Merge branch 'master' into Importer
# Conflicts: # src/Engine/Collision/Collision.cpp # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Rendering/DrawFinalPass.cpp # src/Game/Systems/SpawnerSystem.cpp
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@@ -149,14 +149,29 @@ void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, con
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case MaterialType::Basic:
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newMaterialProperty.material = new MaterialBasic();
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ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
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if(hasSkin){
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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} else {
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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break;
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case MaterialType::SplatMapping:
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newMaterialProperty.material = new MaterialSplatMapping();
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ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
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if (hasSkin){
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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} else {
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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break;
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case MaterialType::SingleTextures:
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newMaterialProperty.material = new MaterialSingleTextures();
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ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
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if (hasSkin){
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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} else {
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newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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break;
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default:
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throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
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