Implementation of logic to allow dynamic loading and unloading of meshes and models for scenes larger than RAM in progress --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4090
37 lines
923 B
Objective-C
37 lines
923 B
Objective-C
//
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// KRDirectionalLight.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 KREngine_KRDirectionalLight_h
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#define KREngine_KRDirectionalLight_h
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#import "KRLight.h"
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#import "KRMat4.h"
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class KRDirectionalLight : public KRLight {
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public:
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KRDirectionalLight(KRScene &scene, std::string name);
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virtual ~KRDirectionalLight();
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virtual std::string getElementName();
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KRVector3 getLocalLightDirection();
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KRVector3 getWorldLightDirection();
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#if TARGET_OS_IPHONE
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virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
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#endif
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private:
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KRMat4 m_modelMatrix;
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};
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#endif
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