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Diff Revisions 167 vs 168 for /trunk/Source Code/Managers/Headers/LightManager.h

Diff revisions: vs.
  @@ -55,15 +55,14 @@
55 55 inline Light* getLight(U32 id) {return _lights[id];}
56 56 inline Light* getLightForCurrentNode(U8 index) {assert(index < _currLightsPerNode.size()); _currLight = _currLightsPerNode[index]; return _currLight;}
57 57 ///shadow mapping
58 - void bindDepthMaps(Light* light,U8 lightIndex, U8 offset = 8, bool overrideDominant = false);
59 - void unbindDepthMaps(Light* light, U8 offset = 8, bool overrideDominant = false);
58 + void bindDepthMaps(Light* light,U8 lightIndex, U8 offset = Config::MAX_TEXTURE_STORAGE, bool overrideDominant = false);
59 + void unbindDepthMaps(Light* light, U8 offset = Config::MAX_TEXTURE_STORAGE, bool overrideDominant = false);
60 60 bool shadowMappingEnabled() const;
61 61 inline void setDominantLight(Light* const light) {_dominantLight = light;}
62 62
63 63 ///shadow mapping
64 64 void previewShadowMaps(Light* light = NULL);
65 65 inline void togglePreviewShadowMaps() {_previewShadowMaps = !_previewShadowMaps;}
66 - vectorImpl<I32 > getDepthMapResolution() const;
67 66
68 67 inline U16 getLightCountForCurrentNode() const {return _currLightsPerNode.size();}
69 68 inline const vectorImpl<mat4<F32> >& getLightProjectionMatricesCache() const {return _lightProjectionMatricesCache;}
  @@ -74,7 +73,7 @@
74 73 void drawDepthMap(U8 light, U8 index);
75 74
76 75 protected:
77 - ///This is inherited from FrameListener and is used to queue upreflection on every frame start
76 + ///This is inherited from FrameListener and is used to queue up reflection on every frame start
78 77 bool framePreRenderEnded(const FrameEvent& evt);
79 78
80 79 private:
  @@ -87,13 +86,12 @@
87 86 Light* _dominantLight;
88 87 Light* _currLight;
89 88 bool _shadowMapsEnabled;
90 - I32 _shadowArrayOffset;
91 - I32 _shadowCubeOffset;
92 89 vec4<F32> _ambientLight;
93 90 vectorImpl<I32> _currLightTypes;
94 91 vectorImpl<I32> _currLightsEnabled;
95 92 vectorImpl<I32> _currShadowLights;
96 93 vectorImpl<Light* > _currLightsPerNode;
94 + vectorImpl<Light* > _tempLightsPerNode;
97 95 vectorImpl<mat4<F32 > > _lightProjectionMatricesCache;
98 96 END_SINGLETON
99 97