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kraken/KREngine/kraken/KRBone.cpp

77 lines
2.5 KiB
C++

//
// KRBone.cpp
// KREngine
//
// Created by Kearwood Gilbert on 2012-12-06.
// Copyright (c) 2012 Kearwood Software. All rights reserved.
//
#include "KRBone.h"
#include "KRContext.h"
KRBone::KRBone(KRScene &scene, std::string name) : KRNode(scene, name)
{
}
KRBone::~KRBone()
{
}
std::string KRBone::getElementName() {
return "bone";
}
tinyxml2::XMLElement *KRBone::saveXML( tinyxml2::XMLNode *parent)
{
tinyxml2::XMLElement *e = KRNode::saveXML(parent);
return e;
}
void KRBone::loadXML(tinyxml2::XMLElement *e)
{
KRNode::loadXML(e);
}
void KRBone::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass)
{
KRNode::render(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
bool bVisualize = false;
if(renderPass == KRNode::RENDER_PASS_FORWARD_TRANSPARENT && bVisualize) {
KRMat4 sphereModelMatrix = getModelMatrix();
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass)) {
// Enable additive blending
GLDEBUG(glEnable(GL_BLEND));
GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
// Disable z-buffer write
GLDEBUG(glDepthMask(GL_FALSE));
// Enable z-buffer test
GLDEBUG(glEnable(GL_DEPTH_TEST));
GLDEBUG(glDepthFunc(GL_LEQUAL));
GLDEBUG(glDepthRangef(0.0, 1.0));
std::vector<KRMesh *> sphereModels = getContext().getModelManager()->getModel("__sphere");
if(sphereModels.size()) {
for(int i=0; i < sphereModels[0]->getSubmeshCount(); i++) {
sphereModels[0]->renderSubmesh(i, renderPass, getName(), "visualize_overlay");
}
}
// Enable alpha blending
GLDEBUG(glEnable(GL_BLEND));
GLDEBUG(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
}
}
}