Added texture tiling to shaders (exkluding ExplosinEffects)
This commit is contained in:
@@ -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 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 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_WhiteTexture;
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Texture* m_BlackTexture;
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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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::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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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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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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}
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if (modelComponent["NormalMap"]) {
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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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}
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if (modelComponent["SpecularMap"]) {
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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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}
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if (modelComponent["GlowMap"]) {
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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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}
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}
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break;
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break;
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@@ -72,30 +72,30 @@ struct ModelJob : RenderJob
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}
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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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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TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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if (modelComponent["DiffuseTexture"]) {
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for (auto texture : SplatTextures->ColorMaps) {
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for (auto& texture : SplatTextures->ColorMaps) {
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DiffuseTexture.push_back(texture.Texture.get());
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DiffuseTexture.push_back(&texture);
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}
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}
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}
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}
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if (modelComponent["NormalMap"]) {
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if (modelComponent["NormalMap"]) {
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for (auto texture : SplatTextures->NormalMaps) {
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for (auto& texture : SplatTextures->NormalMaps) {
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NormalTexture.push_back(texture.Texture.get());
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NormalTexture.push_back(&texture);
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}
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}
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}
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}
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if (modelComponent["SpecularMap"]) {
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if (modelComponent["SpecularMap"]) {
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for (auto texture : SplatTextures->SpecularMaps) {
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for (auto& texture : SplatTextures->SpecularMaps) {
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SpecularTexture.push_back(texture.Texture.get());
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SpecularTexture.push_back(&texture);
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}
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}
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}
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}
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if (modelComponent["GlowMap"]) {
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if (modelComponent["GlowMap"]) {
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for (auto texture : SplatTextures->IncandescenceMaps) {
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for (auto& texture : SplatTextures->IncandescenceMaps) {
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IncandescenceTexture.push_back(texture.Texture.get());
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IncandescenceTexture.push_back(&texture);
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}
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}
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}
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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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::RawModel::MaterialType Type;
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EntityID Entity;
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EntityID Entity;
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glm::mat4 Matrix;
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glm::mat4 Matrix;
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const Texture* SplatMap;
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const ::RawModel::TextureProperties* SplatMap;
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std::vector<const Texture*> DiffuseTexture;
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std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
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std::vector<const Texture*> NormalTexture;
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std::vector<const ::RawModel::TextureProperties*> NormalTexture;
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std::vector<const Texture*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const Texture*> IncandescenceTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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float Shininess = 0.f;
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glm::vec4 Color;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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const ::Model* Model = nullptr;
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@@ -0,0 +1,21 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform/>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:SceneLight/>
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<c:Model>
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<Resource>Models/Test/SplatMapTest.mesh</Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -9,6 +9,11 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float FillPercentage;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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@@ -114,11 +119,11 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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void main()
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{
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec4 viewVec = normalize(-position);
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@@ -9,6 +9,28 @@ uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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uniform vec4 AmbientColor;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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uniform vec2 DiffuseUVRepeat2;
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uniform vec2 DiffuseUVRepeat3;
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uniform vec2 DiffuseUVRepeat4;
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uniform vec2 DiffuseUVRepeat5;
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uniform vec2 NormalUVRepeat1;
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uniform vec2 NormalUVRepeat2;
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uniform vec2 NormalUVRepeat3;
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uniform vec2 NormalUVRepeat4;
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uniform vec2 NormalUVRepeat5;
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uniform vec2 SpecularUVRepeat1;
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uniform vec2 SpecularUVRepeat2;
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uniform vec2 SpecularUVRepeat3;
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uniform vec2 SpecularUVRepeat4;
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uniform vec2 SpecularUVRepeat5;
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uniform vec2 GlowUVRepeat1;
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uniform vec2 GlowUVRepeat2;
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uniform vec2 GlowUVRepeat3;
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uniform vec2 GlowUVRepeat4;
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uniform vec2 GlowUVRepeat5;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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@@ -131,12 +153,13 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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#define TEXTURE_TILE 5.0
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#define TEXTURE_TILE 5.0
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vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D, vec2 tileValues){
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vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
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vec4 R_Channel = texture2D(R, Input.TextureCoordinate * tileValues);
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vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
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vec4 G_Channel = texture2D(G, Input.TextureCoordinate * tileValues);
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vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
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vec4 B_Channel = texture2D(B, Input.TextureCoordinate * tileValues);
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vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
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vec4 A_Channel = texture2D(A, Input.TextureCoordinate * tileValues);
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vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
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vec4 D_Channel = texture2D(D, Input.TextureCoordinate * tileValues);
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vec4 A_Channel = texture2D(A, Input.TextureCoordinate * A_TileValues);
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vec4 D_Channel = texture2D(D, Input.TextureCoordinate * D_TileValues);
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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if(total > 1.0f){
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@@ -154,18 +177,23 @@ vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sa
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+ D_percent * D_Channel;
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+ D_percent * D_Channel;
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}
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}
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vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D, vec2 tileValues){
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vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
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vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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vec3 R_Channel = texture(R, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 G_Channel = texture(G, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 B_Channel = texture(B, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 A_Channel = texture(A, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 A_Channel = texture(A, Input.TextureCoordinate * A_TileValues).xyz * 2.0 - vec3(1.0);
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vec3 D_Channel = texture(D, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 D_Channel = texture(D, Input.TextureCoordinate * D_TileValues).xyz * 2.0 - vec3(1.0);
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if(blendValue.length() > 1.0f){
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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blendValue = normalize(blendValue);
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
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blendValue.a / total;
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}
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}
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float D_percent = 1.0f - blendValue.r - blendValue.g - blendValue.b - blendValue.a;
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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vec3 Normal_result = blendValue.r * R_Channel
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vec3 Normal_result = blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.g * G_Channel
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@@ -180,12 +208,16 @@ void main()
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{
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{
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseTexture4, DiffuseTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseTexture4, DiffuseTexture5,
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vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowMapTexture4, GlowMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3, DiffuseUVRepeat4, DiffuseUVRepeat5);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularMapTexture4, SpecularMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowMapTexture4, GlowMapTexture5,
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GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3, GlowUVRepeat4, GlowUVRepeat5);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularMapTexture4, SpecularMapTexture5,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3, SpecularUVRepeat4, SpecularUVRepeat5);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalMapTexture4, NormalMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalMapTexture4, NormalMapTexture5,
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NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3, NormalUVRepeat4, NormalUVRepeat5);
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normal = normalize(normal);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec4 viewVec = normalize(-position);
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@@ -190,6 +190,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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GLERROR("Bind Forward program");
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GLERROR("Bind Forward program");
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//bind uniforms
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//bind uniforms
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BindModelUniforms(forwardHandle, modelJob, scene);
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BindModelUniforms(forwardHandle, modelJob, scene);
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//bind textures
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BindModelTextures(forwardHandle, modelJob);
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GLERROR("asdasd");
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break;
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break;
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}
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}
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case RawModel::MaterialType::SplatMapping:
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case RawModel::MaterialType::SplatMapping:
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@@ -198,16 +202,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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GLERROR("Bind SplatMap program");
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GLERROR("Bind SplatMap program");
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//bind uniforms
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//bind uniforms
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BindModelUniforms(forwardSplatHandle, modelJob, scene);
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BindModelUniforms(forwardSplatHandle, modelJob, scene);
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//bind textures
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BindModelTextures(forwardSplatHandle, modelJob);
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GLERROR("asdasd");
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break;
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break;
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}
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}
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}
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}
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//bind textures
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BindModelTextures(modelJob);
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GLERROR("asdasd");
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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if (modelJob->Animation != nullptr) {
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@@ -294,120 +296,140 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
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void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
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{
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0] != nullptr) {
|
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||||
} else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0] != nullptr) {
|
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||||
} else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE2);
|
glActiveTexture(GL_TEXTURE2);
|
||||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0] != nullptr) {
|
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||||
} else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE3);
|
glActiveTexture(GL_TEXTURE3);
|
||||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0] != nullptr) {
|
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||||
} else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
|
void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job)
|
||||||
{
|
{
|
||||||
switch (job->Type) {
|
switch (job->Type) {
|
||||||
case RawModel::MaterialType::SingleTextures:
|
case RawModel::MaterialType::SingleTextures:
|
||||||
case RawModel::MaterialType::Basic:
|
case RawModel::MaterialType::Basic:
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0] != nullptr) {
|
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0] != nullptr) {
|
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE2);
|
glActiveTexture(GL_TEXTURE2);
|
||||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0] != nullptr) {
|
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE3);
|
glActiveTexture(GL_TEXTURE3);
|
||||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0] != nullptr) {
|
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case RawModel::MaterialType::SplatMapping:
|
case RawModel::MaterialType::SplatMapping:
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||||
|
|
||||||
int texturePosition = GL_TEXTURE1;
|
int texturePosition = GL_TEXTURE1;
|
||||||
|
|
||||||
//Bind 5 diffuse textures
|
//Bind 5 diffuse textures
|
||||||
|
std::string UniformName = "DiffuseUVRepeat";
|
||||||
for (unsigned int i = 0; i < 5; i++) {
|
for (unsigned int i = 0; i < 5; i++) {
|
||||||
glActiveTexture(texturePosition);
|
glActiveTexture(texturePosition);
|
||||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i] != nullptr) {
|
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||||
}
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
||||||
else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
texturePosition++;
|
texturePosition++;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Bind 5 Normal textures
|
//Bind 5 Normal textures
|
||||||
|
UniformName = "NormalUVRepeat";
|
||||||
for (unsigned int i = 0; i < 5; i++) {
|
for (unsigned int i = 0; i < 5; i++) {
|
||||||
glActiveTexture(texturePosition);
|
glActiveTexture(texturePosition);
|
||||||
if (job->NormalTexture.size() > i && job->NormalTexture[i] != nullptr) {
|
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||||
}
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
||||||
else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
texturePosition++;
|
texturePosition++;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Bind 5 Specular textures
|
//Bind 5 Specular textures
|
||||||
|
UniformName = "SpecularUVRepeat";
|
||||||
for (unsigned int i = 0; i < 5; i++) {
|
for (unsigned int i = 0; i < 5; i++) {
|
||||||
glActiveTexture(texturePosition);
|
glActiveTexture(texturePosition);
|
||||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i] != nullptr) {
|
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||||
}
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
||||||
else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
texturePosition++;
|
texturePosition++;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Bind 5 Incandescence textures
|
//Bind 5 Incandescence textures
|
||||||
|
UniformName = "GlowUVRepeat";
|
||||||
for (unsigned int i = 0; i < 5; i++) {
|
for (unsigned int i = 0; i < 5; i++) {
|
||||||
glActiveTexture(texturePosition);
|
glActiveTexture(texturePosition);
|
||||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i] != nullptr) {
|
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||||
}
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
||||||
else {
|
} else {
|
||||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
}
|
}
|
||||||
texturePosition++;
|
texturePosition++;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user