Corrected shader link status validation
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40103
This commit is contained in:
@@ -389,8 +389,9 @@ void KRCamera::renderFrame(KRScene &scene, KRMat4 &viewMatrix, KRVector3 &lightD
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matModel.translate((*itr).center());
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KRMat4 mvpmatrix = matModel * viewMatrix * projectionMatrix;
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pVisShader->bind(this, viewMatrix, mvpmatrix, cameraPosition, lightDirection, shadowmvpmatrix, shadowDepthTexture, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
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if(pVisShader->bind(this, viewMatrix, mvpmatrix, cameraPosition, lightDirection, shadowmvpmatrix, shadowDepthTexture, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT)) {
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
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}
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}
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}
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@@ -122,6 +122,7 @@ void KRDataBlock::expand(size_t size)
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if(m_data == NULL) {
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// Starting with an empty data block; allocate memory on the heap
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m_data = malloc(size);
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assert(m_data != NULL);
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m_data_size = size;
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m_bMalloced = true;
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} else if(m_bMalloced) {
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@@ -132,6 +133,7 @@ void KRDataBlock::expand(size_t size)
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// Starting with a mmap'ed data block; copy it to ram before expanding to avoid updating the original file until save() is called
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// ... Or starting with a pointer reference, we must make our own copy and must not free the pointer
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void *pNewData = malloc(m_data_size + size);
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assert(pNewData != NULL);
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memcpy((unsigned char *)pNewData, m_data, m_data_size); // Copy exising data
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// Unload existing data allocation, which is now redundant
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size_t new_size = m_data_size + size; // We need to store this before unload() as unload() will reset it
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@@ -69,37 +69,38 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
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light_direction_view_space.normalize();
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KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
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pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE],
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light_direction_view_space.x,
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light_direction_view_space.y,
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light_direction_view_space.z
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
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m_color.x,
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m_color.y,
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m_color.z
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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if(pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE],
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light_direction_view_space.x,
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light_direction_view_space.y,
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light_direction_view_space.z
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
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m_color.x,
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m_color.y,
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m_color.z
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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}
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}
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@@ -146,14 +146,15 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
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// Render light flare on transparency pass
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
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pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
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m_flareSize
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));
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m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture);
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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if(pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
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m_flareSize
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));
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m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture);
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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}
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}
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@@ -198,7 +198,7 @@ bool KRMaterial::isTransparent() {
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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 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap, KRNode::RenderPass renderPass) {
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bool KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap, KRNode::RenderPass renderPass) {
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bool bSameMaterial = *prevBoundMaterial == this;
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bool bLightMap = pLightMap && pCamera->bEnableLightMap;
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@@ -233,7 +233,9 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
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bool bSameShader = strcmp(pShader->getKey(), szPrevShaderKey) == 0;
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if(!bSameShader) {
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pShader->bind(pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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if(!pShader->bind(pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass)) {
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return false;
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}
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strcpy(szPrevShaderKey, pShader->getKey());
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}
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@@ -413,6 +415,8 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
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*prevBoundMaterial = this;
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} // if(!bSameMaterial)
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return true;
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}
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#endif
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@@ -89,7 +89,7 @@ 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 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap, KRNode::RenderPass renderPass);
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bool bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRContext *pContext, KRTexture *pLightMap, KRNode::RenderPass renderPass);
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#endif
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@@ -143,7 +143,7 @@ void KRMesh::renderSubmesh(int iSubmesh) {
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GLDEBUG(glDrawArrays(GL_TRIANGLES, iVertex, cVertexes));
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cVertexes = 0;
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}
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m_pContext->getModelManager()->unbindVBO();
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//m_pContext->getModelManager()->unbindVBO();
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}
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}
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@@ -117,25 +117,26 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToV
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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if((!pMaterial->isTransparent() && renderPass != KRNode::RENDER_PASS_FORWARD_TRANSPARENT) || (pMaterial->isTransparent() && renderPass == KRNode::RENDER_PASS_FORWARD_TRANSPARENT)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap, renderPass);
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if(pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap, renderPass)) {
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switch(pMaterial->getAlphaMode()) {
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case KRMaterial::KRMATERIAL_ALPHA_MODE_OPAQUE: // Non-transparent materials
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case KRMaterial::KRMATERIAL_ALPHA_MODE_TEST: // Alpha in diffuse texture is interpreted as punch-through when < 0.5
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDONESIDE: // Blended alpha with backface culling
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE: // Blended alpha rendered in two passes. First pass renders backfaces; second pass renders frontfaces.
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// Render back faces first
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GLDEBUG(glCullFace(GL_BACK));
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m_pMesh->renderSubmesh(iSubmesh);
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// Render front faces second
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GLDEBUG(glCullFace(GL_BACK));
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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switch(pMaterial->getAlphaMode()) {
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case KRMaterial::KRMATERIAL_ALPHA_MODE_OPAQUE: // Non-transparent materials
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case KRMaterial::KRMATERIAL_ALPHA_MODE_TEST: // Alpha in diffuse texture is interpreted as punch-through when < 0.5
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDONESIDE: // Blended alpha with backface culling
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE: // Blended alpha rendered in two passes. First pass renders backfaces; second pass renders frontfaces.
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// Render back faces first
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GLDEBUG(glCullFace(GL_BACK));
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m_pMesh->renderSubmesh(iSubmesh);
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// Render front faces second
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GLDEBUG(glCullFace(GL_BACK));
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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}
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}
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@@ -83,89 +83,89 @@ void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolu
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bool bInsideLight = view_light_position.sqrMagnitude() <= (influence_radius + pCamera->perspective_nearz) * (influence_radius + pCamera->perspective_nearz);
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KRShader *pShader = pContext->getShaderManager()->getShader(bVisualize ? "visualize_overlay" : (bInsideLight ? "light_point_inside" : "light_point"), pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
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pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
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m_color.x,
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m_color.y,
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m_color.z
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DECAY_START],
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getDecayStart()
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_CUTOFF],
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KRLIGHT_MIN_INFLUENCE
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_POSITION],
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light_position.x,
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light_position.y,
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light_position.z
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE],
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view_space_light_position.x,
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view_space_light_position.y,
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view_space_light_position.z
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));
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GLDEBUG(glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_V2M], 1, GL_FALSE, matViewToModel.getPointer()));
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GLDEBUG(glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_M2V], 1, GL_FALSE, matModelToView2.getPointer()));
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KRMat4 matInvProjection;
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matInvProjection = pCamera->getProjectionMatrix();
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matInvProjection.invert();
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GLDEBUG(glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_INVP], 1, GL_FALSE, matInvProjection.getPointer()));
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if(bVisualize) {
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// Enable additive blending
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GLDEBUG(glEnable(GL_BLEND));
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GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
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if(pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
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m_color.x,
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m_color.y,
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m_color.z
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DECAY_START],
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getDecayStart()
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_CUTOFF],
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KRLIGHT_MIN_INFLUENCE
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_POSITION],
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light_position.x,
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light_position.y,
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light_position.z
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));
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GLDEBUG(glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE],
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view_space_light_position.x,
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view_space_light_position.y,
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view_space_light_position.z
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));
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GLDEBUG(glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_V2M], 1, GL_FALSE, matViewToModel.getPointer()));
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GLDEBUG(glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_M2V], 1, GL_FALSE, matModelToView2.getPointer()));
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KRMat4 matInvProjection;
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matInvProjection = pCamera->getProjectionMatrix();
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matInvProjection.invert();
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GLDEBUG(glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_INVP], 1, GL_FALSE, matInvProjection.getPointer()));
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if(bVisualize) {
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// Enable additive blending
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GLDEBUG(glEnable(GL_BLEND));
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GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
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}
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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if(bInsideLight) {
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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} else {
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m_pContext->getModelManager()->configureAttribs(true, false, false, false, false);
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// Render sphere of light's influence
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generateMesh();
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// Enable z-buffer test
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GLDEBUG(glEnable(GL_DEPTH_TEST));
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GLDEBUG(glDepthFunc(GL_LEQUAL));
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GLDEBUG(glDepthRangef(0.0, 1.0));
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GLDEBUG(glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, m_sphereVertices));
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GLDEBUG(glDrawArrays(GL_TRIANGLES, 0, m_cVertices));
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}
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}
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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if(bInsideLight) {
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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} else {
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m_pContext->getModelManager()->configureAttribs(true, false, false, false, false);
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// Render sphere of light's influence
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generateMesh();
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// Enable z-buffer test
|
||||
GLDEBUG(glEnable(GL_DEPTH_TEST));
|
||||
GLDEBUG(glDepthFunc(GL_LEQUAL));
|
||||
GLDEBUG(glDepthRangef(0.0, 1.0));
|
||||
|
||||
GLDEBUG(glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, m_sphereVertices));
|
||||
GLDEBUG(glDrawArrays(GL_TRIANGLES, 0, m_cVertices));
|
||||
}
|
||||
|
||||
if(bVisualize) {
|
||||
// Enable alpha blending
|
||||
GLDEBUG(glEnable(GL_BLEND));
|
||||
@@ -262,6 +262,7 @@ void KRPointLight::generateMesh() {
|
||||
}
|
||||
|
||||
m_sphereVertices = (GLfloat *)malloc(sizeof(GLfloat) * m_cVertices * 3);
|
||||
assert(m_sphereVertices != NULL);
|
||||
GLfloat *pDest = m_sphereVertices;
|
||||
for(int facet_index=0; facet_index < facet_count; facet_index++) {
|
||||
*pDest++ = f[facet_index].p1.x;
|
||||
|
||||
@@ -113,7 +113,7 @@ std::vector<KRResource *> KRResource::LoadObj(KRContext &context, const std::str
|
||||
// -----=====----- Populate vertexes and faces -----=====-----
|
||||
|
||||
int *pFaces = (int *)malloc(sizeof(int *) * (cFaces + 1));
|
||||
|
||||
assert(pFaces != NULL);
|
||||
|
||||
std::vector<KRVector3> indexed_vertices;
|
||||
std::vector<KRVector2> indexed_uva;
|
||||
|
||||
@@ -182,8 +182,9 @@ void KRScene::render(KROctreeNode *pOctreeNode, std::set<KRAABB> &visibleBounds,
|
||||
GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
|
||||
|
||||
|
||||
pVisShader->bind(pCamera, viewMatrix, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
|
||||
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
|
||||
if(pVisShader->bind(pCamera, viewMatrix, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT)) {
|
||||
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
|
||||
}
|
||||
|
||||
GLDEBUG(glDisable(GL_BLEND));
|
||||
|
||||
|
||||
@@ -52,6 +52,7 @@ KRShader::KRShader(char *szKey, std::string options, std::string vertShaderSourc
|
||||
GLDEBUG(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength));
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
assert(log != NULL);
|
||||
GLDEBUG(glGetShaderInfoLog(vertexShader, logLength, &logLength, log));
|
||||
fprintf(stderr, "KREngine - Failed to compile vertex shader: %s\nShader compile log:\n%s", szKey, log);
|
||||
free(log);
|
||||
@@ -67,6 +68,7 @@ KRShader::KRShader(char *szKey, std::string options, std::string vertShaderSourc
|
||||
GLDEBUG(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength));
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
assert(log != NULL);
|
||||
GLDEBUG(glGetShaderInfoLog(fragShader, logLength, &logLength, log));
|
||||
fprintf(stderr, "KREngine - Failed to compile fragment shader: %s\nShader compile log:\n%s", szKey, log);
|
||||
free(log);
|
||||
@@ -90,64 +92,75 @@ KRShader::KRShader(char *szKey, std::string options, std::string vertShaderSourc
|
||||
// Link program.
|
||||
GLDEBUG(glLinkProgram(m_iProgram));
|
||||
|
||||
// Report any linking issues to stderr
|
||||
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
||||
if (logLength > 0)
|
||||
{
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
||||
fprintf(stderr, "KREngine - Failed to link shader program: %s\nProgram link log:\n%s", szKey, log);
|
||||
free(log);
|
||||
}
|
||||
GLint link_success = GL_FALSE;
|
||||
GLDEBUG(glGetProgramiv(m_iProgram, GL_LINK_STATUS, &link_success));
|
||||
|
||||
// Get uniform locations
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_AMBIENT] = glGetUniformLocation(m_iProgram, "material_ambient"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_DIFFUSE] = glGetUniformLocation(m_iProgram, "material_diffuse"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SPECULAR] = glGetUniformLocation(m_iProgram, "material_specular"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTION] = glGetUniformLocation(m_iProgram, "material_reflection"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY] = glGetUniformLocation(m_iProgram, "material_reflectivity"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION] = glGetUniformLocation(m_iProgram, "light_position"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "view_space_light_position"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_COLOR] = glGetUniformLocation(m_iProgram, "light_color"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_INTENSITY] = glGetUniformLocation(m_iProgram, "light_intensity"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DECAY_START] = glGetUniformLocation(m_iProgram, "light_decay_start"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_CUTOFF] = glGetUniformLocation(m_iProgram, "light_cutoff"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_FLARE_SIZE] = glGetUniformLocation(m_iProgram, "flare_size"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_ALPHA] = glGetUniformLocation(m_iProgram, "material_alpha"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "mvp_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_INVP] = glGetUniformLocation(m_iProgram, "inv_projection_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MN2V] = glGetUniformLocation(m_iProgram, "model_normal_to_view_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_V2M] = glGetUniformLocation(m_iProgram, "view_to_model_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "shadow_mvp1"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "shadow_mvp2"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "shadow_mvp3"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION] = glGetUniformLocation(m_iProgram, "light_direction"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "light_direction_view_space"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS] = glGetUniformLocation(m_iProgram, "cameraPosition"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] = glGetUniformLocation(m_iProgram, "viewport"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE] = glGetUniformLocation(m_iProgram, "diffuseTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE] = glGetUniformLocation(m_iProgram, "specularTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE] = glGetUniformLocation(m_iProgram, "reflectionTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE] = glGetUniformLocation(m_iProgram, "normalTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "diffuseTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "specularTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "reflectionTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "normalTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "ambientTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "diffuseTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "specularTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "reflectionTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "normalTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "ambientTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] = glGetUniformLocation(m_iProgram, "shadowTexture1"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] = glGetUniformLocation(m_iProgram, "shadowTexture2"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] = glGetUniformLocation(m_iProgram, "shadowTexture3"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME] = glGetUniformLocation(m_iProgram, "gbuffer_frame"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH] = glGetUniformLocation(m_iProgram, "gbuffer_depth"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME] = glGetUniformLocation(m_iProgram, "depthFrame"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME] = glGetUniformLocation(m_iProgram, "renderFrame"));
|
||||
if(link_success != GL_TRUE) {
|
||||
// Report any linking issues to stderr
|
||||
fprintf(stderr, "KREngine - Failed to link shader program: %s\n", szKey);
|
||||
|
||||
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
||||
if (logLength > 0)
|
||||
{
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
assert(log != NULL);
|
||||
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
||||
fprintf(stderr, "Program link log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
GLDEBUG(glDeleteProgram(m_iProgram));
|
||||
m_iProgram = 0;
|
||||
} else {
|
||||
|
||||
// Get uniform locations
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_AMBIENT] = glGetUniformLocation(m_iProgram, "material_ambient"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_DIFFUSE] = glGetUniformLocation(m_iProgram, "material_diffuse"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SPECULAR] = glGetUniformLocation(m_iProgram, "material_specular"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTION] = glGetUniformLocation(m_iProgram, "material_reflection"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY] = glGetUniformLocation(m_iProgram, "material_reflectivity"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION] = glGetUniformLocation(m_iProgram, "light_position"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "view_space_light_position"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_COLOR] = glGetUniformLocation(m_iProgram, "light_color"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_INTENSITY] = glGetUniformLocation(m_iProgram, "light_intensity"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DECAY_START] = glGetUniformLocation(m_iProgram, "light_decay_start"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_CUTOFF] = glGetUniformLocation(m_iProgram, "light_cutoff"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_FLARE_SIZE] = glGetUniformLocation(m_iProgram, "flare_size"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_ALPHA] = glGetUniformLocation(m_iProgram, "material_alpha"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "mvp_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_INVP] = glGetUniformLocation(m_iProgram, "inv_projection_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MN2V] = glGetUniformLocation(m_iProgram, "model_normal_to_view_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_V2M] = glGetUniformLocation(m_iProgram, "view_to_model_matrix"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "shadow_mvp1"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "shadow_mvp2"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "shadow_mvp3"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION] = glGetUniformLocation(m_iProgram, "light_direction"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "light_direction_view_space"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS] = glGetUniformLocation(m_iProgram, "cameraPosition"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] = glGetUniformLocation(m_iProgram, "viewport"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE] = glGetUniformLocation(m_iProgram, "diffuseTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE] = glGetUniformLocation(m_iProgram, "specularTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE] = glGetUniformLocation(m_iProgram, "reflectionTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE] = glGetUniformLocation(m_iProgram, "normalTexture"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "diffuseTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "specularTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "reflectionTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "normalTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "ambientTexture_Scale"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "diffuseTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "specularTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "reflectionTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "normalTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "ambientTexture_Offset"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] = glGetUniformLocation(m_iProgram, "shadowTexture1"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] = glGetUniformLocation(m_iProgram, "shadowTexture2"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] = glGetUniformLocation(m_iProgram, "shadowTexture3"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME] = glGetUniformLocation(m_iProgram, "gbuffer_frame"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH] = glGetUniformLocation(m_iProgram, "gbuffer_depth"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME] = glGetUniformLocation(m_iProgram, "depthFrame"));
|
||||
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME] = glGetUniformLocation(m_iProgram, "renderFrame"));
|
||||
}
|
||||
|
||||
} catch(...) {
|
||||
if(vertexShader) {
|
||||
@@ -181,7 +194,12 @@ KRShader::~KRShader() {
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
void KRShader::bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
|
||||
bool KRShader::bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
|
||||
if(m_iProgram == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
GLDEBUG(glUseProgram(m_iProgram));
|
||||
|
||||
// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
|
||||
@@ -251,12 +269,15 @@ void KRShader::bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix
|
||||
if (logLength > 0)
|
||||
{
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
assert(log != NULL);
|
||||
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
||||
fprintf(stderr, "KREngine - Failed to validate shader program: %s\n Program validate log:\n%s", m_szKey, log);
|
||||
free(log);
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -54,7 +54,7 @@ public:
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
void bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
|
||||
bool bind(KRCamera *pCamera, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
Reference in New Issue
Block a user