Implemented rim_light and rim_power shader parameters, enabling outlining of objects on a per-model basis.

Will need to later refactor to allow for a more scalable means of adding per-model shader attributes.

--HG--
branch : nfb
This commit is contained in:
2013-12-05 01:09:31 -08:00
parent c7948ea314
commit 79abdd98d0
26 changed files with 156 additions and 50 deletions

View File

@@ -209,7 +209,8 @@ void KRAudioSource::render(KRCamera *pCamera, std::vector<KRPointLight *> &point
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass)) {
KRVector3 rim_light;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, rim_light, 0.0f)) {
// Enable additive blending
GLDEBUG(glEnable(GL_BLEND));