|
|
@@ -142,7 +142,7 @@ class Renderer
|
|
|
Smo(Renderer& r_): RenderingStage(r_) {}
|
|
|
|
|
|
private:
|
|
|
- static float sMOUvSCoords []; ///< Illumination stage stencil masking optimizations UV sphere vertex positions
|
|
|
+ static float sMOUvSCoords[]; ///< Illumination stage stencil masking optimizations UV sphere vertex positions
|
|
|
static Vbo sMOUvSVbo; ///< Illumination stage stencil masking optimizations UV sphere VBO
|
|
|
static SmoShaderProg sProg;
|
|
|
|
|
|
@@ -201,8 +201,15 @@ class Renderer
|
|
|
Vec3 viewVectors[4];
|
|
|
Vec2 planes;
|
|
|
|
|
|
- void calcViewVector(); ///< Calc the view vector that we will use inside the shader to calculate the frag pos in view space
|
|
|
- void calcPlanes(); ///< Calc the planes that we will use inside the shader to calculate the frag pos in view space
|
|
|
+ /**
|
|
|
+ * Calc the view vector that we will use inside the shader to calculate the frag pos in view space
|
|
|
+ */
|
|
|
+ void calcViewVector();
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Calc the planes that we will use inside the shader to calculate the frag pos in view space
|
|
|
+ */
|
|
|
+ void calcPlanes();
|
|
|
void ambientPass(const Vec3& color);
|
|
|
void pointLightPass(const PointLight& light);
|
|
|
void spotLightPass(const SpotLight& light);
|
|
|
@@ -456,6 +463,7 @@ class Renderer
|
|
|
const Camera* cam; ///< Current camera
|
|
|
static float quadVertCoords [][2];
|
|
|
static int maxColorAtachments; ///< Max color attachments a FBO can accept
|
|
|
+ Mat4 viewProjectionMat; ///< In case anyone needs it
|
|
|
|
|
|
static void drawQuad(int vertCoordsUniLoc);
|
|
|
void setupMaterial(const Material& mtl, const SceneNode& sceneNode, const Camera& cam);
|