Organized project to be more portable and require fewer steps to integrate into application projects in Xcode.

Moved standard assets into bundles
This commit is contained in:
2013-01-31 02:16:47 -08:00
parent 291461d912
commit ff63061722
199 changed files with 937 additions and 457 deletions

86
KREngine/kraken/KRLight.h Normal file
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//
// KRLight.h
// KREngine
//
// Created by Kearwood Gilbert on 12-04-05.
// Copyright (c) 2012 Kearwood Software. All rights reserved.
//
#ifndef KRLIGHT_H
#define KRLIGHT_H
#include "KRResource.h"
#include "KRNode.h"
#include "KRTexture.h"
static const float KRLIGHT_MIN_INFLUENCE = 0.15f; // 0.05f
// KRENGINE_MAX_SHADOW_BUFFERS must be at least 6 to allow omni-directional lights to render cube maps
#define KRENGINE_MAX_SHADOW_BUFFERS 6
#define KRENGINE_SHADOW_MAP_WIDTH 1024
#define KRENGINE_SHADOW_MAP_HEIGHT 1024
class KRLight : public KRNode {
public:
virtual ~KRLight();
virtual std::string getElementName() = 0;
virtual tinyxml2::XMLElement *saveXML( tinyxml2::XMLNode *parent);
virtual void loadXML(tinyxml2::XMLElement *e);
void setIntensity(float intensity);
float getIntensity();
void setDecayStart(float decayStart);
float getDecayStart();
const KRVector3 &getColor();
void setColor(const KRVector3 &color);
void setFlareTexture(std::string flare_texture);
void setFlareSize(float flare_size);
void setOcclusionSize(float occlusion_size);
void deleteBuffers();
virtual void render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KRViewport &viewport, KRNode::RenderPass renderPass);
int getShadowBufferCount();
GLuint *getShadowTextures();
KRViewport *getShadowViewports();
protected:
KRLight(KRScene &scene, std::string name);
float m_intensity;
float m_decayStart;
KRVector3 m_color;
std::string m_flareTexture;
KRTexture *m_pFlareTexture;
float m_flareSize;
float m_flareOcclusionSize;
bool m_casts_shadow;
bool m_light_shafts;
float m_dust_particle_density;
float m_dust_particle_size;
float m_dust_particle_intensity;
GLuint m_occlusionQuery; // Occlusion query for attenuating occluded flares
// Shadow Maps
int m_cShadowBuffers;
GLuint shadowFramebuffer[KRENGINE_MAX_SHADOW_BUFFERS], shadowDepthTexture[KRENGINE_MAX_SHADOW_BUFFERS];
bool shadowValid[KRENGINE_MAX_SHADOW_BUFFERS];
KRViewport m_shadowViewports[KRENGINE_MAX_SHADOW_BUFFERS];
void allocateShadowBuffers(int cBuffers);
void invalidateShadowBuffers();
virtual int configureShadowBufferViewports(const KRViewport &viewport);
void renderShadowBuffers(KRCamera *pCamera);
};
#endif