Implement KRNode::RenderInfo
Use KRNode::RenderInfo to reduce render related argument counts and pass KRSurface through render functions. Refactor render functions to use KRNode::RenderInfo
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@@ -46,6 +46,7 @@
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class KRTextureManager;
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class KRContext;
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class KRSurface;
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class KRMaterial : public KRResource {
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public:
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@@ -82,7 +83,7 @@ public:
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bool isTransparent();
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const std::string &getName() const;
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bool bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<Matrix4> &bind_poses, const KRViewport &viewport, const Matrix4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const Vector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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bool bind(const KRNode::RenderInfo& ri, const std::vector<KRBone*>& bones, const std::vector<Matrix4>& bind_poses, const Matrix4& matModel, KRTexture* pLightMap, const Vector3& rim_color, float rim_power, float lod_coverage = 0.0f);
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bool needsVertexTangents();
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