Moved the post processing shader to KRShaderManager / KRShader
Changed many vertex buffers to VBO's --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40100
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@@ -21,6 +21,7 @@
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#import "KRBoundingVolume.h"
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#import "KRShaderManager.h"
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#import "KRShader.h"
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#import "KRStockGeometry.h"
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#import "assert.h"
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KRLight::KRLight(KRScene &scene, std::string name) : KRNode(scene, name)
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@@ -142,27 +143,16 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
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matModelToView.transpose();
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matModelToView.invert();
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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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m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture);
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static const GLfloat squareVertices[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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};
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GLDEBUG(glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, squareVertices));
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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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GLDEBUG(glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA));
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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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