];
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}
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break;
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case 18:
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case 19:
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if(m_camera.flash_intensity != v) {
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m_camera.flash_intensity = v;
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[self invalidatePostShader];
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}
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break;
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case 19:
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case 20:
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if(m_camera.flash_depth != v) {
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m_camera.flash_depth = v;
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[self invalidatePostShader];
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}
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break;
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case 20:
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case 21:
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if(m_camera.flash_falloff != v) {
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m_camera.flash_falloff = v;
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[self invalidatePostShader];
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}
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break;
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case 21:
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case 22:
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if(m_camera.bEnableVignette != bNewBoolVal) {
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m_camera.bEnableVignette = bNewBoolVal;
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[self invalidatePostShader];
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}
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break;
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case 22:
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case 23:
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if(m_camera.vignette_radius != v) {
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m_camera.vignette_radius = v;
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[self invalidatePostShader];
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}
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break;
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case 23:
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case 24:
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if(m_camera.vignette_falloff != v) {
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m_camera.vignette_falloff = v;
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[self invalidatePostShader];
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}
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break;
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case 24:
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case 25:
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if(m_camera.bShowShadowBuffer != bNewBoolVal) {
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m_camera.bShowShadowBuffer = bNewBoolVal;
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}
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break;
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case 25:
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case 26:
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if(m_camera.bDebugPSSM != bNewBoolVal) {
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m_camera.bDebugPSSM = bNewBoolVal;
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}
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break;
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case 26:
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case 27:
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if(m_camera.bEnableAmbient != bNewBoolVal) {
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m_camera.bEnableAmbient = bNewBoolVal;
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}
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break;
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case 27:
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case 28:
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if(m_camera.bEnableDiffuse != bNewBoolVal) {
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m_camera.bEnableDiffuse = bNewBoolVal;
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}
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break;
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case 28:
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case 29:
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if(m_camera.bEnableSpecular != bNewBoolVal) {
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m_camera.bEnableSpecular = bNewBoolVal;
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}
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break;
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case 29:
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case 30:
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if(m_camera.bDebugSuperShiny != bNewBoolVal) {
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m_camera.bDebugSuperShiny = bNewBoolVal;
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}
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@@ -32,9 +32,11 @@
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#include <iostream>
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#import "KRInstance.h"
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KRInstance::KRInstance(KRModel *pModel, const KRMat4 modelMatrix) {
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KRInstance::KRInstance(KRModel *pModel, const KRMat4 modelMatrix, std::string shadow_map) {
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m_pModel = pModel;
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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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}
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KRInstance::~KRInstance() {
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@@ -50,6 +52,19 @@ KRModel *KRInstance::getModel() {
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void KRInstance::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager) {
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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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}
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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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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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KRMat4 projectionMatrix;
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if(!bRenderShadowMap) {
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projectionMatrix = pCamera->getProjectionMatrix();
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@@ -62,7 +77,7 @@ void KRInstance::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager,
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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);
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m_pModel->render(pCamera, pMaterialManager, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, m_pShadowMap);
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}
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@@ -46,7 +46,7 @@ class KRBoundingVolume;
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class KRInstance {
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public:
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KRInstance(KRModel *pModel, const KRMat4 modelMatrix);
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KRInstance(KRModel *pModel, const KRMat4 modelMatrix, std::string shadow_map);
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~KRInstance();
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void render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager);
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@@ -58,6 +58,8 @@ 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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};
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@@ -142,8 +142,9 @@ 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) {
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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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bool bSameMaterial = *prevBoundMaterial == this;
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bool bShadowMap = pShadowMap && pCamera->bEnableShadowMap;
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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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@@ -163,7 +164,7 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
|
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bool bSpecMap = m_pSpecularMap != NULL && pCamera->bEnableSpecMap;
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if(!bSameMaterial) {
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KRShader *pShader = pShaderManager->getShader(pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers);
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KRShader *pShader = pShaderManager->getShader(pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers, bShadowMap);
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bool bSameShader = strcmp(pShader->getKey(), szPrevShaderKey) == 0;
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if(!bSameShader) {
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||||
@@ -72,7 +72,7 @@ public:
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char *getName();
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||||
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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);
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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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#endif
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@@ -231,7 +231,8 @@ void KRMesh::renderSubmesh(int iSubmesh, int *iPrevBuffer) {
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_NORMAL);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TANGENT);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVB);
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}
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(0));
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@@ -240,8 +241,8 @@ void KRMesh::renderSubmesh(int iSubmesh, int *iPrevBuffer) {
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|
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TANGENT, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(KRVector3D)));
|
||||
|
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(KRVector3D) * 2));
|
||||
|
||||
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(KRVector3D) * 2));
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||||
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVB, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(KRVector3D) * 2 + sizeof(TexCoord)));
|
||||
|
||||
*iPrevBuffer = iBuffer;
|
||||
}
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||||
@@ -264,7 +265,7 @@ KRMesh::VertexData *KRMesh::getVertexData() {
|
||||
return (VertexData *)(pPackMaterials + pHeader->submesh_count);
|
||||
}
|
||||
|
||||
void KRMesh::LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> uva, std::vector<KRVector3> normals, std::vector<KRVector3> tangents, std::vector<int> submesh_starts, std::vector<int> submesh_lengths, std::vector<std::string> material_names) {
|
||||
void KRMesh::LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> uva, std::vector<KRVector2> uvb, std::vector<KRVector3> normals, std::vector<KRVector3> tangents, std::vector<int> submesh_starts, std::vector<int> submesh_lengths, std::vector<std::string> material_names) {
|
||||
|
||||
clearData();
|
||||
|
||||
@@ -317,8 +318,13 @@ void KRMesh::LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> uv
|
||||
}
|
||||
if(uva.size() > iVertex) {
|
||||
KRVector2 source_uva = uva[iVertex];
|
||||
pVertex->texcoord.u = source_uva.x;
|
||||
pVertex->texcoord.v = source_uva.y;
|
||||
pVertex->uva.u = source_uva.x;
|
||||
pVertex->uva.v = source_uva.y;
|
||||
}
|
||||
if(uvb.size() > iVertex) {
|
||||
KRVector2 source_uvb = uvb[iVertex];
|
||||
pVertex->uvb.u = source_uvb.x;
|
||||
pVertex->uvb.v = source_uvb.y;
|
||||
}
|
||||
if(normals.size() > iVertex) {
|
||||
KRVector3 source_normal = normals[iVertex];
|
||||
@@ -380,10 +386,10 @@ void KRMesh::LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> uv
|
||||
if(pVertex->tangent.x == 0 && pVertex->tangent.y == 0 && pVertex->tangent.z == 0) {
|
||||
TexCoord st1; // = pVertex[2].texcoord;
|
||||
TexCoord st2; // = pVertex[1].texcoord;
|
||||
st1.u = pVertex[1].texcoord.u - pVertex[0].texcoord.u;
|
||||
st1.v = pVertex[1].texcoord.v - pVertex[0].texcoord.v;
|
||||
st2.u = pVertex[2].texcoord.u - pVertex[0].texcoord.u;
|
||||
st2.v = pVertex[2].texcoord.v - pVertex[0].texcoord.v;
|
||||
st1.u = pVertex[1].uva.u - pVertex[0].uva.u;
|
||||
st1.v = pVertex[1].uva.v - pVertex[0].uva.v;
|
||||
st2.u = pVertex[2].uva.u - pVertex[0].uva.u;
|
||||
st2.v = pVertex[2].uva.v - pVertex[0].uva.v;
|
||||
double coef = 1/ (st1.u * st2.v - st2.u * st1.v);
|
||||
|
||||
pVertex[0].tangent.x = coef * ((v1.x * st2.v) + (v2.x * -st1.v));
|
||||
|
||||
@@ -64,7 +64,7 @@ public:
|
||||
virtual std::string getExtension();
|
||||
virtual bool save(const std::string& path);
|
||||
|
||||
void LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> uva, std::vector<KRVector3> normals, std::vector<KRVector3> tangents, std::vector<int> submesh_starts, std::vector<int> submesh_lengths, std::vector<std::string> material_names);
|
||||
void LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> uva, std::vector<KRVector2> uvb, std::vector<KRVector3> normals, std::vector<KRVector3> tangents, std::vector<int> submesh_starts, std::vector<int> submesh_lengths, std::vector<std::string> material_names);
|
||||
void loadPack(std::string path);
|
||||
|
||||
|
||||
@@ -99,7 +99,8 @@ public:
|
||||
Vertex3D vertex;
|
||||
KRVector3D normal;
|
||||
KRVector3D tangent;
|
||||
TexCoord texcoord;
|
||||
TexCoord uva;
|
||||
TexCoord uvb;
|
||||
} VertexData;
|
||||
|
||||
VertexData *getVertexData();
|
||||
|
||||
@@ -67,7 +67,7 @@ KRModel::~KRModel() {
|
||||
|
||||
}
|
||||
|
||||
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) {
|
||||
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;
|
||||
int iPrevBuffer = -1;
|
||||
char szPrevShaderKey[128];
|
||||
@@ -79,7 +79,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
|
||||
|
||||
if(pMaterial != NULL) {
|
||||
|
||||
if(pMaterial->isTransparent()) {
|
||||
if(!pMaterial->isTransparent()) {
|
||||
// Exclude transparent and semi-transparent meshes from shadow maps
|
||||
m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
|
||||
}
|
||||
@@ -93,7 +93,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
|
||||
KRMaterial *pMaterial = m_materials[iSubmesh];
|
||||
|
||||
if(pMaterial != NULL && pMaterial == (*mat_itr)) {
|
||||
pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager);
|
||||
pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, pShadowMap);
|
||||
m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -52,7 +52,7 @@ public:
|
||||
KRModel(std::string path, KRMaterialManager *pMaterialManager);
|
||||
~KRModel();
|
||||
|
||||
void render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager);
|
||||
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);
|
||||
|
||||
KRMesh *getMesh();
|
||||
|
||||
|
||||
@@ -572,7 +572,7 @@ void LoadMesh(std::vector<KRResource *> &resources, KFbxGeometryConverter *pGeom
|
||||
// ----====---- Generate Output Mesh Object ----====----
|
||||
|
||||
KRMesh *new_mesh = new KRMesh(pNode->GetName());
|
||||
new_mesh->LoadData(vertices, uva, normals, tangents, submesh_starts, submesh_lengths, material_names);
|
||||
new_mesh->LoadData(vertices, uva, uvb, normals, tangents, submesh_starts, submesh_lengths, material_names);
|
||||
resources.push_back(new_mesh);
|
||||
|
||||
}
|
||||
|
||||
@@ -28,6 +28,7 @@ std::vector<KRResource *> KRResource::LoadObj(const std::string& path)
|
||||
resources.push_back(new_mesh);
|
||||
std::vector<KRVector3> vertices;
|
||||
std::vector<KRVector2> uva;
|
||||
std::vector<KRVector2> uvb;
|
||||
std::vector<KRVector3> normals;
|
||||
std::vector<KRVector3> tangents;
|
||||
std::vector<int> submesh_lengths;
|
||||
@@ -341,7 +342,7 @@ std::vector<KRResource *> KRResource::LoadObj(const std::string& path)
|
||||
delete pNewMaterial;
|
||||
}
|
||||
|
||||
new_mesh->LoadData(vertices, uva, normals, tangents, submesh_starts, submesh_lengths, material_names);
|
||||
new_mesh->LoadData(vertices, uva, uvb, normals, tangents, submesh_starts, submesh_lengths, material_names);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,9 +46,9 @@ KRScene::~KRScene() {
|
||||
m_instances.empty();
|
||||
clearExtents();
|
||||
}
|
||||
KRInstance *KRScene::addInstance(KRModel *pModel, KRMat4 modelMatrix) {
|
||||
KRInstance *KRScene::addInstance(KRModel *pModel, KRMat4 modelMatrix, std::string shadow_map) {
|
||||
clearExtents();
|
||||
KRInstance *pInstance = new KRInstance(pModel, modelMatrix);
|
||||
KRInstance *pInstance = new KRInstance(pModel, modelMatrix, shadow_map);
|
||||
m_instances.push_back(pInstance);
|
||||
return pInstance;
|
||||
}
|
||||
|
||||
@@ -50,7 +50,7 @@ class KRScene {
|
||||
public:
|
||||
KRScene();
|
||||
~KRScene();
|
||||
KRInstance *addInstance(KRModel *pModel, KRMat4 modelMatrix);
|
||||
KRInstance *addInstance(KRModel *pModel, KRMat4 modelMatrix, std::string shadow_map);
|
||||
void render(KRCamera *pCamera, KRBoundingVolume &frustrumVolume, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager);
|
||||
KRBoundingVolume getExtents();
|
||||
private:
|
||||
|
||||
@@ -61,11 +61,12 @@ KRShader::KRShader(char *szKey, std::string options, const GLchar *szVertShaderS
|
||||
// Bind attribute locations.
|
||||
// This needs to be done prior to linking.
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_VERTEX, "position");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_TEXUV, "inputTextureCoordinate");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_TEXUVA, "inputTextureCoordinate");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_TEXUVB, "shadowuv");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_VERTEX, "myVertex");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_NORMAL, "myNormal");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_TANGENT, "myTangent");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_TEXUV, "myUV");
|
||||
glBindAttribLocation(m_iProgram, KRENGINE_ATTRIB_TEXUVA, "myUV");
|
||||
|
||||
// Link program.
|
||||
glLinkProgram(m_iProgram);
|
||||
|
||||
@@ -57,7 +57,8 @@ public:
|
||||
KRENGINE_ATTRIB_VERTEX,
|
||||
KRENGINE_ATTRIB_NORMAL,
|
||||
KRENGINE_ATTRIB_TANGENT,
|
||||
KRENGINE_ATTRIB_TEXUV,
|
||||
KRENGINE_ATTRIB_TEXUVA,
|
||||
KRENGINE_ATTRIB_TEXUVB,
|
||||
KRENGINE_NUM_ATTRIBUTES
|
||||
};
|
||||
|
||||
|
||||
@@ -47,10 +47,10 @@ KRShaderManager::~KRShaderManager() {
|
||||
}
|
||||
|
||||
|
||||
KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality) {
|
||||
KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bShadowMap) {
|
||||
|
||||
char szKey[128];
|
||||
sprintf(szKey, "%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);
|
||||
sprintf(szKey, "%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);
|
||||
|
||||
|
||||
/*
|
||||
@@ -72,12 +72,14 @@ KRShader *KRShaderManager::getShader(KRCamera *pCamera, bool bDiffuseMap, bool b
|
||||
stream << "#define HAS_DIFFUSE_MAP " << (bDiffuseMap ? "1" : "0");
|
||||
stream << "\n#define HAS_NORMAL_MAP " << (bNormalMap ? "1" : "0");
|
||||
stream << "\n#define HAS_SPEC_MAP " << (bSpecMap ? "1" : "0");
|
||||
stream << "\n#define HAS_SHADOW_MAP " << (bShadowMap ? "1" : "0");
|
||||
stream << "\n#define ENABLE_PER_PIXEL " << (pCamera->bEnablePerPixel ? "1" : "0");
|
||||
stream << "\n#define DEBUG_PSSM " << (pCamera->bDebugPSSM ? "1" : "0");
|
||||
stream << "\n#define SHADOW_QUALITY " << iShadowQuality;
|
||||
stream << "\n#define ENABLE_AMBIENT " << (pCamera->bEnableAmbient ? "1" : "0");
|
||||
stream << "\n#define ENABLE_DIFFUSE " << (pCamera->bEnableDiffuse ? "1" : "0");
|
||||
stream << "\n#define ENABLE_SPECULAR " << (pCamera->bEnableSpecular ? "1" : "0");
|
||||
|
||||
stream.setf(ios::fixed,ios::floatfield);
|
||||
|
||||
stream << "\n";
|
||||
|
||||
@@ -50,7 +50,7 @@ public:
|
||||
KRShaderManager(const GLchar *szVertShaderSource, const GLchar *szFragShaderSource);
|
||||
~KRShaderManager();
|
||||
|
||||
KRShader *getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality);
|
||||
KRShader *getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bShadowMap);
|
||||
|
||||
private:
|
||||
std::map<std::string, KRShader *> m_shaders;
|
||||
|
||||
@@ -49,6 +49,11 @@ uniform sampler2D shadowTexture1;
|
||||
varying highp vec4 shadowMapCoord1;
|
||||
#endif
|
||||
|
||||
#if HAS_SHADOW_MAP == 1
|
||||
uniform sampler2D shadowTexture1;
|
||||
varying mediump vec2 shadowCoord;
|
||||
#endif
|
||||
|
||||
#if SHADOW_QUALITY >= 2
|
||||
uniform sampler2D shadowTexture2;
|
||||
varying highp vec4 shadowMapCoord2;
|
||||
@@ -176,6 +181,15 @@ void main()
|
||||
gl_FragColor += vec4(material_specular * specularFactor, 0.0);
|
||||
#endif
|
||||
|
||||
// -------------------- Multiply shadow map --------------------
|
||||
|
||||
#if HAS_SHADOW_MAP
|
||||
mediump vec3 shadowColor = vec3(texture2D(shadowTexture1, shadowCoord));
|
||||
gl_FragColor = vec4(gl_FragColor.r * shadowColor.r, gl_FragColor.g * shadowColor.g, gl_FragColor.b * shadowColor.b, 1.0);
|
||||
// gl_FragColor = vec4(shadowColor, 1.0);
|
||||
// gl_FragColor = vec4(shadowCoord.s, shadowCoord.t, 1.0, 1.0);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
@@ -32,6 +32,7 @@
|
||||
attribute highp vec3 myVertex, myNormal;
|
||||
attribute highp vec3 myTangent;
|
||||
attribute mediump vec2 myUV;
|
||||
attribute mediump vec2 shadowuv;
|
||||
uniform highp mat4 myMVPMatrix, myShadowMVPMatrix1,myShadowMVPMatrix2,myShadowMVPMatrix3; // mvpmatrix is the result of multiplying the model, view, and projection matrices
|
||||
// uniform lowp vec3 material_ambient, material_diffuse, material_specular;
|
||||
uniform highp vec3 lightDirection; // Must be normalized before entering shader
|
||||
@@ -45,6 +46,11 @@ uniform mediump float material_shininess;
|
||||
varying mediump vec2 texCoord;
|
||||
#endif
|
||||
|
||||
#if HAS_SHADOW_MAP == 1
|
||||
varying mediump vec2 shadowCoord;
|
||||
#endif
|
||||
|
||||
|
||||
#if ENABLE_PER_PIXEL == 1
|
||||
varying mediump vec3 lightVec;
|
||||
varying mediump vec3 halfVec;
|
||||
@@ -81,6 +87,11 @@ void main()
|
||||
texCoord = myUV.st;
|
||||
#endif
|
||||
|
||||
#if HAS_SHADOW_MAP == 1
|
||||
// Pass shadow UV co-ordinates
|
||||
shadowCoord = shadowuv.st;
|
||||
#endif
|
||||
|
||||
#if SHADOW_QUALITY >= 1
|
||||
shadowMapCoord1 = myShadowMVPMatrix1 * vec4(myVertex,1.0);
|
||||
#endif
|
||||
|
||||
@@ -127,7 +127,7 @@
|
||||
//m_scene.addInstance(pModelManager->getModel("fachwerkhaus12"), KRMat4());
|
||||
//m_scene.addInstance(pModelManager->getModel("ballroom"), KRMat4());
|
||||
//m_scene.addInstance(pModelManager->getModel("HoganCombined"), KRMat4());
|
||||
m_scene.addInstance(pModelManager->getModel("degagetest"), KRMat4());
|
||||
m_scene.addInstance(pModelManager->getModel("polySurface12848"), KRMat4(), "PillarLightmap1k");
|
||||
|
||||
[renderEngine setNearZ: 25.0];
|
||||
[renderEngine setFarZ: 5000.0];
|
||||
|
||||
@@ -231,7 +231,7 @@
|
||||
pos.rotate((double)rand() / (double)RAND_MAX * 6.282, Y_AXIS);
|
||||
pos.translate((double)rand() / (double)RAND_MAX * 10000 - 5000, 0.0, (double)rand() / (double)RAND_MAX * 10000 - 5000);
|
||||
|
||||
scene->addInstance(pModelManager->getModel(szName), pos);
|
||||
scene->addInstance(pModelManager->getModel(szName), pos, "");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user