Merge branch 'master' of github.com:teamfisk/TacticalZ

# Conflicts:
#	resources/Schema/Entities/Player.xml
#	src/Engine/Network/Server.cpp
This commit is contained in:
2016-01-24 21:21:51 +01:00
72 changed files with 3182 additions and 436 deletions
+2 -1
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@@ -10,7 +10,8 @@
#include "../Core/Ray.h"
#include "../Core/AABB.h"
#include "../Rendering/RawModel.h"
#include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h"
#include "../Core/Transform.h"
#include "../Core/Entity.h"
#include "../Core/EntityWrapper.h"
+4 -4
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@@ -32,10 +32,10 @@ public:
};
struct FailedLoadingException : public std::exception
{
virtual const char* what() const throw()
{
return "Resource is failed to load.";
}
FailedLoadingException(char const* const _Message)
: std::exception(_Message)
{ }
FailedLoadingException() :std::exception("Resource failed to load.") { };
};
// Pretend that this is a pure virtual function that you have to implement
+4 -4
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@@ -1,7 +1,8 @@
#ifndef Model_h__
#define Model_h__
#include "RawModel.h"
#include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
class Model : public ThreadUnsafeResource
@@ -19,12 +20,11 @@ public:
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
private:
RawModel* m_RawModel;
GLuint VertexBuffer;
GLuint DiffuseVertexColorBuffer;
GLuint SpecularVertexColorBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
+8
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@@ -24,6 +24,10 @@ struct ModelJob : RenderJob
DiffuseTexture = matGroup.Texture.get();
NormalTexture = matGroup.NormalMap.get();
SpecularTexture = matGroup.SpecularMap.get();
IncandescenceTexture = matGroup.IncandescenceMap.get();
DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor;
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
Matrix = matrix;
@@ -43,9 +47,13 @@ struct ModelJob : RenderJob
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
@@ -1,5 +1,7 @@
#ifndef RawModel_h__
#define RawModel_h__
#ifndef RawModelAssimp_h__
#define RawModelAssimp_h__
#ifdef USING_ASSIMP_AS_IMPORTER
#include <fstream>
#include <iostream>
@@ -18,29 +20,27 @@
#include "Texture.h"
#include "Skeleton.h"
class RawModel : public Resource
#define RawModel RawModelAssimp
class RawModelAssimp : public Resource
{
friend class ResourceManager;
protected:
RawModel(std::string fileName);
RawModelAssimp(std::string fileName);
public:
~RawModel();
~RawModelAssimp();
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiTangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
glm::vec4 DiffuseVertexColor;
glm::vec4 SpecularVertexColor;
glm::vec4 BoneIndices1;
glm::vec4 BoneIndices2;
glm::vec4 BoneWeights1;
glm::vec4 BoneWeights2;
glm::vec4 BoneIndices;
glm::vec4 BoneWeights;
};
struct MaterialGroup
@@ -68,8 +68,6 @@ private:
std::vector<glm::ivec2> BoneIndices;
std::vector<glm::vec2> BoneWeights;
std::vector<glm::vec3> Normals;
std::vector<glm::vec4> DiffuseVertexColor;
std::vector<glm::vec4> SpecularVertexColor;
std::vector<glm::vec3> TangentNormals;
std::vector<glm::vec3> BiTangentNormals;
std::vector<glm::vec2> TextureCoords;
@@ -78,3 +76,4 @@ private:
};
#endif
#endif
+102
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@@ -0,0 +1,102 @@
#ifndef RawModelCustom_h__
#define RawModelCustom_h__
#ifndef USING_ASSIMP_AS_IMPORTER
#define RawModel RawModelCustom
#include <fstream>
#include <iostream>
#include <sstream>
#include <cstdlib>
#include <stack>
#include <boost/filesystem/path.hpp>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ResourceManager.h"
#include "Texture.h"
#include "Skeleton.h"
#include "boost\endian\buffers.hpp"
class RawModelCustom : public Resource
{
friend class ResourceManager;
protected:
RawModelCustom(std::string fileName);
public:
~RawModelCustom();
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
glm::vec4 BoneIndices;
glm::vec4 BoneWeights;
};
struct MaterialGroup
{
float SpecularExponent;
float ReflectionFactor;
glm::vec4 DiffuseColor{ 1.0f, 1.0f, 1.0f, 1.0f };
glm::vec4 SpecularColor{ 1.0f, 1.0f, 1.0f, 1.0f };
glm::vec4 IncandescenceColor{ 1.0f, 1.0f, 1.0f, 1.0f };
unsigned int StartIndex;
unsigned int EndIndex;
//float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
std::string IncandescenceMapPath;
std::shared_ptr<::Texture> IncandescenceMap;
};
std::vector<MaterialGroup> MaterialGroups;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
void ReadMeshFile(std::string filePath);
void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialFile(std::string filePath);
void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationFile(std::string filePath);
void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};
#else
#include "RawModelAssimp.h"
#endif
#endif
+2 -1
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@@ -4,6 +4,7 @@
#include <sstream>
#include "Common.h"
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
//struct Bone
//{
@@ -38,9 +39,9 @@ public:
, OffsetMatrix(offsetMatrix)
{ }
int ID;
std::string Name;
glm::mat4 OffsetMatrix;
int ID;
Bone* Parent;
std::vector<Bone*> Children;