Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
This commit is contained in:
@@ -13,9 +13,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
|
||||
if(skeleton == nullptr) {
|
||||
return;
|
||||
}
|
||||
@@ -24,7 +22,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
|
||||
if (animation == nullptr) {
|
||||
return;
|
||||
continue;;
|
||||
}
|
||||
|
||||
double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
|
||||
@@ -33,21 +31,55 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
|
||||
double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
|
||||
|
||||
|
||||
if (!(bool)animationComponent["Loop" + std::to_string(i)] && glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = glm::sign(nextTime) * animation->Duration;
|
||||
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
|
||||
if (nextTime > animation->Duration) {
|
||||
nextTime = animation->Duration;
|
||||
} else if (nextTime < 0) {
|
||||
nextTime = 0;
|
||||
}
|
||||
|
||||
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
if (glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = glm::abs(nextTime) - animation->Duration;
|
||||
} else {
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
|
||||
if (nextTime > animation->Duration) {
|
||||
nextTime -= animation->Duration;
|
||||
} else if (nextTime < 0) {
|
||||
nextTime += animation->Duration;
|
||||
}
|
||||
}
|
||||
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
|
||||
}
|
||||
}
|
||||
|
||||
//Calculate bone transforms
|
||||
if (skeleton != nullptr) {
|
||||
std::vector<Skeleton::AnimationData> animations;
|
||||
if (entity.HasComponent("Animation")) {
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
Skeleton::AnimationData animationData;
|
||||
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(entity["Animation"]["AnimationName" + std::to_string(i)]);
|
||||
if (animationData.animation == nullptr) {
|
||||
continue;
|
||||
}
|
||||
animationData.time = (double)entity["Animation"]["Time" + std::to_string(i)];
|
||||
animationData.weight = (double)entity["Animation"]["Weight" + std::to_string(i)];
|
||||
|
||||
animations.push_back(animationData);
|
||||
}
|
||||
}
|
||||
|
||||
if (entity.HasComponent("AnimationOffset")) {
|
||||
Skeleton::AnimationOffset animationOffset;
|
||||
animationOffset.animation = skeleton->GetAnimation(entity["AnimationOffset"]["AnimationName"]);
|
||||
animationOffset.time = (double)entity["AnimationOffset"]["Time"];
|
||||
skeleton->CalculateFrameBones(animations, animationOffset);
|
||||
} else {
|
||||
skeleton->CalculateFrameBones(animations);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -39,7 +39,8 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
|
||||
glm::mat4 boneTransform = skeleton->GetBoneTransformSuper(id);
|
||||
//glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
|
||||
|
||||
glm::vec3 scale;
|
||||
glm::quat rotation;
|
||||
@@ -48,7 +49,9 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
|
||||
|
||||
glm::vec3 angles;
|
||||
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
|
||||
/*
|
||||
|
||||
angles.y = asin(-boneTransform[0][2]);
|
||||
if (cos(angles.y) != 0) {
|
||||
angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
|
||||
@@ -56,7 +59,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
} else {
|
||||
angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
|
||||
angles.z = 0;
|
||||
}
|
||||
}*/
|
||||
|
||||
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
|
||||
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
|
||||
|
||||
@@ -62,6 +62,13 @@ void Camera::SetViewMatrix(glm::mat4 val)
|
||||
m_ViewMatrix = val;
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Camera::BillboardMatrix()
|
||||
{
|
||||
glm::mat4 matrix = glm::toMat4(m_Orientation);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
//void Camera::Pitch(float val)
|
||||
//{
|
||||
// m_Pitch = val;
|
||||
|
||||
@@ -13,7 +13,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
|
||||
@@ -13,10 +13,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
|
||||
|
||||
void DrawFinalPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
|
||||
m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
|
||||
m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||
m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
|
||||
m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
|
||||
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
@@ -79,6 +80,14 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ExplosionEffectProgram->Link();
|
||||
GLERROR("Creating explosion program");
|
||||
|
||||
m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#SpriteProgram");
|
||||
m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
|
||||
m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Sprite.frag.glsl")));
|
||||
m_SpriteProgram->Compile();
|
||||
m_SpriteProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_SpriteProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_SpriteProgram->Link();
|
||||
GLERROR("Creating sprite program");
|
||||
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
@@ -184,6 +193,8 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
GLERROR("OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
GLERROR("TransparentObjects");
|
||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||
GLERROR("SpriteJobs");
|
||||
|
||||
//DrawStencilState* stencilState = new DrawStencilState(m_FinalPassFrameBuffer.GetHandle());
|
||||
//Draw shields to stencil pass
|
||||
@@ -312,7 +323,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
@@ -328,11 +338,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
frameBones = explosionEffectJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
@@ -355,11 +361,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
frameBones = explosionEffectJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
@@ -400,11 +402,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
@@ -428,11 +426,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
@@ -476,13 +470,8 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShieldToStencilProgram->Bind();
|
||||
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
|
||||
@@ -535,11 +524,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
frameBones = explosionEffectJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
if (GLERROR("Animation")) {
|
||||
@@ -574,11 +559,7 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
BindModelTextures(forwardHandle ,modelJob);
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
@@ -610,11 +591,7 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
@@ -637,6 +614,55 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
||||
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene)
|
||||
{
|
||||
m_SpriteProgram->Bind();
|
||||
|
||||
GLuint shaderHandle = m_SpriteProgram->GetHandle();
|
||||
|
||||
for(auto& job : jobs) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
RenderState jobState;
|
||||
|
||||
if (spriteJob) {
|
||||
if(spriteJob->Depth == 0) {
|
||||
jobState.Disable(GL_DEPTH_TEST);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (spriteJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (spriteJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// m_SpriteProgram->Unbind();
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
GLERROR("Bind 1 uniform");
|
||||
|
||||
@@ -10,60 +10,31 @@ Model::Model(std::string fileName)
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
|
||||
if (!materialSingleTexture->ColorMap.TexturePath.empty()) {
|
||||
materialSingleTexture->ColorMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->ColorMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->NormalMap.TexturePath.empty()) {
|
||||
materialSingleTexture->NormalMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->NormalMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->SpecularMap.TexturePath.empty()) {
|
||||
materialSingleTexture->SpecularMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->SpecularMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->IncandescenceMap.TexturePath.empty()) {
|
||||
materialSingleTexture->IncandescenceMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->IncandescenceMap.TexturePath));
|
||||
}
|
||||
materialSingleTexture->ColorMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->ColorMap.TexturePath, false);
|
||||
materialSingleTexture->NormalMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->NormalMap.TexturePath, false);
|
||||
materialSingleTexture->SpecularMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->SpecularMap.TexturePath, false);
|
||||
materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->IncandescenceMap.TexturePath, false);
|
||||
}
|
||||
break;
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
|
||||
if (!materialSplatMapping->SplatMap.TexturePath.empty()) {
|
||||
materialSplatMapping->SplatMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSplatMapping->SplatMap.TexturePath));
|
||||
}
|
||||
materialSplatMapping->SplatMap.Texture = CommonFunctions::LoadTexture(materialSplatMapping->SplatMap.TexturePath, false);
|
||||
for (auto& texture : materialSplatMapping->ColorMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->NormalMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
} else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->SpecularMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->IncandescenceMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -4,40 +4,35 @@ PNG::PNG(std::string path)
|
||||
{
|
||||
FILE* file = fopen(path.c_str(), "rb");
|
||||
if (!file) {
|
||||
LOG_ERROR("Failed to open texture file \"%s\": %s", path.c_str(), const_cast<const char*>(strerror(errno)));
|
||||
return;
|
||||
throw Resource::FailedLoadingException("Failed to open texture file.");
|
||||
}
|
||||
|
||||
png_byte header[8];
|
||||
fread(header, 1, 8, file);
|
||||
bool isPNG = !png_sig_cmp(header, 0, 8);
|
||||
if (!isPNG) {
|
||||
LOG_ERROR("Failed to load texture file \"%s\": File isn't PNG", path.c_str());
|
||||
fclose(file);
|
||||
return;
|
||||
throw Resource::FailedLoadingException("File is not PNG.");
|
||||
}
|
||||
|
||||
// Initialize libpng
|
||||
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, (png_error_ptr)&PNG::pngErrorFunction, (png_error_ptr)&PNG::pngErrorFunction);
|
||||
if (!png_ptr) {
|
||||
LOG_ERROR("libpng: Failed to initialze png_struct");
|
||||
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
|
||||
fclose(file);
|
||||
return;
|
||||
throw Resource::FailedLoadingException("Failed to initialze png_struct.");
|
||||
}
|
||||
png_infop info_ptr = png_create_info_struct(png_ptr);
|
||||
if (!info_ptr) {
|
||||
LOG_ERROR("libpng: Failed to initialze png_info");
|
||||
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
|
||||
fclose(file);
|
||||
return;
|
||||
throw Resource::FailedLoadingException("Failed to initialze png_info.");
|
||||
}
|
||||
png_infop info_end_ptr = png_create_info_struct(png_ptr);
|
||||
if (!info_end_ptr) {
|
||||
LOG_ERROR("libpng: Failed to initialze second png_info");
|
||||
png_destroy_read_struct(&png_ptr, &info_ptr, nullptr);
|
||||
fclose(file);
|
||||
return;
|
||||
throw Resource::FailedLoadingException("Failed to initialze second png_info.");
|
||||
}
|
||||
png_init_io(png_ptr, file);
|
||||
|
||||
@@ -51,8 +46,8 @@ PNG::PNG(std::string path)
|
||||
unsigned int width, height;
|
||||
png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, NULL, NULL, NULL);
|
||||
if (bit_depth != 8) {
|
||||
LOG_ERROR("libpng: Unsupported bit depth \"%i\" of image \"%s\", must be 8", bit_depth, path.c_str());
|
||||
return;
|
||||
throw Resource::FailedLoadingException("Unsupported bit depth. Must be 8");
|
||||
|
||||
}
|
||||
switch (color_type) {
|
||||
case PNG_COLOR_TYPE_RGB:
|
||||
@@ -60,8 +55,7 @@ PNG::PNG(std::string path)
|
||||
Format = Image::ImageFormat::RGBA;
|
||||
break;
|
||||
default:
|
||||
LOG_ERROR("libpng: Unsupported color format \"%i\" of image \"%s\"", color_type, path.c_str());
|
||||
return;
|
||||
throw Resource::FailedLoadingException("Unsupported color format.");
|
||||
}
|
||||
|
||||
// Convert RGB to RGBA, since DirectX rather treat them all the same way
|
||||
|
||||
@@ -103,11 +103,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
@@ -160,11 +156,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
@@ -215,11 +207,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
@@ -276,11 +264,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->Skeleton->GetBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
|
||||
@@ -2,11 +2,10 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/Frustum.h"
|
||||
|
||||
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
|
||||
: System(world, eventBroker)
|
||||
RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
|
||||
: System(params)
|
||||
, m_Renderer(renderer)
|
||||
, m_RenderFrame(renderFrame)
|
||||
, m_World(world)
|
||||
, m_Octree(frustumCullOctree)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||
@@ -34,6 +33,58 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto sprites = world->GetComponents("Sprite");
|
||||
if (sprites == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& cSprite : *sprites) {
|
||||
bool visible = cSprite["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper entity(world, cSprite.EntityID);
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string diffuseResource = cSprite["DiffuseTexture"];
|
||||
std::string glowResource = cSprite["GlowMap"];
|
||||
bool depthSorted = cSprite["DepthSort"];
|
||||
if (diffuseResource.empty() && glowResource.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float fillPercentage = 0.f;
|
||||
glm::vec4 fillColor = glm::vec4(0);
|
||||
if (world->HasComponent(entity.ID, "Fill")) {
|
||||
auto fillComponent = world->GetComponent(entity.ID, "Fill");
|
||||
fillPercentage = (float)(double)fillComponent["Percentage"];
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
|
||||
//modelMatrix *= m_Camera->BillboardMatrix();
|
||||
|
||||
|
||||
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
|
||||
|
||||
jobs.push_back(spriteJob);
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
|
||||
{
|
||||
return entity.FirstParentWithComponent("Camera").Valid();
|
||||
@@ -62,14 +113,14 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
}
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
if ((entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid()) && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
@@ -210,7 +261,6 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto directionalLights = world->GetComponents("DirectionalLight");
|
||||
@@ -232,7 +282,6 @@ void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>&
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
{
|
||||
auto texts = world->GetComponents("Text");
|
||||
@@ -298,6 +347,7 @@ void RenderSystem::Update(double dt)
|
||||
fillPointLights(scene.Jobs.PointLight, m_World);
|
||||
//TODO: Make sure all objects needed are also sorted.
|
||||
scene.Jobs.OpaqueObjects.sort();
|
||||
fillSprites(scene.Jobs.SpriteJob, m_World);
|
||||
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
|
||||
fillText(scene.Jobs.Text, m_World);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
@@ -51,7 +51,7 @@ void Renderer::InitializeWindow()
|
||||
ss << " DEBUG";
|
||||
#endif
|
||||
LOG_INFO(ss.str().c_str());
|
||||
glfwSetWindowTitle(m_Window, ss.str().c_str());
|
||||
SetWindowTitle(ss.str());
|
||||
|
||||
// Initialize GLEW
|
||||
if (glewInit() != GLEW_OK) {
|
||||
@@ -106,16 +106,21 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
for (auto scene : frame.RenderScenes){
|
||||
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
m_PickingPass->Draw(*scene);
|
||||
GLERROR("Drawing pickingpass");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
GLERROR("Filling light list");
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
|
||||
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
|
||||
GLERROR("Draw Text");
|
||||
|
||||
}
|
||||
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
@@ -142,7 +147,8 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
}
|
||||
|
||||
m_ImGuiRenderPass->Draw();
|
||||
glfwSwapBuffers(m_Window);
|
||||
GLERROR("Imgui draw");
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
@@ -152,8 +158,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
}
|
||||
|
||||
|
||||
@@ -161,6 +167,7 @@ void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
||||
{
|
||||
//Sort all forward jobs so transparency is good.
|
||||
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
|
||||
scene.Jobs.SpriteJob.sort(Renderer::DepthSort);
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
|
||||
+159
-252
@@ -29,6 +29,32 @@ Skeleton::~Skeleton()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Skeleton::CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
|
||||
for (auto& b : Bones) {
|
||||
m_BoneLocalTransforms[b.first] = glm::mat4(1);
|
||||
m_BoneTransforms[b.first] = glm::mat4(1);
|
||||
}
|
||||
} else {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, RootBone, glm::mat4(1));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Skeleton::CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0) {
|
||||
for (auto& b : Bones) {
|
||||
m_BoneLocalTransforms[b.first] = glm::mat4(1);
|
||||
m_BoneTransforms[b.first] = glm::mat4(1);
|
||||
}
|
||||
} else {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, RootBone, glm::mat4(1));
|
||||
}
|
||||
}
|
||||
|
||||
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
{
|
||||
auto it = Animations.find(name);
|
||||
@@ -39,129 +65,10 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
/*
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if(animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
if(boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if(nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
positionInterp.x = 0;
|
||||
positionInterp.z = 0;
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix *(glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
boneMatrix = parentMatrix *(glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
|
||||
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
// LOG_INFO("%s Has no keyframe", bone->Name.c_str());
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
@@ -189,6 +96,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
@@ -197,130 +105,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(JointTransforms.size() <= 0) {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else if (JointTransforms.size() == 1) {
|
||||
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms)
|
||||
{
|
||||
if(jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
@@ -363,10 +147,12 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
|
||||
}
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
} else {
|
||||
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
m_BoneLocalTransforms[bone->ID] = parentMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
}
|
||||
} else {
|
||||
|
||||
@@ -395,21 +181,142 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
|
||||
} else {
|
||||
boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
}
|
||||
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
|
||||
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
|
||||
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (JointTransforms.size() <= 0) {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
|
||||
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
m_BoneLocalTransforms[bone->ID] = parentMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
}
|
||||
} else if (JointTransforms.size() == 1) {
|
||||
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
|
||||
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
|
||||
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
m_BoneTransforms[bone->ID] = boneMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
|
||||
{
|
||||
@@ -438,15 +345,14 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
@@ -491,6 +397,7 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
@@ -2,21 +2,25 @@
|
||||
|
||||
Texture::Texture(std::string path)
|
||||
{
|
||||
PNG image(path);
|
||||
PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places.
|
||||
|
||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||
image = PNG("Textures/Core/ErrorTexture.png");
|
||||
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
|
||||
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
//PNG image(path);
|
||||
|
||||
this->Width = image.Width;
|
||||
this->Height = image.Height;
|
||||
//if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
|
||||
// //image = PNG("Textures/Core/ErrorTexture.png");
|
||||
// //return; // Temporary fix to remove crash
|
||||
|
||||
// if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
|
||||
// LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
// return;
|
||||
// }
|
||||
//}
|
||||
|
||||
this->Width = img->Width;
|
||||
this->Height = img->Height;
|
||||
|
||||
GLint format;
|
||||
switch (image.Format) {
|
||||
switch (img->Format) {
|
||||
case Image::ImageFormat::RGB:
|
||||
format = GL_RGB;
|
||||
break;
|
||||
@@ -29,7 +33,7 @@ Texture::Texture(std::string path)
|
||||
glGenTextures(1, &m_Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
@@ -1,2 +1,19 @@
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
|
||||
Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
if(threaded) {
|
||||
img = ResourceManager::Load<Texture, true>(path);
|
||||
} else {
|
||||
img = ResourceManager::Load<Texture, false>(path);
|
||||
}
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user