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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@@ -67,7 +67,7 @@ KRModel::~KRModel() {
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}
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#if TARGET_OS_IPHONE
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void KRModel::render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowMap, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap, int gBufferPass) {
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void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToView, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap, KRNode::RenderPass renderPass) {
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if(m_materials.size() == 0) {
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vector<KRMesh::Submesh *> submeshes = m_pMesh->getSubmeshes();
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@@ -84,7 +84,7 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowM
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char szPrevShaderKey[128];
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szPrevShaderKey[0] = '\0';
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int cSubmeshes = m_pMesh->getSubmeshes().size();
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if(bRenderShadowMap) {
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if(renderPass == KRNode::RENDER_PASS_SHADOWMAP) {
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for(int iSubmesh=0; iSubmesh<cSubmeshes; iSubmesh++) {
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KRMaterial *pMaterial = m_materials[iSubmesh];
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@@ -104,7 +104,7 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, bool bRenderShadowM
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KRMaterial *pMaterial = m_materials[iSubmesh];
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap, gBufferPass);
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap, renderPass);
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m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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