Async load works, using exceptions for special resources.
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@@ -220,16 +220,16 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
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}
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
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Model* modelRes = ResourceManager::Load<Model, true>(model["Resource"]);
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if (modelRes == nullptr) {
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return false;
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}
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glm::mat4 modelMatrix = modelRes->m_Matrix;
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glm::mat4 modelMatrix = modelRes->Matrix();
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glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
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glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
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for (const auto& v : modelRes->m_Vertices) {
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for (const auto& v : modelRes->Vertices()) {
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const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
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maxi.x = std::max(wPos.x, maxi.x);
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maxi.y = std::max(wPos.y, maxi.y);
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@@ -247,7 +247,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
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{
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ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
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ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
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Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
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Model* modelRes = ResourceManager::Load<Model, true>(model["Resource"]);
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outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
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glm::vec3 mini = outBox.MinCorner();
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glm::vec3 maxi = outBox.MaxCorner();
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@@ -255,7 +255,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
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if (modelRes == nullptr) {
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return false;
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}
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glm::mat4 modelMatrix = modelRes->m_Matrix *
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glm::mat4 modelMatrix = modelRes->Matrix() *
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glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
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glm::scale((glm::vec3)cTrans["Scale"]);
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@@ -14,6 +14,7 @@ std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
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FileWatcher ResourceManager::m_FileWatcher;
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std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
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boost::recursive_mutex ResourceManager::m_Mutex;
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const ResourceManager::SpecialResourcePointer ResourceManager::m_StillLoading;
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unsigned int ResourceManager::GetTypeID(std::string resourceType)
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{
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@@ -92,6 +93,8 @@ Resource* ResourceManager::createResource(std::string resourceType, std::string
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Resource* resource = nullptr;
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try {
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resource = facIt->second(resourceName);
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} catch (const ThreadUnsafeResource::StillLoadingException&) {
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resource = m_StillLoading;
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} catch (const std::exception& e) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
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}
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@@ -1,24 +1,35 @@
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#include "Rendering/Model.h"
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Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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}
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//Load the RawModel asyncronously, this will be done on a separate thread in the background.
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m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
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//If it is null, the model is not done yet, so tell resourceManager to try constructing me again later.
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if (m_RawModel == nullptr) {
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throw StillLoadingException();
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}
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void Model::GlCommands()
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{
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//Call the base class method.
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RawModel::GlCommands();
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for (auto& group : m_RawModel->TextureGroups) {
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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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}
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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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}
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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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}
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}
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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@@ -141,9 +141,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.TexturePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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// Normal map
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//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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@@ -151,9 +149,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.NormalMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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// Specular map
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//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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@@ -161,9 +157,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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TextureGroups.push_back(matGroup);
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@@ -292,22 +286,6 @@ RawModel::RawModel(std::string fileName)
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}
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}
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void RawModel::GlCommands()
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{
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//Since RawModel contains Textures that was loaded in the constructor, their GlCommands must be run.
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for (auto& texGroup : TextureGroups) {
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if (texGroup.Texture) {
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texGroup.Texture->PostCtorGLCommands();
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}
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if (texGroup.NormalMap) {
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texGroup.NormalMap->PostCtorGLCommands();
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}
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if (texGroup.SpecularMap) {
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texGroup.SpecularMap->PostCtorGLCommands();
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}
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}
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}
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RawModel::~RawModel()
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{
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if (m_Skeleton) {
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@@ -84,12 +84,12 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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continue;
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}
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::LoadAsync<Model>(resource);
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Model* model = ResourceManager::Load<Model, true>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<Model>("Models/Core/Error.obj");
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}
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for (auto texGroup : model->TextureGroups) {
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for (auto texGroup : model->TextureGroups()) {
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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@@ -98,7 +98,7 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.ModelMatrix = model->Matrix() * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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@@ -161,8 +161,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups()[0].EndIndex - m_ScreenQuad->TextureGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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@@ -2,53 +2,48 @@
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Texture::Texture(std::string path)
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{
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m_Image = new PNG(path);
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PNG image(path);
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if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
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delete m_Image;
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m_Image = new PNG("Textures/Core/ErrorTexture.png");
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if (m_Image->Width == 0 && m_Image->Height == 0 || m_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 (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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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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this->Width = m_Image->Width;
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this->Height = m_Image->Height;
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this->Width = image.Width;
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this->Height = image.Height;
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switch (m_Image->Format) {
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case Image::ImageFormat::RGB:
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m_Format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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m_Format = GL_RGBA;
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break;
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}
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}
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GLint format;
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switch (image.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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case Image::ImageFormat::RGBA:
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format = GL_RGBA;
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break;
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}
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void Texture::GlCommands()
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{
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// Construct the OpenGL texture
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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, m_Format, Width, Height, 0, m_Format, GL_UNSIGNED_BYTE, m_Image->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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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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delete m_Image;
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m_Image = nullptr;
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// Construct the OpenGL texture
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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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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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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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}
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Texture::~Texture()
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{
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glDeleteTextures(1, &m_Texture);
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glDeleteTextures(1, &m_Texture);
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}
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void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
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{
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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}
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