Removed temp variables & the "forced" animation in DrawFinalPass
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@@ -4,6 +4,7 @@ uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform vec4 DiffuseColor;
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uniform vec2 ScreenDimensions;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMap;
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@@ -46,7 +47,6 @@ in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input;
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out vec4 sceneColor;
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@@ -135,7 +135,7 @@ void main()
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}
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//sceneColor += Input.DiffuseColor;
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vec4 color_result = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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vec4 color_result = DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//These if statements should be removed if they are slow.
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@@ -5,7 +5,7 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_Exposure = 1; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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}
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@@ -43,7 +43,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusProgram->Link();
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}
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static double tempTime = 0.0;
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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@@ -65,6 +65,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -80,33 +81,24 @@ void DrawFinalPass::Draw(RenderScene& scene)
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} else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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tempTime += 0.01f;
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//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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auto animation = modelJob->Model->m_RawModel->m_Skeleton->GetAnimation("running");
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if (animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Model->m_RawModel->m_Skeleton->GetFrameBones(
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*animation,
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tempTime
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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/*if(modelJob->GlowMap != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
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if (modelJob->IncandescenceTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}*/
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);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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/*if(modelJob->GlowMap != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}*/
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}
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m_FinalPassFrameBuffer.Unbind();
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GLERROR("DrawFinalPass::Draw: END");
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delete state;
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}
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@@ -273,7 +273,6 @@ RawModelAssimp::RawModelAssimp(std::string fileName)
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m_Skeleton->Animations[animationName] = skelAnim;
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}
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int k = 0;
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}
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RawModelAssimp::~RawModelAssimp()
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@@ -8,7 +8,6 @@ RawModelCustom::RawModelCustom(std::string fileName)
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ReadMeshFile(fileName);
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ReadMaterialFile(fileName);
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ReadAnimationFile(fileName);
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int k = 0;
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}
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void RawModelCustom::ReadMeshFile(std::string filePath)
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@@ -51,18 +51,10 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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model = ResourceManager::Load<::Model, true>(resource);
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} catch (const Resource::StillLoadingException&) {
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//continue;
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#ifdef USING_ASSIMP_AS_IMPORTER
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model = ResourceManager::Load<::Model>("Models/WidgetPlaneZ.obj"); // 360NoScope StillLoading mesh
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#else
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model = ResourceManager::Load<::Model>("Models/WidgetPlaneZ.mesh");
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#endif
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model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
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} catch (const std::exception&) {
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try {
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#ifdef USING_ASSIMP_AS_IMPORTER
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model = ResourceManager::Load<::Model>("Models/WidgetPlaneZ.obj"); // 360NoScope Error mesh
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#else
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model = ResourceManager::Load<::Model>("Models/WidgetPlaneZ.mesh");
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#endif
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model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
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} catch (const std::exception&) {
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continue;
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}
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@@ -87,7 +87,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
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boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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int k = 0;
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} else {
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if (bone->Parent) {
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boneMatrix = parentMatrix; // * glm::inverse(bone->OffsetMatrix);
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@@ -19,18 +19,18 @@ public:
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float ReflectionFactor;
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float SpecularExponent;
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float DiffuseColor[3]{ 1.0f };
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float DiffuseColor[3]{ 1.0f, 1.0f, 1.0f };
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unsigned int ColorMapFileLength = 0;
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std::string ColorMapFile;
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float SpecularColor[3]{ 1.0f };
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float SpecularColor[3]{ 1.0f, 1.0f, 1.0f };
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unsigned int SpecularMapFileLength = 0;
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std::string SpecularMapFile;
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unsigned int NormalMapFileLength = 0;
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std::string NormalMapFile;
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float IncandescenceColor[3]{ 1.0f };
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float IncandescenceColor[3]{ 1.0f, 1.0f, 1.0f };
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unsigned int IncandescenceMapFileLength = 0;
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std::string IncandescenceMapFile;
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