Deferred lighting in progress

Now able to dynamically switch between shaders for lights and objects

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4046
This commit is contained in:
kearwood
2012-04-13 23:24:07 +00:00
parent 0d7cdffd24
commit 97d8054cd0
9 changed files with 66 additions and 75 deletions

View File

@@ -10,8 +10,8 @@
#include "KRContext.h"
KRContext::KRContext(const GLchar *szVertShaderSource, const GLchar *szFragShaderSource) {
m_pShaderManager = new KRShaderManager(szVertShaderSource, szFragShaderSource);
KRContext::KRContext() {
m_pShaderManager = new KRShaderManager();
m_pTextureManager = new KRTextureManager();
m_pMaterialManager = new KRMaterialManager(m_pTextureManager, m_pShaderManager);
m_pModelManager = new KRModelManager();
@@ -73,6 +73,10 @@ void KRContext::loadResource(std::string path) {
} else if(extension.compare("pvr") == 0) {
m_pTextureManager->loadTexture(name.c_str(), path.c_str());
#endif
} else if(extension.compare("vsh") == 0) {
m_pShaderManager->loadVertexShader(name.c_str(), path.c_str());
} else if(extension.compare("fsh") == 0) {
m_pShaderManager->loadFragmentShader(name.c_str(), path.c_str());
} else if(extension.compare("mtl") == 0) {
m_pMaterialManager->loadFile(path.c_str());
} else {