1146 lines
37 KiB
Plaintext
1146 lines
37 KiB
Plaintext
//
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// KREngine.mm
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// KREngine
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//
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#import "KREngine.h"
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#import "KRVector3.h"
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#import "KRScene.h"
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#import <string>
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#import <sstream>
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using namespace std;
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@interface KREngine (PrivateMethods)
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//- (BOOL)loadObjects;
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- (BOOL)loadShaders;
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- (BOOL)createBuffers;
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
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- (BOOL)linkProgram:(GLuint)prog;
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- (BOOL)validateProgram:(GLuint)prog;
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- (void)renderPost;
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- (BOOL)loadResource:(NSString *)path;
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@end
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@implementation KREngine
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double const PI = 3.141592653589793f;
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- (id)initForWidth: (GLuint)width Height: (GLuint)height
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{
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debug_text = @"";
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sun_yaw = 4.333;
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sun_pitch = 0.55;
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m_iFrame = 0;
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m_cShadowBuffers = 0;
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backingWidth = width;
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backingHeight = height;
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memset(shadowFramebuffer, sizeof(GLuint) * 3, 0);
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memset(shadowDepthTexture, sizeof(GLuint) * 3, 0);
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m_postShaderProgram = 0;
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if ((self = [super init])) {
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NSString *vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"ObjectShader" ofType:@"vsh"];
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NSString *fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"ObjectShader" ofType:@"fsh"];
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GLchar * szVertShaderSource = (GLchar *)[[NSString stringWithContentsOfFile:vertShaderPathname encoding:NSUTF8StringEncoding error:nil] UTF8String];
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GLchar * szFragShaderSource = (GLchar *)[[NSString stringWithContentsOfFile:fragShaderPathname encoding:NSUTF8StringEncoding error:nil] UTF8String];
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m_pShaderManager = new KRShaderManager(szVertShaderSource, szFragShaderSource);
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m_pTextureManager = new KRTextureManager();
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m_pMaterialManager = new KRMaterialManager(m_pTextureManager, m_pShaderManager);
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m_pModelManager = new KRModelManager(m_pMaterialManager);
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if (![self createBuffers] || ![self loadShaders] /*|| ![self loadObjects]*/ )
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{
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[self release];
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return nil;
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}
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}
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return self;
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}
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- (void)allocateShadowBuffers
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{
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// First deallocate buffers no longer needed
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for(int iShadow = m_cShadowBuffers; iShadow < KRENGINE_MAX_SHADOW_BUFFERS; iShadow++) {
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if (shadowDepthTexture[iShadow]) {
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glDeleteTextures(1, shadowDepthTexture + iShadow);
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shadowDepthTexture[iShadow] = 0;
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}
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if (shadowFramebuffer[iShadow]) {
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glDeleteFramebuffers(1, shadowFramebuffer + iShadow);
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shadowFramebuffer[iShadow] = 0;
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}
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}
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// Allocate newly required buffers
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for(int iShadow = 0; iShadow < m_cShadowBuffers; iShadow++) {
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if(!shadowDepthTexture[iShadow]) {
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shadowValid[iShadow] = false;
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glGenFramebuffers(1, shadowFramebuffer + iShadow);
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glGenTextures(1, shadowDepthTexture + iShadow);
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// ===== Create offscreen shadow framebuffer object =====
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glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer[iShadow]);
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// ----- Create Depth Texture for shadowFramebuffer -----
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glBindTexture(GL_TEXTURE_2D, shadowDepthTexture[iShadow]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, KRENGINE_SHADOW_MAP_WIDTH, KRENGINE_SHADOW_MAP_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowDepthTexture[iShadow], 0);
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}
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}
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}
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- (BOOL)createBuffers
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{
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// ===== Create offscreen compositing framebuffer object =====
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glGenFramebuffers(1, &compositeFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, compositeFramebuffer);
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// ----- Create texture color buffer for compositeFramebuffer -----
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glGenTextures(1, &compositeColorTexture);
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glBindTexture(GL_TEXTURE_2D, compositeColorTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is necessary for non-power-of-two textures
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // This is necessary for non-power-of-two textures
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, backingWidth, backingHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, compositeColorTexture, 0);
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// ----- Create Depth Texture for compositeFramebuffer -----
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glGenTextures(1, &compositeDepthTexture);
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glBindTexture(GL_TEXTURE_2D, compositeDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is necessary for non-power-of-two textures
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // This is necessary for non-power-of-two textures
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, backingWidth, backingHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, compositeDepthTexture, 0);
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[self allocateShadowBuffers];
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return TRUE;
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}
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- (void)destroyBuffers
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{
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m_cShadowBuffers = 0;
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[self allocateShadowBuffers];
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if (compositeDepthTexture) {
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glDeleteTextures(1, &compositeDepthTexture);
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compositeDepthTexture = 0;
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}
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if (compositeColorTexture) {
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glDeleteTextures(1, &compositeColorTexture);
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compositeColorTexture = 0;
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}
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if (compositeFramebuffer) {
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glDeleteFramebuffers(1, &compositeFramebuffer);
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compositeFramebuffer = 0;
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}
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}
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- (void)renderScene: (KRScene *)pScene WithPosition: (KRVector3)position Yaw: (GLfloat)yaw Pitch: (GLfloat)pitch Roll: (GLfloat)roll
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{
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KRMat4 viewMatrix;
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viewMatrix.translate(-position.x, -position.y, -position.z);
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viewMatrix.rotate(yaw, Y_AXIS);
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viewMatrix.rotate(pitch, X_AXIS);
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viewMatrix.rotate(roll, Z_AXIS);
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[self renderScene: pScene WithViewMatrix: viewMatrix];
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}
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- (void)renderScene: (KRScene *)pScene WithViewMatrix: (KRMat4)viewMatrix
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{
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KRMat4 invViewMatrix = viewMatrix;
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invViewMatrix.invert();
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KRVector3 cameraPosition = invViewMatrix.dot(KRVector3(0.0,0.0,0.0));
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KRVector3 lightDirection(0.0, 0.0, 1.0);
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// ----- Render Model -----
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KRMat4 shadowvp;
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shadowvp.rotate(sun_pitch, X_AXIS);
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shadowvp.rotate(sun_yaw, Y_AXIS);
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lightDirection = shadowvp.dot(lightDirection);
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shadowvp.invert();
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lightDirection.normalize();
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[self allocateShadowBuffers];
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int iOffset=m_iFrame % m_cShadowBuffers;
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for(int iShadow2=iOffset; iShadow2 < m_cShadowBuffers + iOffset; iShadow2++) {
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int iShadow = iShadow2 % m_cShadowBuffers;
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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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KRMat4 newShadowMVP;
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if(shadowMaxDepths[m_cShadowBuffers - 1][iShadow] == 0.0) {
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KRBoundingVolume ext = KRBoundingVolume(pScene->getExtents());
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newShadowMVP = ext.calcShadowProj(pScene, sun_yaw, sun_pitch);
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} else {
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KRBoundingVolume frustrumSliceVolume = KRBoundingVolume(viewMatrix, m_camera.perspective_fov, m_camera.perspective_aspect, m_camera.perspective_nearz + (m_camera.perspective_farz - m_camera.perspective_nearz) * shadowMinDepths[m_cShadowBuffers - 1][iShadow], m_camera.perspective_nearz + (m_camera.perspective_farz - m_camera.perspective_nearz) * shadowMaxDepths[m_cShadowBuffers - 1][iShadow]);
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newShadowMVP = frustrumSliceVolume.calcShadowProj(pScene, sun_yaw, sun_pitch);
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}
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if(!(shadowmvpmatrix[iShadow] == newShadowMVP)) {
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shadowValid[iShadow] = false;
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}
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if(!shadowValid[iShadow]) {
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shadowValid[iShadow] = true;
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shadowmvpmatrix[iShadow] = newShadowMVP;
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[self renderShadowBufferNumber: iShadow ForScene: pScene];
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break;
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}
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}
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/*
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NSLog(@"LightDirection: (%f, %f, %f)", lightDirection.x, lightDirection.y, lightDirection.z);
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NSLog(@"CameraPos: (%f, %f, %f)", cameraPos.x, cameraPos.y, cameraPos.z);
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NSLog(@"LightPosObject: (%f, %f, %f)", lightPosObject.x, lightPosObject.y, lightPosObject.z);
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NSLog(@"CameraPosObject: (%f, %f, %f)", cameraPosObject.x, cameraPosObject.y, cameraPosObject.z);
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*/
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[self renderScene: pScene WithViewMatrix: viewMatrix LightDirection: lightDirection CameraPosition: cameraPosition];
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[self renderPost];
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m_iFrame++;
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}
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- (void)renderShadowBufferNumber: (int)iShadow ForScene: (KRScene *)pScene;
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{
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glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer[iShadow]);
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glClearDepthf(1.0f);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glViewport(1, 1, 2046, 2046);
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glDisable(GL_DITHER);
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glCullFace(GL_BACK); // Enable frontface culling, which eliminates some self-cast shadow artifacts
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glEnable(GL_CULL_FACE);
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// Enable z-buffer test
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthRangef(0.0, 1.0);
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// Disable alpha blending as we are using alpha channel for packed depth info
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glDisable(GL_BLEND);
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// Use shader program
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glUseProgram(m_shadowShaderProgram);
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// Sets the diffuseTexture variable to the first texture unit
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/*
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glUniform1i(glGetUniformLocation(m_shadowShaderProgram, "diffuseTexture"), 0);
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*/
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// Validate program before drawing. This is a good check, but only really necessary in a debug build.
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// DEBUG macro must be defined in your debug configurations if that's not already the case.
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#if defined(DEBUG)
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if (![self validateProgram:m_shadowShaderProgram])
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{
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NSLog(@"Failed to validate program: %d", m_shadowShaderProgram);
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return;
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}
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#endif
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// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
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glUniformMatrix4fv(m_shadowUniforms[KRENGINE_UNIFORM_SHADOWMVP1], 1, GL_FALSE, shadowmvpmatrix[iShadow].getPointer());
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// Calculate the bounding volume of the shadow map
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KRMat4 matInvShadow = shadowmvpmatrix[iShadow];
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matInvShadow.invert();
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KRVector3 vertices[8];
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vertices[0] = KRVector3(-1.0, -1.0, 0.0);
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vertices[1] = KRVector3(1.0, -1.0, 0.0);
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vertices[2] = KRVector3(1.0, 1.0, 0.0);
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vertices[3] = KRVector3(-1.0, 1.0, 0.0);
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vertices[4] = KRVector3(-1.0, -1.0, 1.0);
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vertices[5] = KRVector3(1.0, -1.0, 1.0);
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vertices[6] = KRVector3(1.0, 1.0, 1.0);
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vertices[7] = KRVector3(-1.0, 1.0, 1.0);
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for(int iVertex=0; iVertex < 8; iVertex++) {
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vertices[iVertex] = matInvShadow.dot(vertices[iVertex]);
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}
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KRVector3 cameraPosition;
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KRVector3 lightDirection;
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KRBoundingVolume shadowVolume = KRBoundingVolume(vertices);
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pScene->render(&m_camera, shadowVolume, m_pMaterialManager, true, shadowmvpmatrix[iShadow], cameraPosition, lightDirection, shadowmvpmatrix, NULL, 0, m_pShaderManager, m_pTextureManager);
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glViewport(0, 0, 768, 1024);
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}
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- (void)renderScene: (KRScene *)pScene WithViewMatrix: (KRMat4)viewMatrix LightDirection: (KRVector3)lightDirection CameraPosition: (KRVector3)cameraPosition
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{
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glBindFramebuffer(GL_FRAMEBUFFER, compositeFramebuffer);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Enable backface culling
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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// Enable z-buffer test
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthRangef(0.0, 1.0);
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// Enable alpha blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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KRBoundingVolume frustrumVolume = KRBoundingVolume(viewMatrix, m_camera.perspective_fov, m_camera.perspective_aspect, m_camera.perspective_nearz, m_camera.perspective_farz);
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pScene -> render(&m_camera, frustrumVolume, m_pMaterialManager, false, viewMatrix, cameraPosition, lightDirection, shadowmvpmatrix, shadowDepthTexture, m_cShadowBuffers, m_pShaderManager, m_pTextureManager);
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}
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file withOptions: (NSString *)options
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{
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GLint status;
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const GLchar *source[2];
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source[0] = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
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if (!source[0])
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{
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NSLog(@"Failed to load vertex shader");
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return FALSE;
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}
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if(options) {
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source[1] = source[0];
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source[0] = [options UTF8String];
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}
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*shader = glCreateShader(type);
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glShaderSource(*shader, options ? 2 : 1, source, NULL);
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glCompileShader(*shader);
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#if defined(DEBUG)
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GLint logLength;
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar *)malloc(logLength);
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glGetShaderInfoLog(*shader, logLength, &logLength, log);
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NSLog(@"Shader compile log:\n%s", log);
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free(log);
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}
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#endif
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
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glDeleteShader(*shader);
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return FALSE;
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}
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return TRUE;
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}
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- (BOOL)linkProgram:(GLuint)prog
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{
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GLint status;
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glLinkProgram(prog);
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#if defined(DEBUG)
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GLint logLength;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar *)malloc(logLength);
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glGetProgramInfoLog(prog, logLength, &logLength, log);
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NSLog(@"Program link log:\n%s", log);
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free(log);
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}
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#endif
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if (status == 0)
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return FALSE;
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return TRUE;
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}
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- (BOOL)validateProgram:(GLuint)prog
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{
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GLint logLength, status;
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glValidateProgram(prog);
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar *)malloc(logLength);
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glGetProgramInfoLog(prog, logLength, &logLength, log);
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NSLog(@"Program validate log:\n%s", log);
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free(log);
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}
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glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
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if (status == 0)
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return FALSE;
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return TRUE;
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}
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- (BOOL)loadVertexShader:(NSString *)vertexShaderName fragmentShader:(NSString *)fragmentShaderName forProgram:(GLuint *)programPointer withOptions:(NSString *)options;
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{
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GLuint vertexShader, fragShader;
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NSString *vertShaderPathname, *fragShaderPathname;
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// Create shader program.
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*programPointer = glCreateProgram();
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// Create and compile vertex shader.
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vertShaderPathname = [[NSBundle mainBundle] pathForResource:vertexShaderName ofType:@"vsh"];
|
|
if (![self compileShader:&vertexShader type:GL_VERTEX_SHADER file:vertShaderPathname withOptions: options])
|
|
{
|
|
NSLog(@"Failed to compile vertex shader");
|
|
return FALSE;
|
|
}
|
|
|
|
// Create and compile fragment shader.
|
|
fragShaderPathname = [[NSBundle mainBundle] pathForResource:fragmentShaderName ofType:@"fsh"];
|
|
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname withOptions: options])
|
|
{
|
|
NSLog(@"Failed to compile fragment shader");
|
|
return FALSE;
|
|
}
|
|
|
|
// Attach vertex shader to program.
|
|
glAttachShader(*programPointer, vertexShader);
|
|
|
|
// Attach fragment shader to program.
|
|
glAttachShader(*programPointer, fragShader);
|
|
|
|
// Bind attribute locations.
|
|
// This needs to be done prior to linking.
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_VERTEX, "position");
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUVA, "inputTextureCoordinate");
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUVB, "shadowuv");
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_VERTEX, "myVertex");
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_NORMAL, "myNormal");
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TANGENT, "myTangent");
|
|
glBindAttribLocation(*programPointer, KRShader::KRENGINE_ATTRIB_TEXUVA, "myUV");
|
|
|
|
// Link program.
|
|
if (![self linkProgram:*programPointer])
|
|
{
|
|
NSLog(@"Failed to link program: %d", *programPointer);
|
|
|
|
if (vertexShader)
|
|
{
|
|
glDeleteShader(vertexShader);
|
|
vertexShader = 0;
|
|
}
|
|
if (fragShader)
|
|
{
|
|
glDeleteShader(fragShader);
|
|
fragShader = 0;
|
|
}
|
|
if (*programPointer)
|
|
{
|
|
glDeleteProgram(*programPointer);
|
|
*programPointer = 0;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// Release vertex and fragment shaders.
|
|
if (vertexShader)
|
|
{
|
|
glDeleteShader(vertexShader);
|
|
}
|
|
if (fragShader)
|
|
{
|
|
glDeleteShader(fragShader);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
- (BOOL)loadShaders
|
|
{
|
|
[self loadVertexShader:@"ShadowShader" fragmentShader:@"ShadowShader" forProgram:&m_shadowShaderProgram withOptions: NULL];
|
|
|
|
m_shadowUniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_shadowShaderProgram, "myShadowMVPMatrix1");
|
|
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
- (BOOL)loadResource:(NSString *)path
|
|
{
|
|
NSString *name = [[path lastPathComponent] stringByDeletingPathExtension];
|
|
if([path hasSuffix: @".krobject"]) {
|
|
NSLog(@"object: %@", path);
|
|
m_pModelManager->loadModel([name UTF8String], [path UTF8String]);
|
|
} else if([path hasSuffix: @".pvr"]) {
|
|
NSLog(@"texture: %@", path);
|
|
m_pTextureManager->loadTexture([name UTF8String], [path UTF8String]);
|
|
} else if([path hasSuffix: @".mtl"]) {
|
|
NSLog(@"material: %@", path);
|
|
m_pMaterialManager->loadFile([path UTF8String]);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
- (void)dealloc
|
|
{
|
|
if(m_pModelManager) {
|
|
delete m_pModelManager;
|
|
m_pModelManager = NULL;
|
|
}
|
|
|
|
if(m_pTextureManager) {
|
|
delete m_pTextureManager;
|
|
m_pTextureManager = NULL;
|
|
}
|
|
|
|
if(m_pMaterialManager) {
|
|
delete m_pMaterialManager;
|
|
m_pMaterialManager = NULL;
|
|
}
|
|
|
|
if(m_pShaderManager) {
|
|
delete m_pShaderManager;
|
|
m_pShaderManager = NULL;
|
|
}
|
|
|
|
|
|
|
|
[self invalidatePostShader];
|
|
[self destroyBuffers];
|
|
[super dealloc];
|
|
}
|
|
|
|
- (void)invalidatePostShader
|
|
{
|
|
if(m_postShaderProgram) {
|
|
glDeleteProgram(m_postShaderProgram);
|
|
m_postShaderProgram = 0;
|
|
}
|
|
}
|
|
|
|
- (void)bindPostShader
|
|
{
|
|
if(!m_postShaderProgram) {
|
|
stringstream stream;
|
|
stream.precision(std::numeric_limits<long double>::digits10);
|
|
|
|
stream << "#define DOF_QUALITY " << m_camera.dof_quality;
|
|
stream << "\n#define ENABLE_FLASH " << (m_camera.bEnableFlash ? "1" : "0");
|
|
stream << "\n#define ENABLE_VIGNETTE " << (m_camera.bEnableVignette ? "1" : "0");
|
|
stream.setf(ios::fixed,ios::floatfield);
|
|
stream << "\n#define DOF_DEPTH " << m_camera.dof_depth;
|
|
stream << "\n#define DOF_FALLOFF " << m_camera.dof_falloff;
|
|
stream << "\n#define FLASH_DEPTH " << m_camera.flash_depth;
|
|
stream << "\n#define FLASH_FALLOFF " << m_camera.flash_falloff;
|
|
stream << "\n#define FLASH_INTENSITY " << m_camera.flash_intensity;
|
|
stream << "\n#define VIGNETTE_RADIUS " << m_camera.vignette_radius;
|
|
stream << "\n#define VIGNETTE_FALLOFF " << m_camera.vignette_falloff;
|
|
|
|
stream << "\n";
|
|
NSString *options = [NSString stringWithUTF8String: stream.str().c_str()];
|
|
|
|
[self loadVertexShader:@"PostShader" fragmentShader:@"PostShader" forProgram:&m_postShaderProgram withOptions: options];
|
|
}
|
|
glUseProgram(m_postShaderProgram);
|
|
}
|
|
|
|
- (void)renderPost
|
|
{
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 1); // renderFramebuffer
|
|
|
|
// Replace the implementation of this method to do your own custom drawing.
|
|
static const GLfloat squareVertices[] = {
|
|
-1.0f, -1.0f,
|
|
1.0f, -1.0f,
|
|
-1.0f, 1.0f,
|
|
1.0f, 1.0f,
|
|
};
|
|
|
|
static const GLfloat squareVerticesShadow[3][8] = {{
|
|
-1.0f, -1.0f,
|
|
-0.60f, -1.0f,
|
|
-1.0f, -0.60f,
|
|
-0.60f, -0.60f,
|
|
},{
|
|
-0.50f, -1.0f,
|
|
-0.10f, -1.0f,
|
|
-0.50f, -0.60f,
|
|
-0.10f, -0.60f,
|
|
},{
|
|
0.00f, -1.0f,
|
|
0.40f, -1.0f,
|
|
0.00f, -0.60f,
|
|
0.40f, -0.60f,
|
|
}};
|
|
|
|
static const GLfloat textureVertices[] = {
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, 1.0f,
|
|
};
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
[self bindPostShader];
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, compositeDepthTexture);
|
|
glUniform1i(glGetUniformLocation(m_postShaderProgram, "depthFrame"), 0);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, compositeColorTexture);
|
|
|
|
glUniform1i(glGetUniformLocation(m_postShaderProgram, "renderFrame"), 1);
|
|
|
|
// Update attribute values.
|
|
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
|
|
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
|
|
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, textureVertices);
|
|
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
if(m_camera.bShowShadowBuffer) {
|
|
glDisable(GL_DEPTH_TEST);
|
|
glUseProgram(m_postShaderProgram);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, compositeDepthTexture);
|
|
glUniform1i(glGetUniformLocation(m_postShaderProgram, "depthFrame"), 0);
|
|
|
|
|
|
glUniform1i(glGetUniformLocation(m_postShaderProgram, "renderFrame"), 1);
|
|
|
|
// Update attribute values.
|
|
|
|
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, textureVertices);
|
|
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
|
|
|
|
for(int iShadow=0; iShadow < m_cShadowBuffers; iShadow++) {
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, shadowDepthTexture[iShadow]);
|
|
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVerticesShadow[iShadow]);
|
|
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
|
|
|
|
const char *szText = [debug_text UTF8String];
|
|
if(*szText) {
|
|
KRTexture *pFontTexture = m_pTextureManager->getTexture("font");
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glUseProgram(m_postShaderProgram);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, compositeDepthTexture);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, pFontTexture->getName());
|
|
|
|
glUniform1i(glGetUniformLocation(m_postShaderProgram, "depthFrame"), 0);
|
|
glUniform1i(glGetUniformLocation(m_postShaderProgram, "renderFrame"), 1);
|
|
|
|
const char *pChar = szText;
|
|
int iPos=0;
|
|
double dScale = 1.0 / 24.0;
|
|
double dTexScale = 1.0 / 16.0;
|
|
while(*pChar) {
|
|
int iChar = *pChar++ - '\0';
|
|
int iCol = iChar % 16;
|
|
int iRow = 15 - (iChar - iCol) / 16;
|
|
|
|
GLfloat charVertices[] = {
|
|
-1.0f, dScale * iPos - 1.0,
|
|
-1.0 + dScale, dScale * iPos - 1.0,
|
|
-1.0f, dScale * iPos + dScale - 1.0,
|
|
-1.0 + dScale, dScale * iPos + dScale - 1.0,
|
|
};
|
|
|
|
/*
|
|
GLfloat charTexCoords[] = {
|
|
dTexScale * iCol, dTexScale * iRow,
|
|
dTexScale * iCol + dTexScale, dTexScale * iRow,
|
|
dTexScale * iCol, dTexScale * iRow + dTexScale,
|
|
dTexScale * iCol + dTexScale, dTexScale * iRow + dTexScale
|
|
};
|
|
*/
|
|
|
|
GLfloat charTexCoords[] = {
|
|
dTexScale * iCol, dTexScale * iRow + dTexScale,
|
|
dTexScale * iCol, dTexScale * iRow,
|
|
dTexScale * iCol + dTexScale, dTexScale * iRow + dTexScale,
|
|
dTexScale * iCol + dTexScale, dTexScale * iRow
|
|
};
|
|
|
|
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUVA, 2, GL_FLOAT, 0, 0, charTexCoords);
|
|
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUVA);
|
|
|
|
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, charVertices);
|
|
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
iPos++;
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
}
|
|
|
|
-(int)getParameterCount
|
|
{
|
|
return 30;
|
|
}
|
|
|
|
-(NSString *)getParameterNameWithIndex: (int)i
|
|
{
|
|
NSString *parameter_names[31] = {
|
|
@"camera_fov",
|
|
@"sun_direction",
|
|
@"sun_attitude",
|
|
@"shadow_quality",
|
|
@"enable_per_pixel",
|
|
@"enable_diffuse_map",
|
|
@"enable_normal_map",
|
|
@"enable_spec_map",
|
|
@"enable_shadow_map",
|
|
@"ambient_r",
|
|
@"ambient_g",
|
|
@"ambient_b",
|
|
@"sun_r",
|
|
@"sun_g",
|
|
@"sun_b",
|
|
@"dof_quality",
|
|
@"dof_depth",
|
|
@"dof_falloff",
|
|
@"flash_enable",
|
|
@"flash_intensity",
|
|
@"flash_depth",
|
|
@"flash_falloff",
|
|
@"vignette_enable",
|
|
@"vignette_radius",
|
|
@"vignette_falloff",
|
|
@"debug_shadowmap",
|
|
@"debug_pssm",
|
|
@"debug_enable_ambient",
|
|
@"debug_enable_diffuse",
|
|
@"debug_enable_specular",
|
|
@"debug_super_shiny"
|
|
};
|
|
return parameter_names[i];
|
|
}
|
|
-(NSString *)getParameterLabelWithIndex: (int)i
|
|
{
|
|
NSString *parameter_labels[31] = {
|
|
@"Camera FOV",
|
|
@"Sun Direction",
|
|
@"Sun Attitude",
|
|
@"Shadow Quality (0 - 2)",
|
|
@"Enable per-pixel lighting",
|
|
@"Enable diffuse map",
|
|
@"Enable normal map",
|
|
@"Enable specular map",
|
|
@"Enable shadow map",
|
|
@"Ambient light red intensity",
|
|
@"Ambient light green intensity",
|
|
@"Ambient light blue intensity",
|
|
@"Sun red intensity",
|
|
@"Sun green intensity",
|
|
@"Sun blue intensity",
|
|
@"DOF Quality",
|
|
@"DOF Depth",
|
|
@"DOF Falloff",
|
|
@"Enable Night/Flash Effect",
|
|
@"Flash Intensity",
|
|
@"Flash Depth",
|
|
@"Flash Falloff",
|
|
@"Enable Vignette",
|
|
@"Vignette Radius",
|
|
@"Vignette Falloff",
|
|
@"Debug - View Shadow Volume",
|
|
@"Debug - PSSM",
|
|
@"Debug - Enable Ambient",
|
|
@"Debug - Enable Diffuse",
|
|
@"Debug - Enable Specular",
|
|
@"Debug - Super Shiny"
|
|
};
|
|
return parameter_labels[i];
|
|
}
|
|
-(KREngineParameterType)getParameterTypeWithIndex: (int)i
|
|
{
|
|
KREngineParameterType types[31] = {
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_INT,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_INT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_FLOAT,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL,
|
|
KRENGINE_PARAMETER_BOOL
|
|
};
|
|
return types[i];
|
|
}
|
|
-(double)getParameterValueWithIndex: (int)i
|
|
{
|
|
double values[31] = {
|
|
m_camera.perspective_fov,
|
|
sun_yaw,
|
|
sun_pitch,
|
|
(double)m_cShadowBuffers,
|
|
m_camera.bEnablePerPixel ? 1.0f : 0.0f,
|
|
m_camera.bEnableDiffuseMap ? 1.0f : 0.0f,
|
|
m_camera.bEnableNormalMap ? 1.0f : 0.0f,
|
|
m_camera.bEnableSpecMap ? 1.0f : 0.0f,
|
|
m_camera.bEnableShadowMap ? 1.0f : 0.0f,
|
|
m_camera.dAmbientR,
|
|
m_camera.dAmbientG,
|
|
m_camera.dAmbientB,
|
|
m_camera.dSunR,
|
|
m_camera.dSunG,
|
|
m_camera.dSunB,
|
|
m_camera.dof_quality,
|
|
m_camera.dof_depth,
|
|
m_camera.dof_falloff,
|
|
m_camera.bEnableFlash ? 1.0f : 0.0f,
|
|
m_camera.flash_intensity,
|
|
m_camera.flash_depth,
|
|
m_camera.flash_falloff,
|
|
m_camera.bEnableVignette ? 1.0f : 0.0f,
|
|
m_camera.vignette_radius,
|
|
m_camera.vignette_falloff,
|
|
m_camera.bShowShadowBuffer ? 1.0f : 0.0f,
|
|
m_camera.bDebugPSSM ? 1.0f : 0.0f,
|
|
m_camera.bEnableAmbient ? 1.0f : 0.0f,
|
|
m_camera.bEnableDiffuse ? 1.0f : 0.0f,
|
|
m_camera.bEnableSpecular ? 1.0f : 0.0f,
|
|
m_camera.bDebugSuperShiny ? 1.0f : 0.0f
|
|
};
|
|
return values[i];
|
|
}
|
|
-(void)setParameterValueWithIndex: (int)i Value: (double)v
|
|
{
|
|
bool bNewBoolVal = v > 0.5;
|
|
NSLog(@"Set Parameter: (%s, %f)", [[self getParameterNameWithIndex: i] UTF8String], v);
|
|
switch(i) {
|
|
case 0: // FOV
|
|
m_camera.perspective_fov = v;
|
|
break;
|
|
case 1: // sun_yaw
|
|
if(sun_yaw != v) {
|
|
sun_yaw = v;
|
|
[self invalidateShadowBuffers];
|
|
}
|
|
break;
|
|
case 2: // sun_pitch
|
|
if(sun_pitch != v) {
|
|
sun_pitch = v;
|
|
[self invalidateShadowBuffers];
|
|
}
|
|
break;
|
|
case 3: // Shadow Quality
|
|
m_cShadowBuffers = (int)v;
|
|
break;
|
|
case 4:
|
|
m_camera.bEnablePerPixel = bNewBoolVal;
|
|
break;
|
|
case 5:
|
|
m_camera.bEnableDiffuseMap = bNewBoolVal;
|
|
break;
|
|
case 6:
|
|
m_camera.bEnableNormalMap = bNewBoolVal;
|
|
break;
|
|
case 7:
|
|
m_camera.bEnableSpecMap = bNewBoolVal;
|
|
break;
|
|
case 8:
|
|
m_camera.bEnableShadowMap = bNewBoolVal;
|
|
break;
|
|
case 9:
|
|
m_camera.dAmbientR = v;
|
|
break;
|
|
case 10:
|
|
m_camera.dAmbientG = v;
|
|
break;
|
|
case 11:
|
|
m_camera.dAmbientB = v;
|
|
break;
|
|
case 12:
|
|
m_camera.dSunR = v;
|
|
break;
|
|
case 13:
|
|
m_camera.dSunG = v;
|
|
break;
|
|
case 14:
|
|
m_camera.dSunB = v;
|
|
break;
|
|
case 15:
|
|
if(m_camera.dof_quality != (int)v) {
|
|
m_camera.dof_quality = (int)v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 16:
|
|
if(m_camera.dof_depth != v) {
|
|
m_camera.dof_depth = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 17:
|
|
if(m_camera.dof_falloff != v) {
|
|
m_camera.dof_falloff = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 18:
|
|
if(m_camera.bEnableFlash != bNewBoolVal) {
|
|
m_camera.bEnableFlash = bNewBoolVal;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 19:
|
|
if(m_camera.flash_intensity != v) {
|
|
m_camera.flash_intensity = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 20:
|
|
if(m_camera.flash_depth != v) {
|
|
m_camera.flash_depth = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 21:
|
|
if(m_camera.flash_falloff != v) {
|
|
m_camera.flash_falloff = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 22:
|
|
if(m_camera.bEnableVignette != bNewBoolVal) {
|
|
m_camera.bEnableVignette = bNewBoolVal;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 23:
|
|
if(m_camera.vignette_radius != v) {
|
|
m_camera.vignette_radius = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 24:
|
|
if(m_camera.vignette_falloff != v) {
|
|
m_camera.vignette_falloff = v;
|
|
[self invalidatePostShader];
|
|
}
|
|
break;
|
|
case 25:
|
|
if(m_camera.bShowShadowBuffer != bNewBoolVal) {
|
|
m_camera.bShowShadowBuffer = bNewBoolVal;
|
|
}
|
|
break;
|
|
case 26:
|
|
if(m_camera.bDebugPSSM != bNewBoolVal) {
|
|
m_camera.bDebugPSSM = bNewBoolVal;
|
|
}
|
|
break;
|
|
case 27:
|
|
if(m_camera.bEnableAmbient != bNewBoolVal) {
|
|
m_camera.bEnableAmbient = bNewBoolVal;
|
|
}
|
|
break;
|
|
case 28:
|
|
if(m_camera.bEnableDiffuse != bNewBoolVal) {
|
|
m_camera.bEnableDiffuse = bNewBoolVal;
|
|
}
|
|
break;
|
|
case 29:
|
|
if(m_camera.bEnableSpecular != bNewBoolVal) {
|
|
m_camera.bEnableSpecular = bNewBoolVal;
|
|
}
|
|
break;
|
|
case 30:
|
|
if(m_camera.bDebugSuperShiny != bNewBoolVal) {
|
|
m_camera.bDebugSuperShiny = bNewBoolVal;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
-(double)getParameterMinWithIndex: (int)i
|
|
{
|
|
double minValues[30] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
|
|
return minValues[i];
|
|
}
|
|
|
|
-(double)getParameterMaxWithIndex: (int)i
|
|
{
|
|
double maxValues[30] = {PI, 2.0f * PI, PI, 3.0f, 1.0f, 1.0f, 1.0f, 1.0f, 3.0f, 3.0f, 3.0f, 3.0f, 3.0f, 3.0f, 2.0f, 1.0f, 1.0f, 1.0f, 5.0f, 1.0f, 0.5f, 1.0f, 2.0f, 2.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
|
|
return maxValues[i];
|
|
}
|
|
|
|
-(void)setParameterValueWithName: (NSString *)name Value: (double)v
|
|
{
|
|
int cParameters = [self getParameterCount];
|
|
for(int i=0; i < cParameters; i++) {
|
|
if([[self getParameterNameWithIndex: i] caseInsensitiveCompare:name] == NSOrderedSame) {
|
|
[self setParameterValueWithIndex:i Value:v];
|
|
}
|
|
}
|
|
}
|
|
|
|
- (KRModelManager *)getModelManager {
|
|
return m_pModelManager;
|
|
}
|
|
|
|
- (void)invalidateShadowBuffers {
|
|
for(int i=0; i < m_cShadowBuffers; i++) {
|
|
shadowValid[i] = false;
|
|
}
|
|
}
|
|
|
|
- (void)setNearZ: (double)dNearZ
|
|
{
|
|
if(m_camera.perspective_nearz != dNearZ) {
|
|
m_camera.perspective_nearz = dNearZ;
|
|
[self invalidateShadowBuffers];
|
|
}
|
|
}
|
|
- (void)setFarZ: (double)dFarZ
|
|
{
|
|
if(m_camera.perspective_farz != dFarZ) {
|
|
m_camera.perspective_farz = dFarZ;
|
|
[self invalidateShadowBuffers];
|
|
}
|
|
}
|
|
- (void)setAspect: (double)dAspect
|
|
{
|
|
if(m_camera.perspective_aspect != dAspect) {
|
|
m_camera.perspective_aspect = dAspect;
|
|
[self invalidateShadowBuffers];
|
|
}
|
|
}
|
|
|
|
- (void)setDebugText: (NSString *)text
|
|
{
|
|
debug_text = text;
|
|
}
|
|
|
|
|
|
@end
|