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