Organized project to be more portable and require fewer steps to integrate into application projects in Xcode.
Moved standard assets into bundles
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140
KREngine/kraken/KRDirectionalLight.cpp
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140
KREngine/kraken/KRDirectionalLight.cpp
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//
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// KRDirectionalLight.cpp
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// KREngine
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//
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// Created by Kearwood Gilbert on 12-04-05.
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// Copyright (c) 2012 Kearwood Software. All rights reserved.
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//
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#include "KREngine-common.h"
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#include "KRDirectionalLight.h"
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#include "KRShader.h"
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#include "KRContext.h"
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#include "KRMat4.h"
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#include "assert.h"
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#include "KRStockGeometry.h"
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KRDirectionalLight::KRDirectionalLight(KRScene &scene, std::string name) : KRLight(scene, name)
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{
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}
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KRDirectionalLight::~KRDirectionalLight()
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{
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}
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std::string KRDirectionalLight::getElementName() {
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return "directional_light";
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}
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KRVector3 KRDirectionalLight::getWorldLightDirection() {
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const GLfloat PI = 3.14159265;
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const GLfloat d2r = PI * 2 / 360;
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KRVector3 world_rotation = getLocalRotation();
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KRVector3 light_rotation = KRVector3(0.0, 0.0, -1.0);
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KRMat4 m;
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m.rotate(world_rotation.x, X_AXIS);
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m.rotate(world_rotation.y, Y_AXIS);
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m.rotate(world_rotation.z, X_AXIS);
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m.rotate(-90.0 * d2r, Y_AXIS);
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KRVector3 light_direction = KRMat4::Dot(m, light_rotation);
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return light_direction;
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}
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KRVector3 KRDirectionalLight::getLocalLightDirection() {
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return KRVector3(0.0, 0.0, 1.0);
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}
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int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewport) {
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const float KRENGINE_SHADOW_BOUNDS_EXTRA_SCALE = 1.25f; // Scale to apply to view frustrum bounds so that we don't need to refresh shadows on every frame
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int cShadows = 1;
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for(int iShadow=0; iShadow < cShadows; iShadow++) {
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GLfloat shadowMinDepths[3][3] = {{0.0, 0.0, 0.0},{0.0, 0.0, 0.0},{0.0, 0.05, 0.3}};
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GLfloat shadowMaxDepths[3][3] = {{0.0, 0.0, 1.0},{0.1, 0.0, 0.0},{0.1, 0.3, 1.0}};
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float min_depth = 0.0f;
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float max_depth = 1.0f;
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KRAABB worldSpacefrustrumSliceBounds = KRAABB(KRVector3(-1.0f, -1.0f, -1.0f), KRVector3(1.0f, 1.0f, 1.0f), KRMat4::Invert(viewport.getViewProjectionMatrix()));
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worldSpacefrustrumSliceBounds.scale(KRENGINE_SHADOW_BOUNDS_EXTRA_SCALE);
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KRVector3 shadowLook = -KRVector3::Normalize(getWorldLightDirection());
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KRVector3 shadowUp(0.0, 1.0, 0.0);
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if(KRVector3::Dot(shadowUp, shadowLook) > 0.99f) shadowUp = KRVector3(0.0, 0.0, 1.0); // Ensure shadow look direction is not parallel with the shadowUp direction
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// KRMat4 matShadowView = KRMat4::LookAt(viewport.getCameraPosition() - shadowLook, viewport.getCameraPosition(), shadowUp);
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// KRMat4 matShadowProjection = KRMat4();
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// matShadowProjection.scale(0.001, 0.001, 0.001);
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KRMat4 matShadowView = KRMat4::LookAt(worldSpacefrustrumSliceBounds.center() - shadowLook, worldSpacefrustrumSliceBounds.center(), shadowUp);
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KRMat4 matShadowProjection = KRMat4();
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KRAABB shadowSpaceFrustrumSliceBounds = KRAABB(worldSpacefrustrumSliceBounds.min, worldSpacefrustrumSliceBounds.max, KRMat4::Invert(matShadowProjection));
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KRAABB shadowSpaceSceneBounds = KRAABB(getScene().getRootOctreeBounds().min, getScene().getRootOctreeBounds().max, KRMat4::Invert(matShadowProjection));
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if(shadowSpaceSceneBounds.min.z < shadowSpaceFrustrumSliceBounds.min.z) shadowSpaceFrustrumSliceBounds.min.z = shadowSpaceSceneBounds.min.z; // Include any potential shadow casters that are outside the view frustrum
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matShadowProjection.scale(1.0f / shadowSpaceFrustrumSliceBounds.size().x, 1.0f / shadowSpaceFrustrumSliceBounds.size().y, 1.0f / shadowSpaceFrustrumSliceBounds.size().z);
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KRMat4 matBias;
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matBias.bias();
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matShadowProjection *= matBias;
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KRViewport newShadowViewport = KRViewport(KRVector2(KRENGINE_SHADOW_MAP_WIDTH, KRENGINE_SHADOW_MAP_HEIGHT), matShadowView, matShadowProjection);
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KRAABB prevShadowBounds = KRAABB(-KRVector3::One(), KRVector3::One(), KRMat4::Invert(m_shadowViewports[iShadow].getViewProjectionMatrix()));
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KRAABB minimumShadowBounds = KRAABB(-KRVector3::One(), KRVector3::One(), KRMat4::Invert(newShadowViewport.getViewProjectionMatrix()));
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minimumShadowBounds.scale(1.0f / KRENGINE_SHADOW_BOUNDS_EXTRA_SCALE);
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if(!prevShadowBounds.contains(minimumShadowBounds) || !shadowValid[iShadow]) {
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m_shadowViewports[iShadow] = newShadowViewport;
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shadowValid[iShadow] = false;
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fprintf(stderr, "Kraken - Generate shadow maps...\n");
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}
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}
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return 1;
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}
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void KRDirectionalLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KRViewport &viewport, KRNode::RenderPass renderPass) {
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KRLight::render(pCamera, lights, viewport, renderPass);
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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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std::vector<KRLight *> this_light;
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this_light.push_back(this);
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KRMat4 matModelViewInverseTranspose = viewport.getViewMatrix() * getModelMatrix();
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matModelViewInverseTranspose.transpose();
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matModelViewInverseTranspose.invert();
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KRVector3 light_direction_view_space = getWorldLightDirection();
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light_direction_view_space = KRMat4::Dot(matModelViewInverseTranspose, light_direction_view_space);
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light_direction_view_space.normalize();
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KRShader *pShader = getContext().getShaderManager()->getShader("light_directional", pCamera, this_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), this_light, 0, renderPass)) {
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light_direction_view_space.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE]);
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m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, NULL, 0, true, false, false, true, false, false, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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}
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}
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