Merge remote-tracking branch 'origin/Importer' into Animations
# Conflicts: # src/Engine/Rendering/DrawFinalPass.cpp
This commit is contained in:
+1
-1
Submodule assets updated: e4dc9529f2...9b2fa74a6d
@@ -30,9 +30,18 @@ public:
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||||
private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& 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 BindModelTextures(std::shared_ptr<ModelJob>& job);
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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Texture* m_NeutralNormalTexture;
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Texture* m_GreyTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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GLuint m_BloomTexture;
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@@ -22,10 +22,26 @@ struct ModelJob : RenderJob
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{
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Model = model;
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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DiffuseTexture = matGroup.Texture.get();
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NormalTexture = matGroup.NormalMap.get();
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SpecularTexture = matGroup.SpecularMap.get();
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IncandescenceTexture = matGroup.IncandescenceMap.get();
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if (modelComponent["DiffuseTexture"]) {
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DiffuseTexture = matGroup.Texture.get();
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} else {
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DiffuseTexture = nullptr;
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture = matGroup.NormalMap.get();
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} else {
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NormalTexture = nullptr;
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture = matGroup.SpecularMap.get();
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} else {
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SpecularTexture = nullptr;
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture = matGroup.IncandescenceMap.get();
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} else {
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IncandescenceTexture = nullptr;
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}
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DiffuseColor = matGroup.DiffuseColor;
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SpecularColor = matGroup.SpecularColor;
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IncandescenceColor = matGroup.IncandescenceColor;
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@@ -39,7 +55,6 @@ struct ModelJob : RenderJob
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Depth = worldpos.z;
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World = world;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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@@ -89,7 +89,7 @@ private:
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void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
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void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
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void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
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void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, Skeleton::Animation& animation);
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//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
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};
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@@ -19,7 +19,8 @@
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struct RenderScene
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{
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::Camera* Camera = nullptr;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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@@ -28,7 +29,8 @@ struct RenderScene
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void Clear()
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{
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ForwardJobs.clear();
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OpaqueObjects.clear();
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TransparentObjects.clear();
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PointLightJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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@@ -40,10 +40,10 @@ private:
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
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void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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||||
@@ -2,5 +2,10 @@
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||||
<Model xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Model.xsd">
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||||
<Resource></Resource>
|
||||
<Color R="1" G="1" B="1" A="1"/>
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<Transparent>false</Transparent>
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<Visible>true</Visible>
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<DiffuseTexture>true</DiffuseTexture>
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<NormalMap>true</NormalMap>
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<SpecularMap>true</SpecularMap>
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<GlowMap>true</GlowMap>
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</Model>
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@@ -15,9 +15,24 @@
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<xs:element name="Color" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
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</xs:element>
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||||
<xs:element name="Transparent" type="t:bool" minOccurs="0">
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||||
<xs:annotation><xs:documentation>Wether the model is transparent or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="DiffuseTexture" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model should use the Diffuse texture or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="NormalMap" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model should use the Normalmap or not</xs:documentation></xs:annotation>
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||||
</xs:element>
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||||
<xs:element name="SpecularMap" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model should use the Specularmap or not</xs:documentation></xs:annotation>
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||||
</xs:element>
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||||
<xs:element name="GlowMap" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model should use the Glowmap or not</xs:documentation></xs:annotation>
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||||
</xs:element>
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||||
</xs:all>
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||||
</xs:complexType>
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||||
</xs:element>
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||||
@@ -6,7 +6,7 @@
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||||
</Components>
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||||
|
||||
<Children>
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||||
<Entity>
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||||
<Entity name="Ground">
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||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
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||||
@@ -18,69 +18,51 @@
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||||
</Components>
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||||
<Children/>
|
||||
</Entity>
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||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>An error</Resource>
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||||
</c:Model>
|
||||
<c:Transform>
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||||
<Position X="1" Y="1" Z="0"/>
|
||||
<Orientation X="0" Y="0.785390019" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>An error</Resource>
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||||
</c:Model>
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||||
<c:Transform>
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||||
<Position X="2" Y="0" Z="0"/>
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||||
<Orientation X="0" Y="0.785390019" Z="0"/>
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||||
</c:Transform>
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||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
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||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Listener/>
|
||||
<c:Transform>
|
||||
<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/>
|
||||
<Position X="1.36896265" Y="4.10503054" Z="10.6640663"/>
|
||||
<Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Entity name="DirectionalLight">
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>0.80000001192092896</Intensity>
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||||
</c:DirectionalLight>
|
||||
<c:Model>
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||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
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||||
</c:Model>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1.0499999523162842</Speed>
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
|
||||
<Orientation X="4.32000017" Y="4.6340003" Z="0"/>
|
||||
<Orientation X="4.16300011" Y="1422.89319" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Entity name="AssaultTPose">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-2.00568962" Y="0.527161121" Z="0"/>
|
||||
<Position X="-1.68900967" Y="0.527161121" Z="-1.59648728"/>
|
||||
<Orientation X="0" Y="1.64900005" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Entity name="SecondaryWeapon">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SecondaryWeapon.fbx</Resource>
|
||||
<Resource>Models/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
|
||||
@@ -91,17 +73,219 @@
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||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Entity name="AnimationGroupOrigin">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.11190474" Y="0.490183681" Z="0"/>
|
||||
<Orientation X="0" Y="1.02100003" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="RunAnim">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Run</Name>
|
||||
<Time>0.62051775215976157</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>models/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.786919653" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Walkanim">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Walk</Name>
|
||||
<Time>0.28779680073140668</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>models/AssaultAnimated.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="UnitSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="0.294117659" B="19.6078434" G="1.17647064" R="0.0392156877"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.754540265" Z="0"/>
|
||||
<Scale X="0.800000012" Y="1.9000001" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Log">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Resource>Models/Log.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="3.70000029" Z="0"/>
|
||||
<Position X="-4" Y="0.698000014" Z="-1"/>
|
||||
<Orientation X="0" Y="2.74900007" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpheresOrigin">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="6.80000019" Y="4.9000001" Z="-5.9000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="NormalSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/NormalMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpecularSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SpecularMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Rotationpoint">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="404.200684" Y="577.428955" Z="173.228897"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>3</Radius>
|
||||
<Intensity>1.1399998664855957</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.600000024" Y="0.5" Z="0"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="GlowMap">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="CombinedSpheres">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/NormSpecIncdMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="RotationPoint">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
<Axis X="1" Y="1" Z="1"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="53.9495354" Y="53.9495354" Z="53.9495354"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>3</Radius>
|
||||
<Intensity>1.1399998664855957</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="-1.70000005" Y="0" Z="0"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>5.0100002288818359</Radius>
|
||||
<Intensity>0.69999998807907104</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.900000036" Y="1.10000002" Z="0"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>4</Radius>
|
||||
<Intensity>0.80000001192092896</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.400000006" Y="-1" Z="-1.50000012"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="PointLight" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>3</Radius>
|
||||
<Intensity>1.1399998664855957</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -9,7 +9,9 @@ uniform vec2 ScreenDimensions;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D GlowMap;
|
||||
layout (binding = 1) uniform sampler2D NormalMapTexture;
|
||||
layout (binding = 2) uniform sampler2D SpecularMapTexture;
|
||||
layout (binding = 3) uniform sampler2D GlowMapTexture;
|
||||
|
||||
|
||||
#define TILE_SIZE 16
|
||||
@@ -49,6 +51,8 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
}Input;
|
||||
@@ -102,13 +106,21 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||
{
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMap, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
@@ -139,7 +151,7 @@ void main()
|
||||
}
|
||||
|
||||
|
||||
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
|
||||
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
@@ -147,25 +159,10 @@ void main()
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
//These if statements should be removed if they are slow.
|
||||
color_result += glowTexel;
|
||||
|
||||
|
||||
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
/*
|
||||
if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
|
||||
bloomColor = vec4(color_result.xyz, 1.0);
|
||||
} else {
|
||||
bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
} */
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
|
||||
@@ -16,6 +16,8 @@ layout(location = 6) in vec4 BoneWeights;
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
}Output;
|
||||
@@ -37,5 +39,7 @@ void main()
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(0.0);
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#version 430
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#version 430
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
|
||||
|
||||
@@ -49,7 +49,11 @@ void EditorRenderSystem::Update(double dt)
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
|
||||
scene.ForwardJobs.push_back(modelJob);
|
||||
if(cModel["Transparent"]) {
|
||||
scene.TransparentObjects.push_back(modelJob);
|
||||
} else {
|
||||
scene.OpaqueObjects.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeShaderPrograms()
|
||||
|
||||
@@ -11,8 +11,10 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
|
||||
|
||||
void DrawFinalPass::InitializeTextures()
|
||||
{
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
|
||||
m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
|
||||
m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
|
||||
}
|
||||
|
||||
void DrawFinalPass::InitializeFrameBuffers()
|
||||
@@ -58,117 +60,15 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
GLuint shaderHandle;
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
|
||||
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: 1");
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
|
||||
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: 2");
|
||||
|
||||
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (explosionEffectJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: END");
|
||||
//m_ExplosionEffectProgram->Unbind();
|
||||
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("1.1");
|
||||
shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
|
||||
|
||||
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (modelJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
|
||||
/*if(modelJob->GlowMap != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}*/
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::Model: END");
|
||||
// m_ForwardPlusProgram->Unbind();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
DrawModelRenderQueues(scene.OpaqueObjects, scene);
|
||||
GLERROR("DrawFinalPass::Draw: OpaqueObjects");
|
||||
DrawModelRenderQueues(scene.TransparentObjects, scene);
|
||||
GLERROR("DrawFinalPass::Draw: TransparentObjects");
|
||||
|
||||
GLERROR("DrawFinalPass::Draw: END");
|
||||
delete state;
|
||||
}
|
||||
@@ -206,4 +106,152 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene)
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
for(auto &job : job)
|
||||
{
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if(explosionEffectJob) {
|
||||
//Bind program
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
|
||||
//Bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
|
||||
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (explosionEffectJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionEffectJob);
|
||||
//draw
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
m_ForwardPlusProgram->Bind();
|
||||
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
|
||||
//bind textures
|
||||
BindModelTextures(modelJob);
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::Model: END");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -56,7 +56,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
}
|
||||
m_Camera = scene.Camera;
|
||||
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
for (auto &job : scene.OpaqueObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
@@ -98,6 +98,52 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &job : scene.TransparentObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 5;
|
||||
} else {
|
||||
m_ColorCounter[0] += 50;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
@@ -327,22 +327,16 @@ void RawModelCustom::ReadAnimationClipSingle(unsigned int &offset, char* fileDat
|
||||
unsigned int nrOfKeyframes = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (offset + sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip NrOfJoints failed");
|
||||
}
|
||||
unsigned int nrOfJoints = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
newAnimation.Keyframes.reserve(nrOfKeyframes);
|
||||
for (unsigned int i = 0; i < nrOfKeyframes; i++) {
|
||||
ReadAnimationKeyFrame(offset, fileData, fileByteSize, nrOfJoints, newAnimation);
|
||||
ReadAnimationKeyFrame(offset, fileData, fileByteSize, newAnimation);
|
||||
}
|
||||
m_Skeleton->Animations[newAnimation.Name] = newAnimation;
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int nrOfJoints, Skeleton::Animation& animation)
|
||||
void RawModelCustom::ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, Skeleton::Animation& animation)
|
||||
{
|
||||
Skeleton::Animation::Keyframe newKeyFrame;
|
||||
|
||||
@@ -358,6 +352,12 @@ void RawModelCustom::ReadAnimationKeyFrame(unsigned int &offset, char* fileData,
|
||||
newKeyFrame.Time = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
|
||||
if (offset + sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationKeyFrame NrOfJoints failed");
|
||||
}
|
||||
unsigned int nrOfJoints = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (offset + sizeof(Skeleton::Animation::Keyframe::BoneProperty) * nrOfJoints> fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationKeyFrame joints failed");
|
||||
}
|
||||
|
||||
@@ -35,13 +35,12 @@ bool RenderSystem::isChildOfACamera(EntityWrapper entity)
|
||||
{
|
||||
return entity.FirstParentWithComponent("Camera").Valid();
|
||||
}
|
||||
|
||||
bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
|
||||
{
|
||||
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
|
||||
}
|
||||
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
|
||||
{
|
||||
auto models = m_World->GetComponents("Model");
|
||||
if (models == nullptr) {
|
||||
@@ -84,7 +83,6 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float fillPercentage = 0.f;
|
||||
glm::vec4 fillColor = glm::vec4(0);
|
||||
if(m_World->HasComponent(cModel.EntityID, "Fill")) {
|
||||
@@ -108,7 +106,15 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
fillColor,
|
||||
fillPercentage
|
||||
));
|
||||
jobs.push_back(explosionEffectJob);
|
||||
if(explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
||||
cModel["Transparent"] = true;
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
transparentJobs.push_back(explosionEffectJob);
|
||||
} else {
|
||||
opaqueJobs.push_back(explosionEffectJob);
|
||||
}
|
||||
} else {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
|
||||
model,
|
||||
@@ -120,7 +126,14 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
fillColor,
|
||||
fillPercentage
|
||||
));
|
||||
jobs.push_back(modelJob);
|
||||
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
||||
cModel["Transparent"] = true;
|
||||
}
|
||||
if (cModel["Transparent"]) {
|
||||
transparentJobs.push_back(modelJob);
|
||||
} else {
|
||||
opaqueJobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -231,7 +244,7 @@ void RenderSystem::Update(double dt)
|
||||
RenderScene scene;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
fillModels(scene.ForwardJobs);
|
||||
fillModels(scene.OpaqueObjects, scene.TransparentObjects);
|
||||
fillPointLights(scene.PointLightJobs, m_World);
|
||||
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
||||
fillText(scene.TextJobs, m_World);
|
||||
|
||||
@@ -148,14 +148,14 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
}
|
||||
|
||||
|
||||
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
||||
{
|
||||
//Sort all forward jobs so transparency is good.
|
||||
scene.ForwardJobs.sort(Renderer::DepthSort);
|
||||
scene.TransparentObjects.sort(Renderer::DepthSort);
|
||||
}
|
||||
|
||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
|
||||
@@ -47,13 +47,24 @@ bool Export::Meshes(std::string pathName, bool selectedOnly)
|
||||
|
||||
for (unsigned int i = 0; i < connections.length(); i++) {
|
||||
if (connections[i].node().apiType() == MFn::kSkinClusterFilter) {
|
||||
MGlobal::select(shape.parent(i), MGlobal::kReplaceList);
|
||||
MGlobal::displayInfo(MString() + "Moving " + thisNode.name() + " to bindPose.");
|
||||
shape.parent(0, &status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "shape.parent(0, &status) failed with: " + status.errorString());
|
||||
}
|
||||
status = MGlobal::select(shape.parent(0), MGlobal::kReplaceList);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "Parent to " + thisNode.name() + " failed");
|
||||
}
|
||||
|
||||
MFnDependencyNode tmp(shape.parent(0));
|
||||
MGlobal::displayInfo(MString() + "Moving " + tmp.name() + " to bindPose.");
|
||||
|
||||
status = MGlobal::executeCommand("GoToBindPose;");
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "GoToBindPose: " + status.errorString());
|
||||
}
|
||||
MGlobal::displayInfo(MString() + "Has moved " + thisNode.name() + " to bindPose.");
|
||||
|
||||
MGlobal::displayInfo(MString() + "Has moved " + tmp.name() + " to bindPose.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -109,6 +120,8 @@ bool Export::Materials(std::string pathName)
|
||||
|
||||
bool Export::Animations(std::string pathName, std::vector<AnimationInfo> animInfo)
|
||||
{
|
||||
allAnimations.clear();
|
||||
allBindPoses.clear();
|
||||
if (MAnimControl::currentTime().unit() != MTime::kNTSCField) {
|
||||
|
||||
MGlobal::displayError(MString() + "Please change to 60 FPS under Preferences/Settings!");
|
||||
|
||||
@@ -85,9 +85,6 @@ bool Material::findColorTexture(MaterialNode& material_node, MFnDependencyNode&
|
||||
material_node.ColorMapFile = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
|
||||
material_node.ColorMapFileLength = material_node.ColorMapFile.length() + 1;
|
||||
// Test
|
||||
MGlobal::displayInfo(MString() + "getAbsolutePathToResources: " + workspace);
|
||||
MGlobal::displayInfo(MString() + "Texture file: " + FullPath.c_str());
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -209,6 +206,7 @@ std::vector<MaterialNode>* Material::DoIt(Mesh mesh)
|
||||
meshHasMaterial = true;
|
||||
MaterialStorage.IndexStart = totalIndices;
|
||||
MaterialStorage.IndexEnd = totalIndices + aMeshMaterial.second.size() - 1;
|
||||
MGlobal::displayInfo("Oh noes, breaking in material");
|
||||
break;
|
||||
}
|
||||
totalIndices += aMeshMaterial.second.size();
|
||||
|
||||
@@ -60,8 +60,6 @@ Menu::Menu(QDialog* dialog)
|
||||
|
||||
m_ExportPath = new QLineEdit;
|
||||
m_FileDialog = new QFileDialog;
|
||||
QString tmpPath("C:/Users/Nickelodion/Desktop/workspace/tacticalZ/assets/models/");
|
||||
m_ExportPath->setText(tmpPath);
|
||||
QLabel* exportLabel = new QLabel;
|
||||
exportLabel->setText("Export Path:");
|
||||
QLabel* nameLabel = new QLabel;
|
||||
|
||||
@@ -87,10 +87,6 @@ std::map<int, MeshClass::WeightInfo> MeshClass::GetWeightData()
|
||||
}
|
||||
weightMap[geomIter.index()] = weightInfo;
|
||||
|
||||
|
||||
for (unsigned int k = 0; k!=nrOfWeights; k++) {
|
||||
MGlobal::displayInfo(MString() + "influence: " + weightInfo.BoneIndices[k] + " weight: " + weightInfo.BoneWeights[k]);
|
||||
}
|
||||
geomIter.next();
|
||||
}
|
||||
it.next();
|
||||
@@ -112,8 +108,6 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
MFnDependencyNode thisNode(node);
|
||||
MPlugArray connections;
|
||||
thisNode.findPlug("inMesh").connectedTo(connections, true, true);
|
||||
MGlobal::displayInfo(MString() + "inMesh");
|
||||
bool hasSkin = false;
|
||||
MPlug weightList, weights;
|
||||
MObject weightListObject;
|
||||
for (unsigned int i = 0; i < connections.length(); i++) {
|
||||
@@ -122,7 +116,7 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
weightList = skinCluster.findPlug("weightList", &status);
|
||||
weightListObject = weightList.attribute();
|
||||
weights = skinCluster.findPlug("weights");
|
||||
hasSkin = true;
|
||||
newMesh.hasSkin = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -138,7 +132,6 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
}
|
||||
|
||||
for (int pathID = 0; pathID < dagPaths.length(); pathID++) {
|
||||
MGlobal::displayInfo(dagPaths[pathID].fullPathName());
|
||||
MDagPath thisMeshPath(dagPaths[pathID]);
|
||||
|
||||
MMatrix transformMatrix = thisMeshPath.inclusiveMatrix(&status);
|
||||
@@ -173,8 +166,7 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
break;
|
||||
}
|
||||
map<string, vector<int>> materialFaceIDs;
|
||||
MGlobal::displayInfo(MString() + "shaderIndexList: " + shaderIndexList.length());
|
||||
MGlobal::displayInfo(MString() + "shaderList: " + shaderList.length());
|
||||
|
||||
MPlugArray plugArray;
|
||||
for (int i = 0; i < shaderIndexList.length(); i++) {
|
||||
MFnDependencyNode shader(shaderList[shaderIndexList[i]]);
|
||||
@@ -308,7 +300,8 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
thisVertex.Uv[1] = UV[1];
|
||||
|
||||
|
||||
if (hasSkin) {
|
||||
if (newMesh.hasSkin) {
|
||||
thisVertex.useWeights = true;
|
||||
float totalWeight = 0.0f;
|
||||
unsigned int totalBones = 0;
|
||||
MIntArray jointIDs /* ??? */;
|
||||
@@ -326,7 +319,9 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
for (unsigned int i = 0; i < 4; i++) {
|
||||
thisVertex.BoneWeights[i] = thisVertex.BoneWeights[i] / totalWeight;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
thisVertex.useWeights = false;
|
||||
}
|
||||
|
||||
//float totalWeight = thisVertex.BoneWeights[0] + thisVertex.BoneWeights[1] + thisVertex.BoneWeights[2] + thisVertex.BoneWeights[3];
|
||||
//if (totalWeight > 0.0001f) {
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
class VertexLayout : public OutputData
|
||||
{
|
||||
public:
|
||||
bool useWeights = true;
|
||||
float Pos[3]{ 0 };
|
||||
float Normal[3]{ 0 };
|
||||
float Tangent[3]{ 0 };
|
||||
@@ -26,8 +27,10 @@ public:
|
||||
out.write((char*)&Tangent, sizeof(float) * 3);
|
||||
out.write((char*)&BiNormal, sizeof(float) * 3);
|
||||
out.write((char*)&Uv, sizeof(float) * 2);
|
||||
out.write((char*)&BoneIndices, sizeof(float) * 4);
|
||||
out.write((char*)&BoneWeights, sizeof(float) * 4);
|
||||
if (useWeights) {
|
||||
out.write((char*)&BoneIndices, sizeof(float) * 4);
|
||||
out.write((char*)&BoneWeights, sizeof(float) * 4);
|
||||
}
|
||||
}
|
||||
|
||||
virtual void WriteASCII(std::ostream& out) const
|
||||
@@ -37,8 +40,10 @@ public:
|
||||
out << Tangent[0] << " " << Tangent[1] << " " << Tangent[2] << endl;
|
||||
out << BiNormal[0] << " " << BiNormal[1] << " " << BiNormal[2] << endl;
|
||||
out << Uv[0] << " " << Uv[1] << endl;
|
||||
out << BoneIndices[0] << " " << BoneIndices[1] << " " << BoneIndices[2] << " " << BoneIndices[3] << endl;
|
||||
out << BoneWeights[0] << " " << BoneWeights[1] << " " << BoneWeights[2] << " " << BoneWeights[3] << endl;
|
||||
if (useWeights) {
|
||||
out << BoneIndices[0] << " " << BoneIndices[1] << " " << BoneIndices[2] << " " << BoneIndices[3] << endl;
|
||||
out << BoneWeights[0] << " " << BoneWeights[1] << " " << BoneWeights[2] << " " << BoneWeights[3] << endl;
|
||||
}
|
||||
|
||||
}
|
||||
bool operator==(const VertexLayout& right)
|
||||
@@ -57,6 +62,7 @@ public:
|
||||
|
||||
class Mesh : public OutputData {
|
||||
public:
|
||||
bool hasSkin = false;
|
||||
unsigned int NumVertices;
|
||||
unsigned int NumIndices;
|
||||
std::vector<VertexLayout> Vertices;
|
||||
@@ -64,6 +70,7 @@ public:
|
||||
|
||||
virtual void WriteBinary(std::ostream& out)
|
||||
{
|
||||
out.write((char*)&hasSkin, sizeof(bool));
|
||||
out.write((char*)&NumVertices, sizeof(int));
|
||||
out.write((char*)&NumIndices, sizeof(int));
|
||||
for (auto aVertex : Vertices) {
|
||||
@@ -79,6 +86,11 @@ public:
|
||||
virtual void WriteASCII(std::ostream& out) const
|
||||
{
|
||||
out << "New Mesh _ not in binary" << endl;
|
||||
out << "hasSkin: ";
|
||||
if(hasSkin)
|
||||
out << "true" << endl;
|
||||
else
|
||||
out << "false" << endl;
|
||||
out << "Number of vertices: " << NumVertices << endl;
|
||||
out << "number of indices: " << NumIndices << endl;
|
||||
int vertexNumber = 0;
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
//
|
||||
// return m_AllSkeletons;
|
||||
//}
|
||||
std::string attr[9] = { "scaleX", "scaleY", "scaleZ", "translateX", "translateY", "translateZ", "rotateX", "rotateY", "rotateZ" };
|
||||
static std::string attr[9] = { "scaleX", "scaleY", "scaleZ", "translateX", "translateY", "translateZ", "rotateX", "rotateY", "rotateZ" };
|
||||
|
||||
Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int endFrame)
|
||||
{
|
||||
@@ -68,100 +68,226 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
std::vector<MObject> animatedJoints;
|
||||
std::vector<MObject> m_Hierarchy;
|
||||
|
||||
Animation returnData;
|
||||
double oneDivSixty = 1 / 60.0;
|
||||
returnData.Name = animationName;
|
||||
Animation returnData;
|
||||
double oneDivSixty = 1 / 60.0;
|
||||
returnData.Name = animationName;
|
||||
returnData.nameLength = animationName.size() + 1;
|
||||
returnData.Duration = (endFrame - startFrame) * oneDivSixty;
|
||||
returnData.Duration = (endFrame - startFrame) * oneDivSixty;
|
||||
|
||||
MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint);
|
||||
while (!jointIt.isDone())
|
||||
{
|
||||
m_Hierarchy.push_back(jointIt.item());
|
||||
std::map<std::string, std::array<std::array<double, 4>, 4>> joinCheckMap;
|
||||
std::map<std::string, bool> exportJoint;
|
||||
|
||||
MFnDependencyNode depNode(jointIt.item());
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
MStatus tmp;
|
||||
MPlug plug = depNode.findPlug(attr[i].c_str(), &tmp);
|
||||
//MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint);
|
||||
//for (unsigned int i = startFrame; i <= endFrame; i++)
|
||||
//{
|
||||
// MAnimControl::setCurrentTime(MTime(i, MTime::kNTSCField));
|
||||
// while (!jointIt.isDone())
|
||||
// {
|
||||
// m_Hierarchy.push_back(jointIt.item());
|
||||
|
||||
MPlugArray connections;
|
||||
plug.connectedTo(connections, true, false, 0);
|
||||
for (int j = 0; j != connections.length(); j++) {
|
||||
MObject connected = connections[j].node();
|
||||
// MFnTransform MayaJoint(jointIt.item());
|
||||
// MMatrix transformationMatrix = MayaJoint.transformationMatrix();
|
||||
|
||||
if (connected.hasFn(MFn::kAnimCurve)) {
|
||||
// if (i == startFrame)
|
||||
// {
|
||||
// double doubleMat[4][4];
|
||||
// transformationMatrix.get(doubleMat);
|
||||
|
||||
MFnAnimCurve jointAnim(connected);
|
||||
// joinCheckMap[MayaJoint.name().asChar()][0][0] = doubleMat[0][0];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][0][1] = doubleMat[0][1];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][0][2] = doubleMat[0][2];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][0][3] = doubleMat[0][3];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][1][0] = doubleMat[1][0];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][1][1] = doubleMat[1][1];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][1][2] = doubleMat[1][2];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][1][3] = doubleMat[1][3];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][2][0] = doubleMat[2][0];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][2][1] = doubleMat[2][1];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][2][2] = doubleMat[2][2];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][2][3] = doubleMat[2][3];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][3][0] = doubleMat[3][0];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][3][1] = doubleMat[3][1];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][3][2] = doubleMat[3][2];
|
||||
// joinCheckMap[MayaJoint.name().asChar()][3][3] = doubleMat[3][3];
|
||||
|
||||
unsigned int startKeyFrameIndex = jointAnim.findClosest(MTime(startFrame, MTime::kNTSCField), &tmp);
|
||||
// exportJoint[MayaJoint.name().asChar()] = false;
|
||||
// }
|
||||
// else if(!exportJoint[MayaJoint.name().asChar()])//!exportJoint[MayaJoint.name().asChar()])
|
||||
// {
|
||||
// double doubleMat[4][4];
|
||||
|
||||
if (tmp == MStatus::kFailure)
|
||||
MGlobal::displayInfo(MString() + "Fail :c");
|
||||
// doubleMat[0][0] = joinCheckMap[MayaJoint.name().asChar()][0][0];
|
||||
// doubleMat[0][1] = joinCheckMap[MayaJoint.name().asChar()][0][1];
|
||||
// doubleMat[0][2] = joinCheckMap[MayaJoint.name().asChar()][0][2];
|
||||
// doubleMat[0][3] = joinCheckMap[MayaJoint.name().asChar()][0][3];
|
||||
// doubleMat[1][0] = joinCheckMap[MayaJoint.name().asChar()][1][0];
|
||||
// doubleMat[1][1] = joinCheckMap[MayaJoint.name().asChar()][1][1];
|
||||
// doubleMat[1][2] = joinCheckMap[MayaJoint.name().asChar()][1][2];
|
||||
// doubleMat[1][3] = joinCheckMap[MayaJoint.name().asChar()][1][3];
|
||||
// doubleMat[2][0] = joinCheckMap[MayaJoint.name().asChar()][2][0];
|
||||
// doubleMat[2][1] = joinCheckMap[MayaJoint.name().asChar()][2][1];
|
||||
// doubleMat[2][2] = joinCheckMap[MayaJoint.name().asChar()][2][2];
|
||||
// doubleMat[2][3] = joinCheckMap[MayaJoint.name().asChar()][2][3];
|
||||
// doubleMat[3][0] = joinCheckMap[MayaJoint.name().asChar()][3][0];
|
||||
// doubleMat[3][1] = joinCheckMap[MayaJoint.name().asChar()][3][1];
|
||||
// doubleMat[3][2] = joinCheckMap[MayaJoint.name().asChar()][3][2];
|
||||
// doubleMat[3][3] = joinCheckMap[MayaJoint.name().asChar()][3][3];
|
||||
|
||||
if (startFrame * oneDivSixty <= jointAnim.time(startKeyFrameIndex).value() && jointAnim.time(startKeyFrameIndex).value() <= endFrame * oneDivSixty) {
|
||||
animatedJoints.push_back(jointIt.item());
|
||||
i = 9;
|
||||
break;
|
||||
}
|
||||
// MMatrix tmp(doubleMat);
|
||||
// if (!tmp.isEquivalent(transformationMatrix)) {
|
||||
// MGlobal::displayInfo(MString() + MayaJoint.name() + " is exported");
|
||||
// exportJoint[MayaJoint.name().asChar()] = true;
|
||||
// animatedJoints.push_back(MayaJoint.object());
|
||||
// }
|
||||
// }
|
||||
|
||||
unsigned int endKeyFrameIndex = jointAnim.findClosest(MTime(endFrame, MTime::kNTSCField));
|
||||
MGlobal::displayInfo(MString() + startKeyFrameIndex + " " + endKeyFrameIndex);
|
||||
/*for (int i = 0; i < 9; i++)
|
||||
{
|
||||
MStatus tmp;
|
||||
MPlug plug = depNode.findPlug(attr[i].c_str(), &tmp);
|
||||
|
||||
if (startFrame * oneDivSixty <= jointAnim.time(endKeyFrameIndex).value() && jointAnim.time(endKeyFrameIndex).value() <= endFrame * oneDivSixty || endKeyFrameIndex - startKeyFrameIndex > 0) {
|
||||
animatedJoints.push_back(jointIt.item());
|
||||
i = 9;
|
||||
break;
|
||||
}
|
||||
MPlugArray connections;
|
||||
plug.connectedTo(connections, true, false, 0);
|
||||
for (int j = 0; j != connections.length(); j++) {
|
||||
MObject connected = connections[j].node();
|
||||
|
||||
MFnTransform MayaJoint(jointIt.item());
|
||||
if (connected.hasFn(MFn::kAnimCurve)) {
|
||||
|
||||
MPlug BindPose = MayaJoint.findPlug("bindPose");
|
||||
MDataHandle DataHandle;
|
||||
BindPose.getValue(DataHandle);
|
||||
MFnMatrixData MartixFn(DataHandle.data());
|
||||
MMatrix BindPoseMatrix = MartixFn.matrix();
|
||||
MFnAnimCurve jointAnim(connected);
|
||||
|
||||
if (!BindPoseMatrix.isEquivalent(MayaJoint.transformationMatrix()))
|
||||
{
|
||||
MGlobal::displayError(MString() + animationName.c_str() + " is using " + MayaJoint.name() + " that is not in bind pose nor is it key framed in the animation, the exported animation will NOT correspond to the animation in Maya");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//MGlobal::displayInfo(MString() + "curve : " + jointAnim.name());
|
||||
//MGlobal::displayInfo(MString() + "curve keys : " + jointAnim.numKeys());
|
||||
//MGlobal::displayInfo(MString() + "curve keyframes : " + jointAnim.numKeyframes());
|
||||
//MGlobal::displayInfo(MString() + "startFrame : " + startFrame);
|
||||
//MGlobal::displayInfo(MString() + "endFrame : " + endFrame);
|
||||
|
||||
jointIt.next();
|
||||
}
|
||||
unsigned int startKeyFrameIndex = jointAnim.findClosest(MTime(startFrame, MTime::kNTSCField), &tmp);
|
||||
|
||||
int currentFrame = startFrame;
|
||||
while (currentFrame != endFrame + 1) { // ANDREAS
|
||||
Animation::Keyframe thisKeyFrame;
|
||||
thisKeyFrame.Index = currentFrame - startFrame;
|
||||
thisKeyFrame.Time = thisKeyFrame.Index * oneDivSixty;
|
||||
if (tmp == MStatus::kFailure)
|
||||
MGlobal::displayInfo(MString() + "Fail :c");
|
||||
|
||||
MAnimControl::setCurrentTime(MTime(currentFrame, MTime::kNTSCField));
|
||||
MTime time = MAnimControl::currentTime();
|
||||
if (startFrame * oneDivSixty <= jointAnim.time(startKeyFrameIndex).value() && jointAnim.time(startKeyFrameIndex).value() <= endFrame * oneDivSixty) {
|
||||
//MGlobal::displayInfo(MString() + "Start key time : " + jointAnim.time(startKeyFrameIndex).value());
|
||||
|
||||
for (auto aJoint : animatedJoints){
|
||||
MFnTransform thisJoint(aJoint);
|
||||
Animation::Keyframe::JointProperty joint;
|
||||
|
||||
auto it = std::find(m_Hierarchy.begin(), m_Hierarchy.end(), thisJoint.object());
|
||||
if (it != m_Hierarchy.end()) {
|
||||
joint.ID = it - m_Hierarchy.begin();
|
||||
}
|
||||
else {
|
||||
MGlobal::displayError(MString() + "Could not find joint ID for: " + thisJoint.name());
|
||||
}
|
||||
|
||||
MTransformationMatrix Matrix = thisJoint.transformation();
|
||||
if (startFrame <= jointAnim.time(startKeyFrameIndex).value() && jointAnim.time(startKeyFrameIndex).value() <= endFrame ) {
|
||||
animatedJoints.push_back(jointIt.item());
|
||||
i = 9;
|
||||
break;
|
||||
}
|
||||
|
||||
unsigned int endKeyFrameIndex = jointAnim.findClosest(MTime(endFrame, MTime::kNTSCField));
|
||||
MGlobal::displayInfo(MString() + startKeyFrameIndex + " " + endKeyFrameIndex);
|
||||
MGlobal::displayInfo(MString() + "Fail!!!!!!!!!!!!!!!!!!!!!!!!!");
|
||||
|
||||
if (startFrame * oneDivSixty <= jointAnim.time(endKeyFrameIndex).value() && jointAnim.time(endKeyFrameIndex).value() <= endFrame * oneDivSixty || endKeyFrameIndex - startKeyFrameIndex > 0) {
|
||||
//MGlobal::displayInfo(MString() + "End key index : " + endKeyFrameIndex);
|
||||
//MGlobal::displayInfo(MString() + "end key time : " + jointAnim.time(endKeyFrameIndex).value());
|
||||
|
||||
/*MGlobal::displayInfo(MString() + "start keyfram index: " + startKeyFrameIndex + ". End keyfram index: " + endKeyFrameIndex + ".");*/
|
||||
|
||||
/*if (startFrame <= jointAnim.time(endKeyFrameIndex).value() && jointAnim.time(endKeyFrameIndex).value() <= endFrame || endKeyFrameIndex - startKeyFrameIndex > 0) {
|
||||
animatedJoints.push_back(jointIt.item());
|
||||
i = 9;
|
||||
break;
|
||||
}
|
||||
|
||||
MFnTransform MayaJoint(jointIt.item());
|
||||
|
||||
MPlug BindPose = MayaJoint.findPlug("bindPose");
|
||||
MDataHandle DataHandle;
|
||||
BindPose.getValue(DataHandle);
|
||||
MFnMatrixData MartixFn(DataHandle.data());
|
||||
MMatrix BindPoseMatrix = MartixFn.matrix();
|
||||
|
||||
if (!BindPoseMatrix.isEquivalent(MayaJoint.transformationMatrix()))
|
||||
{
|
||||
MGlobal::displayError(MString() + animationName.c_str() + " is using " + MayaJoint.name() + " that is not in bind pose nor is it key framed in the animation, the exported animation will NOT correspond to the animation in Maya");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // end of int i loop*/
|
||||
/* jointIt.next();
|
||||
}
|
||||
jointIt.reset();
|
||||
}*/
|
||||
|
||||
|
||||
int currentFrame = startFrame;
|
||||
while (currentFrame <= endFrame) { // ANDREAS
|
||||
Animation::Keyframe thisKeyFrame;
|
||||
thisKeyFrame.Index = currentFrame - startFrame;
|
||||
thisKeyFrame.Time = thisKeyFrame.Index * oneDivSixty;
|
||||
|
||||
MAnimControl::setCurrentTime(MTime(currentFrame, MTime::kNTSCField));
|
||||
MTime time = MAnimControl::currentTime();
|
||||
|
||||
MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint);
|
||||
unsigned int jointID = 0;
|
||||
while (!jointIt.isDone()) {
|
||||
MFnTransform thisJoint(jointIt.currentItem());
|
||||
MMatrix transformationMatrix = thisJoint.transformationMatrix();
|
||||
|
||||
double doubleMat[4][4];
|
||||
|
||||
if (currentFrame != startFrame){
|
||||
Animation::Keyframe::JointProperty joint;
|
||||
|
||||
doubleMat[0][0] = joinCheckMap[thisJoint.name().asChar()][0][0];
|
||||
doubleMat[0][1] = joinCheckMap[thisJoint.name().asChar()][0][1];
|
||||
doubleMat[0][2] = joinCheckMap[thisJoint.name().asChar()][0][2];
|
||||
doubleMat[0][3] = joinCheckMap[thisJoint.name().asChar()][0][3];
|
||||
doubleMat[1][0] = joinCheckMap[thisJoint.name().asChar()][1][0];
|
||||
doubleMat[1][1] = joinCheckMap[thisJoint.name().asChar()][1][1];
|
||||
doubleMat[1][2] = joinCheckMap[thisJoint.name().asChar()][1][2];
|
||||
doubleMat[1][3] = joinCheckMap[thisJoint.name().asChar()][1][3];
|
||||
doubleMat[2][0] = joinCheckMap[thisJoint.name().asChar()][2][0];
|
||||
doubleMat[2][1] = joinCheckMap[thisJoint.name().asChar()][2][1];
|
||||
doubleMat[2][2] = joinCheckMap[thisJoint.name().asChar()][2][2];
|
||||
doubleMat[2][3] = joinCheckMap[thisJoint.name().asChar()][2][3];
|
||||
doubleMat[3][0] = joinCheckMap[thisJoint.name().asChar()][3][0];
|
||||
doubleMat[3][1] = joinCheckMap[thisJoint.name().asChar()][3][1];
|
||||
doubleMat[3][2] = joinCheckMap[thisJoint.name().asChar()][3][2];
|
||||
doubleMat[3][3] = joinCheckMap[thisJoint.name().asChar()][3][3];
|
||||
|
||||
MMatrix LastJointMatrix(doubleMat);
|
||||
//Is same as last KeyFrame
|
||||
if (LastJointMatrix.isEquivalent(transformationMatrix)) {
|
||||
jointID++;
|
||||
jointIt.next();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
transformationMatrix.get(doubleMat);
|
||||
|
||||
joinCheckMap[thisJoint.name().asChar()][0][0] = doubleMat[0][0];
|
||||
joinCheckMap[thisJoint.name().asChar()][0][1] = doubleMat[0][1];
|
||||
joinCheckMap[thisJoint.name().asChar()][0][2] = doubleMat[0][2];
|
||||
joinCheckMap[thisJoint.name().asChar()][0][3] = doubleMat[0][3];
|
||||
joinCheckMap[thisJoint.name().asChar()][1][0] = doubleMat[1][0];
|
||||
joinCheckMap[thisJoint.name().asChar()][1][1] = doubleMat[1][1];
|
||||
joinCheckMap[thisJoint.name().asChar()][1][2] = doubleMat[1][2];
|
||||
joinCheckMap[thisJoint.name().asChar()][1][3] = doubleMat[1][3];
|
||||
joinCheckMap[thisJoint.name().asChar()][2][0] = doubleMat[2][0];
|
||||
joinCheckMap[thisJoint.name().asChar()][2][1] = doubleMat[2][1];
|
||||
joinCheckMap[thisJoint.name().asChar()][2][2] = doubleMat[2][2];
|
||||
joinCheckMap[thisJoint.name().asChar()][2][3] = doubleMat[2][3];
|
||||
joinCheckMap[thisJoint.name().asChar()][3][0] = doubleMat[3][0];
|
||||
joinCheckMap[thisJoint.name().asChar()][3][1] = doubleMat[3][1];
|
||||
joinCheckMap[thisJoint.name().asChar()][3][2] = doubleMat[3][2];
|
||||
joinCheckMap[thisJoint.name().asChar()][3][3] = doubleMat[3][3];
|
||||
|
||||
MTransformationMatrix Matrix = thisJoint.transformation();
|
||||
MPlug BindPose = thisJoint.findPlug("bindPose");
|
||||
MDataHandle DataHandle;
|
||||
BindPose.getValue(DataHandle);
|
||||
MFnMatrixData MartixFn(DataHandle.data());
|
||||
MMatrix BindPoseMatrix = MartixFn.matrix();
|
||||
Matrix = Matrix.asMatrix();
|
||||
|
||||
|
||||
MObject jointOrientObj = thisJoint.attribute("jointOrient");
|
||||
MFnNumericAttribute jointOrient(jointOrientObj);
|
||||
double jointOrientDouble[3];
|
||||
@@ -175,95 +301,96 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
MEulerRotation joEuler(jointOrientDouble[0], jointOrientDouble[1], jointOrientDouble[2]);
|
||||
MQuaternion jo = joEuler.asQuaternion();
|
||||
|
||||
double tmp[4];
|
||||
double tmp[4];
|
||||
Matrix.getRotationQuaternion(tmp[0], tmp[1], tmp[2], tmp[3]);
|
||||
MQuaternion rotation(tmp);
|
||||
|
||||
rotation = rotation * jo;
|
||||
rotation.get(tmp);
|
||||
|
||||
joint.Rotation[0] = tmp[0];
|
||||
joint.Rotation[1] = tmp[1];
|
||||
joint.Rotation[2] = tmp[2];
|
||||
joint.Rotation[3] = tmp[3];
|
||||
Matrix.getTranslation(MSpace::kTransform).get(tmp);
|
||||
joint.Position[0] = tmp[0];
|
||||
joint.Position[1] = tmp[1];
|
||||
joint.Position[2] = tmp[2];
|
||||
Matrix.getScale(tmp, MSpace::kTransform);
|
||||
joint.Scale[0] = tmp[0];
|
||||
joint.Scale[1] = tmp[1];
|
||||
joint.Scale[2] = tmp[2];
|
||||
Animation::Keyframe::JointProperty joint;
|
||||
joint.ID = jointID;
|
||||
|
||||
thisKeyFrame.JointProperties.push_back(joint);
|
||||
}
|
||||
returnData.Keyframes.push_back(thisKeyFrame);
|
||||
currentFrame++;
|
||||
}
|
||||
joint.Rotation[0] = tmp[0];
|
||||
joint.Rotation[1] = tmp[1];
|
||||
joint.Rotation[2] = tmp[2];
|
||||
joint.Rotation[3] = tmp[3];
|
||||
Matrix.getTranslation(MSpace::kTransform).get(tmp);
|
||||
joint.Position[0] = tmp[0];
|
||||
joint.Position[1] = tmp[1];
|
||||
joint.Position[2] = tmp[2];
|
||||
Matrix.getScale(tmp, MSpace::kTransform);
|
||||
joint.Scale[0] = tmp[0];
|
||||
joint.Scale[1] = tmp[1];
|
||||
joint.Scale[2] = tmp[2];
|
||||
|
||||
thisKeyFrame.JointProperties.push_back(joint);
|
||||
|
||||
jointID++;
|
||||
jointIt.next();
|
||||
}
|
||||
thisKeyFrame.NumberOfJoints = thisKeyFrame.JointProperties.size();
|
||||
returnData.Keyframes.push_back(thisKeyFrame);
|
||||
currentFrame++;
|
||||
}
|
||||
|
||||
returnData.NumKeyFrames = returnData.Keyframes.size();
|
||||
returnData.NumberOfJoints = animatedJoints.size();
|
||||
|
||||
return returnData;
|
||||
return returnData;
|
||||
}
|
||||
|
||||
std::vector<BindPoseSkeletonNode> Skeleton::GetBindPoses()
|
||||
{
|
||||
MStatus status;
|
||||
std::vector<BindPoseSkeletonNode> m_AllSkeletons;
|
||||
std::vector<MObject> m_Hierarchy;
|
||||
std::vector<BindPoseSkeletonNode> m_AllSkeletons;
|
||||
std::vector<MObject> m_Hierarchy;
|
||||
|
||||
MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint);
|
||||
BindPoseSkeletonNode SkeletonStorage;
|
||||
while (!jointIt.isDone()) {
|
||||
MFnTransform MayaJoint(jointIt.currentItem());
|
||||
BindPoseSkeletonNode::BindPoseJoint NewJoint;
|
||||
MItDag jointIt(MItDag::TraversalType::kDepthFirst, MFn::kJoint);
|
||||
BindPoseSkeletonNode SkeletonStorage;
|
||||
while (!jointIt.isDone()) {
|
||||
MFnTransform MayaJoint(jointIt.currentItem());
|
||||
BindPoseSkeletonNode::BindPoseJoint NewJoint;
|
||||
|
||||
if (MFnDependencyNode(MayaJoint.parent(0)).name() == "world") {
|
||||
if (SkeletonStorage.Joints.size() != 0) {
|
||||
m_AllSkeletons.push_back(SkeletonStorage);
|
||||
if (MFnDependencyNode(MayaJoint.parent(0)).object().apiType() != MFn::kJoint) {
|
||||
if (SkeletonStorage.Joints.size() != 0) {
|
||||
m_AllSkeletons.push_back(SkeletonStorage);
|
||||
|
||||
SkeletonStorage.Joints.clear();
|
||||
SkeletonStorage.Name.clear();
|
||||
}
|
||||
SkeletonStorage.Name = std::string(MayaJoint.name().asChar());
|
||||
NewJoint.ParentID = -1; // This joint is root
|
||||
}
|
||||
else {
|
||||
auto it = std::find(m_Hierarchy.begin(), m_Hierarchy.end(), MayaJoint.parent(0));
|
||||
if (it != m_Hierarchy.end()) {
|
||||
NewJoint.ParentID = it - m_Hierarchy.begin();
|
||||
}
|
||||
else {
|
||||
MGlobal::displayError(MString() + "Could not find joint parent for: " + MayaJoint.name());
|
||||
}
|
||||
}
|
||||
m_Hierarchy.push_back(MayaJoint.object());
|
||||
SkeletonStorage.Joints.clear();
|
||||
SkeletonStorage.Name.clear();
|
||||
}
|
||||
SkeletonStorage.Name = std::string(MayaJoint.name().asChar());
|
||||
NewJoint.ParentID = -1; // This joint is root
|
||||
} else {
|
||||
auto it = std::find(m_Hierarchy.begin(), m_Hierarchy.end(), MayaJoint.parent(0));
|
||||
if (it != m_Hierarchy.end()) {
|
||||
NewJoint.ParentID = it - m_Hierarchy.begin();
|
||||
} else {
|
||||
MGlobal::displayError(MString() + "Could not find joint parent for: " + MayaJoint.name());
|
||||
}
|
||||
}
|
||||
m_Hierarchy.push_back(MayaJoint.object());
|
||||
|
||||
MPlug BindPose = MayaJoint.findPlug("bindPose", &status);
|
||||
if (status != MS::kSuccess) {
|
||||
MPlug BindPose = MayaJoint.findPlug("bindPose", &status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "Could not find bindPose plug: " + status.errorString());
|
||||
}
|
||||
MDataHandle DataHandle;
|
||||
BindPose.getValue(DataHandle);
|
||||
MFnMatrixData MartixFn(DataHandle.data());
|
||||
MMatrix Matrix = MartixFn.matrix();
|
||||
MDataHandle DataHandle;
|
||||
BindPose.getValue(DataHandle);
|
||||
MFnMatrixData MartixFn(DataHandle.data());
|
||||
MMatrix Matrix = MartixFn.matrix();
|
||||
|
||||
|
||||
MVector tmp = MayaJoint.transformation().getTranslation(MSpace::kObject);
|
||||
MGlobal::displayError(MString() + "translation befor: " + tmp[0] + " " + tmp[1] + " " + tmp[2]);
|
||||
//Matrix[3][0] *= -1;
|
||||
//Matrix[3][2] *= -1;
|
||||
//Matrix[3][1] *= -1;
|
||||
|
||||
double test[3];
|
||||
MayaJoint.transformation().getScale(test, MSpace::kObject);
|
||||
MGlobal::displayError(MString() + "scale: " + test[0] + " " + test[1] + " " + test[2]);
|
||||
|
||||
MTransformationMatrix::RotationOrder order = MTransformationMatrix::RotationOrder::kXYZ;
|
||||
MayaJoint.transformation().getRotation(test, order);
|
||||
MGlobal::displayError(MString() + "rotation: " + test[0] + " " + test[1] + " " + test[2]);
|
||||
|
||||
|
||||
//----- test
|
||||
|
||||
|
||||
@@ -310,33 +437,33 @@ std::vector<BindPoseSkeletonNode> Skeleton::GetBindPoses()
|
||||
|
||||
Matrix = Matrix.inverse();
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
NewJoint.OffsetMatrix[i][j] = Matrix.matrix[i][j];
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
NewJoint.OffsetMatrix[i][j] = Matrix.matrix[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
NewJoint.Name = MayaJoint.name().asChar();
|
||||
NewJoint.Name = MayaJoint.name().asChar();
|
||||
NewJoint.NameLength = MayaJoint.name().length() + 1;
|
||||
NewJoint.ID = SkeletonStorage.Joints.size();
|
||||
//double tmp[3];
|
||||
//((MTransformationMatrix)Matrix).eulerRotation().asVector().get(tmp);
|
||||
//NewJoint.Rotation[0] = tmp[0];
|
||||
//NewJoint.Rotation[1] = tmp[1];
|
||||
//NewJoint.Rotation[2] = tmp[2];
|
||||
//((MTransformationMatrix)Matrix).getScale(tmp, MSpace::Space::kTransform);
|
||||
//NewJoint.Scale[0] = tmp[0];
|
||||
//NewJoint.Scale[1] = tmp[1];
|
||||
//NewJoint.Scale[2] = tmp[2];
|
||||
//((MTransformationMatrix)Matrix).getTranslation(MSpace::Space::kTransform).get(tmp);
|
||||
//NewJoint.Translation[0] = tmp[0];
|
||||
//NewJoint.Translation[1] = tmp[1];
|
||||
//NewJoint.Translation[2] = tmp[2];
|
||||
SkeletonStorage.Joints.push_back(NewJoint);
|
||||
//double tmp[3];
|
||||
//((MTransformationMatrix)Matrix).eulerRotation().asVector().get(tmp);
|
||||
//NewJoint.Rotation[0] = tmp[0];
|
||||
//NewJoint.Rotation[1] = tmp[1];
|
||||
//NewJoint.Rotation[2] = tmp[2];
|
||||
//((MTransformationMatrix)Matrix).getScale(tmp, MSpace::Space::kTransform);
|
||||
//NewJoint.Scale[0] = tmp[0];
|
||||
//NewJoint.Scale[1] = tmp[1];
|
||||
//NewJoint.Scale[2] = tmp[2];
|
||||
//((MTransformationMatrix)Matrix).getTranslation(MSpace::Space::kTransform).get(tmp);
|
||||
//NewJoint.Translation[0] = tmp[0];
|
||||
//NewJoint.Translation[1] = tmp[1];
|
||||
//NewJoint.Translation[2] = tmp[2];
|
||||
SkeletonStorage.Joints.push_back(NewJoint);
|
||||
SkeletonStorage.numBones++;
|
||||
jointIt.next();
|
||||
}
|
||||
m_AllSkeletons.push_back(SkeletonStorage);
|
||||
jointIt.next();
|
||||
}
|
||||
m_AllSkeletons.push_back(SkeletonStorage);
|
||||
|
||||
return m_AllSkeletons;
|
||||
return m_AllSkeletons;
|
||||
}
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
#include "MayaIncludes.h"
|
||||
#include "OutputData.h"
|
||||
@@ -21,6 +22,7 @@ public:
|
||||
|
||||
int Index = 0;
|
||||
float Time = 0;
|
||||
int NumberOfJoints;
|
||||
std::vector<JointProperty> JointProperties;
|
||||
};
|
||||
|
||||
@@ -28,7 +30,6 @@ public:
|
||||
int nameLength = 0;
|
||||
float Duration = 0;
|
||||
int NumKeyFrames = 0;
|
||||
int NumberOfJoints = 0;
|
||||
std::vector<Keyframe> Keyframes;
|
||||
|
||||
virtual void WriteBinary(std::ostream& out)
|
||||
@@ -37,11 +38,11 @@ public:
|
||||
out.write(Name.c_str(), Name.size() + 1);
|
||||
out.write((char*)&Duration, sizeof(float));
|
||||
out.write((char*)&NumKeyFrames, sizeof(int));
|
||||
out.write((char*)&NumberOfJoints, sizeof(int));
|
||||
//Här under loopas alla key frames igenom
|
||||
for (auto aKeyframe : Keyframes) {
|
||||
out.write((char*)&aKeyframe.Index, sizeof(int));
|
||||
out.write((char*)&aKeyframe.Time, sizeof(float));
|
||||
out.write((char*)&aKeyframe.NumberOfJoints, sizeof(int));
|
||||
for (auto aJoint : aKeyframe.JointProperties) {
|
||||
out.write((char*)&aJoint.ID, sizeof(int));
|
||||
out.write((char*)aJoint.Position, sizeof(float) * 3);
|
||||
@@ -55,11 +56,11 @@ public:
|
||||
{
|
||||
out << "Animation Name: " << Name << endl;
|
||||
out << "Duration: " << Duration << endl;
|
||||
out << "Number of KeyFrames: " << NumKeyFrames << endl;
|
||||
out << "Number of Joints: " << NumberOfJoints << endl;
|
||||
out << "Number of KeyFrames: " << NumKeyFrames << endl;
|
||||
for (auto aKeyframe : Keyframes) {
|
||||
out << "Frame: " << aKeyframe.Index << endl;
|
||||
out << "Time: " << aKeyframe.Time << endl;
|
||||
out << "Number of Joints: " << aKeyframe.NumberOfJoints << endl;
|
||||
for (auto aJoint : aKeyframe.JointProperties) {
|
||||
out << "Joint ID: " << aJoint.ID << endl;
|
||||
out << aJoint.Position[0] << " " << aJoint.Position[1] << " " << aJoint.Position[2] << endl;
|
||||
|
||||
Reference in New Issue
Block a user