KRCamera's have been moved into the scene graph.
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40198
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@@ -164,12 +164,12 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KR
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KRNode::render(pCamera, lights, viewport, renderPass);
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if(renderPass == KRNode::RENDER_PASS_GENERATE_SHADOWMAPS && (pCamera->volumetric_environment_enable || pCamera->dust_particle_enable || (pCamera->m_cShadowBuffers > 0 && m_casts_shadow))) {
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if(renderPass == KRNode::RENDER_PASS_GENERATE_SHADOWMAPS && (pCamera->settings.volumetric_environment_enable || pCamera->settings.dust_particle_enable || (pCamera->settings.m_cShadowBuffers > 0 && m_casts_shadow))) {
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allocateShadowBuffers(configureShadowBufferViewports(viewport));
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renderShadowBuffers(pCamera);
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}
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if(renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES && pCamera->dust_particle_enable) {
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if(renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES && pCamera->settings.dust_particle_enable) {
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// Render brownian particles for dust floating in air
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if(m_cShadowBuffers >= 1 && shadowValid[0] && m_dust_particle_density > 0.0f && m_dust_particle_size > 0.0f && m_dust_particle_intensity > 0.0f) {
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float lod_coverage = getBounds().coverage(viewport.getViewProjectionMatrix(), viewport.getSize()); // This also checks the view frustrum culling
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@@ -195,7 +195,7 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KR
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if(getContext().getShaderManager()->selectShader(*pCamera, pParticleShader, viewport, particleModelMatrix, this_light, 0, renderPass)) {
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(m_color * pCamera->dust_particle_intensity * m_dust_particle_intensity * m_intensity).setUniform(pParticleShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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(m_color * pCamera->settings.dust_particle_intensity * m_dust_particle_intensity * m_intensity).setUniform(pParticleShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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KRMat4::DotWDiv(KRMat4::Invert(particleModelMatrix), KRVector3::Zero()).setUniform(pParticleShader->m_uniforms[KRShader::KRENGINE_UNIFORM_PARTICLE_ORIGIN]);
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@@ -209,8 +209,8 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KR
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}
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if(renderPass == KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE && pCamera->volumetric_environment_enable && m_light_shafts) {
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std::string shader_name = pCamera->volumetric_environment_downsample != 0 ? "volumetric_fog_downsampled" : "volumetric_fog";
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if(renderPass == KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE && pCamera->settings.volumetric_environment_enable && m_light_shafts) {
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std::string shader_name = pCamera->settings.volumetric_environment_downsample != 0 ? "volumetric_fog_downsampled" : "volumetric_fog";
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std::vector<KRLight *> this_light;
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this_light.push_back(this);
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@@ -219,14 +219,14 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KR
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if(getContext().getShaderManager()->selectShader(*pCamera, pFogShader, viewport, KRMat4(), this_light, 0, KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE)) {
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int slice_count = (int)(pCamera->volumetric_environment_quality * 495.0) + 5;
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int slice_count = (int)(pCamera->settings.volumetric_environment_quality * 495.0) + 5;
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float slice_near = -pCamera->getPerspectiveNearZ();
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float slice_far = -pCamera->volumetric_environment_max_distance;
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float slice_near = -pCamera->settings.getPerspectiveNearZ();
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float slice_far = -pCamera->settings.volumetric_environment_max_distance;
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float slice_spacing = (slice_far - slice_near) / slice_count;
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KRVector2(slice_near, slice_spacing).setUniform(pFogShader->m_uniforms[KRShader::KRENGINE_UNIFORM_SLICE_DEPTH_SCALE]);
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(m_color * pCamera->volumetric_environment_intensity * m_intensity * -slice_spacing / 1000.0f).setUniform(pFogShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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(m_color * pCamera->settings.volumetric_environment_intensity * m_intensity * -slice_spacing / 1000.0f).setUniform(pFogShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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m_pContext->getModelManager()->bindVBO((void *)m_pContext->getModelManager()->getVolumetricLightingVertexes(), KRModelManager::KRENGINE_MAX_VOLUMETRIC_PLANES * 6 * sizeof(KRModelManager::VolumetricLightingVertexData), true, false, false, false, false, false, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLES, 0, slice_count*6));
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