Native Blender file format support in progress
Changed material colour parameters from separate float values to KRVector3's --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4056
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@@ -121,43 +121,18 @@ void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolu
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// Disable z-buffer write
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glDepthMask(GL_FALSE);
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//if(view_space_light_position.GetMagnitude() > influence_radius) {
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// Render sphere of light's influence
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generateMesh();
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// Render sphere of light's influence
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generateMesh();
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// Enable z-buffer test
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthRangef(0.0, 1.0);
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// Enable z-buffer test
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthRangef(0.0, 1.0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, m_sphereVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glDrawArrays(GL_TRIANGLES, 0, m_cVertices);
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/*
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} else {
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// Sphere would be clipped against view frustrum. Fall back to a full screen quad
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// Disable z-buffer test
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glDisable(GL_DEPTH_TEST);
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// Render a full screen quad
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static const GLfloat squareVertices[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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KRMat4 matIdentity;
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glUniformMatrix4fv(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MVP], 1, GL_FALSE, matIdentity.getPointer());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, squareVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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*/
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, m_sphereVertices);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glDrawArrays(GL_TRIANGLES, 0, m_cVertices);
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}
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}
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