PNG is now a resource.
You can now load textures threaded. PNG will now throw exceptions when errors happend SpriteComponent is now working without billboarding.
This commit is contained in:
@@ -13,7 +13,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
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void DrawBloomPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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}
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void DrawBloomPass::InitializeShaderPrograms()
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@@ -11,10 +11,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
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m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
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m_NeutralNormalTexture = CommonFunctions::LoadTexture("Textures/Core/NeutralNormalMap.png", false);
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m_GreyTexture = CommonFunctions::LoadTexture("Textures/Core/Grey.png", false);
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m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
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}
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void DrawFinalPass::InitializeFrameBuffers()
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@@ -56,7 +57,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectProgram->Link();
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GLERROR("Creating explosion program");
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m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#m_SpriteProgram");
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m_SpriteProgram = ResourceManager::Load<ShaderProgram>("#SpriteProgram");
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Sprite.vert.glsl")));
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m_SpriteProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Sprite.frag.glsl")));
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m_SpriteProgram->Compile();
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@@ -222,10 +223,12 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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for(auto& job : jobs) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if(spriteJob) {
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if (spriteJob) {
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
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@@ -234,7 +237,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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if (spriteJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE1);
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@@ -7,16 +7,16 @@ Model::Model(std::string fileName)
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for (auto& group : m_RawModel->MaterialGroups) {
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if (!group.TexturePath.empty()) {
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group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
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group.Texture = std::shared_ptr<Texture>(CommonFunctions::LoadTexture(group.TexturePath, false));
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}
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if (!group.NormalMapPath.empty()) {
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group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
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group.NormalMap = std::shared_ptr<Texture>(CommonFunctions::LoadTexture(group.NormalMapPath, false));
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}
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if (!group.SpecularMapPath.empty()) {
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group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
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group.SpecularMap = std::shared_ptr<Texture>(CommonFunctions::LoadTexture(group.SpecularMapPath, false));
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}
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if (!group.IncandescenceMapPath.empty()) {
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group.IncandescenceMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.IncandescenceMapPath));
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group.IncandescenceMap = std::shared_ptr<Texture>(CommonFunctions::LoadTexture(group.IncandescenceMapPath, false));
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}
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}
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@@ -4,40 +4,35 @@ PNG::PNG(std::string path)
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{
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FILE* file = fopen(path.c_str(), "rb");
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if (!file) {
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LOG_ERROR("Failed to open texture file \"%s\": %s", path.c_str(), const_cast<const char*>(strerror(errno)));
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return;
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throw Resource::FailedLoadingException("Failed to open texture file.");
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}
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png_byte header[8];
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fread(header, 1, 8, file);
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bool isPNG = !png_sig_cmp(header, 0, 8);
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if (!isPNG) {
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LOG_ERROR("Failed to load texture file \"%s\": File isn't PNG", path.c_str());
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fclose(file);
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return;
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throw Resource::FailedLoadingException("File is not PNG.");
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}
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// Initialize libpng
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png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, (png_error_ptr)&PNG::pngErrorFunction, (png_error_ptr)&PNG::pngErrorFunction);
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if (!png_ptr) {
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LOG_ERROR("libpng: Failed to initialze png_struct");
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png_destroy_read_struct(&png_ptr, nullptr, nullptr);
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fclose(file);
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return;
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throw Resource::FailedLoadingException("Failed to initialze png_struct.");
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}
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png_infop info_ptr = png_create_info_struct(png_ptr);
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if (!info_ptr) {
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LOG_ERROR("libpng: Failed to initialze png_info");
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png_destroy_read_struct(&png_ptr, nullptr, nullptr);
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fclose(file);
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return;
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throw Resource::FailedLoadingException("Failed to initialze png_info.");
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}
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png_infop info_end_ptr = png_create_info_struct(png_ptr);
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if (!info_end_ptr) {
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LOG_ERROR("libpng: Failed to initialze second png_info");
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png_destroy_read_struct(&png_ptr, &info_ptr, nullptr);
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fclose(file);
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return;
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throw Resource::FailedLoadingException("Failed to initialze second png_info.");
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}
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png_init_io(png_ptr, file);
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@@ -51,8 +46,8 @@ PNG::PNG(std::string path)
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unsigned int width, height;
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png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, NULL, NULL, NULL);
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if (bit_depth != 8) {
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LOG_ERROR("libpng: Unsupported bit depth \"%i\" of image \"%s\", must be 8", bit_depth, path.c_str());
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return;
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throw Resource::FailedLoadingException("Unsupported bit depth. Must be 8");
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}
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switch (color_type) {
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case PNG_COLOR_TYPE_RGB:
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@@ -60,8 +55,7 @@ PNG::PNG(std::string path)
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Format = Image::ImageFormat::RGBA;
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break;
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default:
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LOG_ERROR("libpng: Unsupported color format \"%i\" of image \"%s\"", color_type, path.c_str());
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return;
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throw Resource::FailedLoadingException("Unsupported color format.");
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}
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// Convert RGB to RGBA, since DirectX rather treat them all the same way
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@@ -106,16 +106,21 @@ void Renderer::Draw(RenderFrame& frame)
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for (auto scene : frame.RenderScenes){
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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m_LightCullingPass->FillLightList(*scene);
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GLERROR("Filling light list");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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m_DrawFinalPass->Draw(*scene);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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GLERROR("Draw Text");
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}
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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@@ -136,7 +141,8 @@ void Renderer::Draw(RenderFrame& frame)
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}
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m_ImGuiRenderPass->Draw();
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glfwSwapBuffers(m_Window);
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GLERROR("Imgui draw");
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glfwSwapBuffers(m_Window);
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}
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PickData Renderer::Pick(glm::vec2 screenCoord)
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@@ -146,8 +152,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
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m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
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}
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@@ -155,6 +161,7 @@ void Renderer::SortRenderJobsByDepth(RenderScene &scene)
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{
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//Sort all forward jobs so transparency is good.
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scene.TransparentObjects.sort(Renderer::DepthSort);
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scene.SpriteJobs.sort(Renderer::DepthSort);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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@@ -2,24 +2,25 @@
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Texture::Texture(std::string path)
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{
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PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places.
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PNG image(path);
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//PNG image(path);
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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//image = PNG("Textures/Core/ErrorTexture.png");
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return; // Temporary fix to remove crash
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/*
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}*/
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}
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//if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
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// //image = PNG("Textures/Core/ErrorTexture.png");
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// //return; // Temporary fix to remove crash
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this->Width = image.Width;
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this->Height = image.Height;
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// if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
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// LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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// return;
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// }
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//}
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this->Width = img->Width;
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this->Height = img->Height;
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GLint format;
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switch (image.Format) {
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switch (img->Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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break;
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@@ -32,7 +33,7 @@ Texture::Texture(std::string path)
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexImage2D(GL_TEXTURE_2D, 0, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -1,2 +1,19 @@
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#include "Rendering/Util/CommonFunctions.h"
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Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
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{
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Texture* img;
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try {
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if(threaded) {
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img = ResourceManager::Load<Texture, true>(path);
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} else {
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img = ResourceManager::Load<Texture, false>(path);
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}
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} catch (const Resource::StillLoadingException&) {
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img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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} catch (const std::exception&) {
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img = nullptr;
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}
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return img;
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}
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