Organized render passes, in preparation for transparency pass and point light flares
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4061
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@@ -48,9 +48,9 @@ KRVector3 KRDirectionalLight::getLocalLightDirection() {
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#if TARGET_OS_IPHONE
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void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, int gBufferPass) {
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void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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if(gBufferPass == 2) {
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if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
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// Lights are rendered on the second pass of the deferred renderer
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KRMat4 projectionMatrix = pCamera->getProjectionMatrix();
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@@ -64,8 +64,8 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
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light_direction_view_space = KRMat4::Dot(matModelToView, light_direction_view_space);
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light_direction_view_space.normalize();
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KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, gBufferPass);
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pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, gBufferPass);
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KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, 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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glUniform3f(
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@@ -107,7 +107,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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KRNode::render(pCamera, pContext, frustrumVolume, bRenderShadowMap, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, gBufferPass);
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KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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}
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#endif
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