Added texture tiling to shaders (exkluding ExplosinEffects)
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@@ -36,7 +36,7 @@ private:
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(std::shared_ptr<ModelJob>& job);
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void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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@@ -46,19 +46,19 @@ struct ModelJob : RenderJob
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::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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DiffuseTexture.push_back(singleTextures->ColorMap.Texture.get());
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DiffuseTexture.push_back(&singleTextures->ColorMap);
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture.push_back(singleTextures->NormalMap.Texture.get());
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NormalTexture.push_back(&singleTextures->NormalMap);
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture.push_back(singleTextures->SpecularMap.Texture.get());
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SpecularTexture.push_back(&singleTextures->SpecularMap);
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture.push_back(singleTextures->IncandescenceMap.Texture.get());
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IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
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}
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}
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break;
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@@ -72,30 +72,30 @@ struct ModelJob : RenderJob
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = SplatTextures->SplatMap.Texture.get();
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SplatMap = &SplatTextures->SplatMap;
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TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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for (auto texture : SplatTextures->ColorMaps) {
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DiffuseTexture.push_back(texture.Texture.get());
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for (auto& texture : SplatTextures->ColorMaps) {
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DiffuseTexture.push_back(&texture);
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}
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}
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if (modelComponent["NormalMap"]) {
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for (auto texture : SplatTextures->NormalMaps) {
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NormalTexture.push_back(texture.Texture.get());
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for (auto& texture : SplatTextures->NormalMaps) {
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NormalTexture.push_back(&texture);
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}
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}
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if (modelComponent["SpecularMap"]) {
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for (auto texture : SplatTextures->SpecularMaps) {
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SpecularTexture.push_back(texture.Texture.get());
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for (auto& texture : SplatTextures->SpecularMaps) {
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SpecularTexture.push_back(&texture);
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}
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}
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if (modelComponent["GlowMap"]) {
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for (auto texture : SplatTextures->IncandescenceMaps) {
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IncandescenceTexture.push_back(texture.Texture.get());
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for (auto& texture : SplatTextures->IncandescenceMaps) {
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IncandescenceTexture.push_back(&texture);
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}
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}
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}
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@@ -132,11 +132,11 @@ struct ModelJob : RenderJob
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::RawModel::MaterialType Type;
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* SplatMap;
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std::vector<const Texture*> DiffuseTexture;
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std::vector<const Texture*> NormalTexture;
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std::vector<const Texture*> SpecularTexture;
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std::vector<const Texture*> IncandescenceTexture;
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const ::RawModel::TextureProperties* SplatMap;
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std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
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std::vector<const ::RawModel::TextureProperties*> NormalTexture;
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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