Deferred lighting implementation in progress. Now generating view-space normal fragments for the 1st pass G-buffer.
Added transpose() method to KRMat4 --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4043
This commit is contained in:
@@ -91,6 +91,9 @@ void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume
|
||||
projectionMatrix = pCamera->getProjectionMatrix();
|
||||
}
|
||||
KRMat4 mvpmatrix = m_modelMatrix * viewMatrix * projectionMatrix;
|
||||
KRMat4 matModelToView = viewMatrix * m_modelMatrix;
|
||||
matModelToView.transpose();
|
||||
matModelToView.invert();
|
||||
|
||||
// Transform location of camera to object space for calculation of specular halfVec
|
||||
KRMat4 inverseModelMatrix = m_modelMatrix;
|
||||
@@ -98,7 +101,7 @@ void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume
|
||||
KRVector3 cameraPosObject = inverseModelMatrix.dot(cameraPosition);
|
||||
KRVector3 lightDirObject = inverseModelMatrix.dot(lightDirection);
|
||||
|
||||
m_pModel->render(pCamera, pContext, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, m_pLightMap);
|
||||
m_pModel->render(pCamera, pContext, bRenderShadowMap, matModelToView, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, m_pLightMap);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user