OSX Version of Kraken and importer now compiling again.
Fixed bug that caused erratic mis-selection of shaders
This commit is contained in:
@@ -23,21 +23,6 @@ float const D2R = PI * 2 / 360;
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#include <list>
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#include <list>
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#include <map>
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#include <map>
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#if TARGET_OS_IPHONE
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#include <unordered_map>
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using std::unordered_map;
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using std::unordered_multimap;
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using std::hash;
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#else
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#include <tr1/unordered_map>
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using std::tr1::unordered_map;
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using std::tr1::unordered_multimap;
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using std::tr1::hash;
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#endif
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#include <stack>
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#include <stack>
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#include <queue>
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#include <queue>
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@@ -87,6 +72,24 @@ using std::queue;
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#define KRAKEN_USE_ARM_NEON
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#define KRAKEN_USE_ARM_NEON
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#endif
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#endif
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#if TARGET_OS_IPHONE
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#include <unordered_map>
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using std::unordered_map;
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using std::unordered_multimap;
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using std::hash;
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#else
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#include <tr1/unordered_map>
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using std::tr1::unordered_map;
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using std::tr1::unordered_multimap;
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using std::tr1::hash;
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#endif
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#if TARGET_OS_IPHONE
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#if TARGET_OS_IPHONE
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/gl.h>
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@@ -73,6 +73,17 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
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std::pair<std::string, std::vector<int> > key;
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std::pair<std::string, std::vector<int> > key;
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key.first = shader_name;
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key.first = shader_name;
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key.second.push_back(light_directional_count);
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key.second.push_back(light_directional_count);
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key.second.push_back(light_point_count);
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key.second.push_back(light_spot_count);
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key.second.push_back(pCamera->settings.fog_type);
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key.second.push_back(pCamera->settings.bEnablePerPixel);
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key.second.push_back(bAlphaTest);
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key.second.push_back(bAlphaBlend);
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key.second.push_back(bDiffuseMap);
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key.second.push_back(bNormalMap);
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key.second.push_back(bSpecMap);
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key.second.push_back(bReflectionMap);
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key.second.push_back(bone_count);
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key.second.push_back(bSpecMap);
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key.second.push_back(bSpecMap);
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key.second.push_back(bReflectionMap);
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key.second.push_back(bReflectionMap);
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key.second.push_back(bReflectionCubeMap);
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key.second.push_back(bReflectionCubeMap);
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@@ -103,8 +114,7 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
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key.second.push_back(pCamera->settings.flash_intensity * 1000.0f);
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key.second.push_back(pCamera->settings.flash_intensity * 1000.0f);
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key.second.push_back(pCamera->settings.vignette_radius * 1000.0f);
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key.second.push_back(pCamera->settings.vignette_radius * 1000.0f);
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key.second.push_back(pCamera->settings.vignette_falloff * 1000.0f);
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key.second.push_back(pCamera->settings.vignette_falloff * 1000.0f);
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KRShader *pShader = m_shaders[key];
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KRShader *pShader = m_shaders[key];
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