Splatmapping now working.
Rendering pipleline now support 3 different types of Material: Basic: a material with a single color on every property (diffuse, specular, ect). SingleTextures: a material with a single texture in all or any property. Have a single color on the rest. SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted. All materials with a texture has a UVRepeat, telling how many time to till in U and in V. modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture MayaExported exports 3 differnt types of material, the same as the piplen now supports.
This commit is contained in:
@@ -53,6 +53,7 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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};
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#endif
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@@ -15,7 +15,7 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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@@ -14,7 +14,7 @@ private:
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public:
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~Model();
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const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
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const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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@@ -14,39 +14,98 @@
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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: 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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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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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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ModelID = model->ResourceID;
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Type = matProp.type;
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::RawModel::MaterialBasic* matGroup = matProp.material;
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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if (Model->isSkined()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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else {
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//JOHAN TODO: Add Non-skined shader
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}
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TextureID = 0;
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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if (Model->isSkined()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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}
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else {
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//JOHAN TODO: Add Non-skined shader
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}
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::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
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TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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DiffuseTexture.push_back(singleTextures->ColorMap.Texture.get());
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture.push_back(singleTextures->NormalMap.Texture.get());
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture.push_back(singleTextures->SpecularMap.Texture.get());
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture.push_back(singleTextures->IncandescenceMap.Texture.get());
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}
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}
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break;
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case ::RawModel::MaterialType::SplatMapping:
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{
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if (Model->isSkined()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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else {
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//JOHAN TODO: Add Non-skinned shader
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = SplatTextures->SplatMap.Texture.get();
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TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
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if (modelComponent["DiffuseTexture"]) {
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for (auto texture : SplatTextures->ColorMaps) {
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DiffuseTexture.push_back(texture.Texture.get());
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}
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}
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if (modelComponent["NormalMap"]) {
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for (auto texture : SplatTextures->NormalMaps) {
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NormalTexture.push_back(texture.Texture.get());
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}
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}
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if (modelComponent["SpecularMap"]) {
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for (auto texture : SplatTextures->SpecularMaps) {
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SpecularTexture.push_back(texture.Texture.get());
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}
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}
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if (modelComponent["GlowMap"]) {
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for (auto texture : SplatTextures->IncandescenceMaps) {
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IncandescenceTexture.push_back(texture.Texture.get());
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}
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}
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}
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break;
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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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StartIndex = matGroup->StartIndex;
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EndIndex = matGroup->EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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@@ -68,13 +127,16 @@ struct ModelJob : RenderJob
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unsigned int TextureID;
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unsigned int ShaderID;
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unsigned int ModelID;
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::RawModel::MaterialType Type;
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* IncandescenceTexture;
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const Texture* SplatMap;
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std::vector<const Texture*> DiffuseTexture;
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std::vector<const Texture*> NormalTexture;
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std::vector<const Texture*> SpecularTexture;
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std::vector<const Texture*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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@@ -95,7 +157,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID;
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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}
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};
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@@ -76,10 +76,10 @@ public:
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struct MaterialSingleTextures : public MaterialBasic
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{
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TextureProperties ColorMaps;
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TextureProperties NormalMaps;
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TextureProperties SpecularMaps;
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TextureProperties IncandescenceMaps;
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TextureProperties ColorMap;
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TextureProperties NormalMap;
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TextureProperties SpecularMap;
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TextureProperties IncandescenceMap;
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};
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enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
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@@ -136,10 +136,10 @@ private:
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void ReadMaterialFile(std::string filePath);
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void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialBasic(MaterialBasic* Material, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSingleTexture(MaterialSingleTextures* Material, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSplatMapping(MaterialSplatMapping* Material, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialTextureProperties(TextureProperties& texture, unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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void ReadAnimationFile(std::string filePath);
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void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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@@ -47,7 +47,6 @@ private:
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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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};
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#endif
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@@ -0,0 +1,245 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec2 ScreenDimensions;
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uniform float FillPercentage;
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uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 3) uniform sampler2D DiffuseTexture3;
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layout (binding = 4) uniform sampler2D DiffuseTexture4;
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layout (binding = 5) uniform sampler2D DiffuseTexture5;
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layout (binding = 6) uniform sampler2D NormalMapTexture1;
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layout (binding = 7) uniform sampler2D NormalMapTexture2;
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layout (binding = 8) uniform sampler2D NormalMapTexture3;
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layout (binding = 9) uniform sampler2D NormalMapTexture4;
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layout (binding = 10) uniform sampler2D NormalMapTexture5;
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layout (binding = 11) uniform sampler2D SpecularMapTexture1;
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layout (binding = 12) uniform sampler2D SpecularMapTexture2;
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layout (binding = 13) uniform sampler2D SpecularMapTexture3;
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layout (binding = 14) uniform sampler2D SpecularMapTexture4;
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layout (binding = 15) uniform sampler2D SpecularMapTexture5;
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layout (binding = 16) uniform sampler2D GlowMapTexture1;
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layout (binding = 17) uniform sampler2D GlowMapTexture2;
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layout (binding = 18) uniform sampler2D GlowMapTexture3;
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layout (binding = 19) uniform sampler2D GlowMapTexture4;
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layout (binding = 20) uniform sampler2D GlowMapTexture5;
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#define TILE_SIZE 16
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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float LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist, falloff);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
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}
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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#define TEXTURE_TILE 5.0
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vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D, vec2 tileValues){
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vec4 R_Channel = texture2D(R, Input.TextureCoordinate * tileValues);
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vec4 G_Channel = texture2D(G, Input.TextureCoordinate * tileValues);
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vec4 B_Channel = texture2D(B, Input.TextureCoordinate * tileValues);
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vec4 A_Channel = texture2D(A, Input.TextureCoordinate * tileValues);
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vec4 D_Channel = texture2D(D, Input.TextureCoordinate * tileValues);
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
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blendValue.a / total;
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}
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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return blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.b * B_Channel
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+ blendValue.a * A_Channel
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+ D_percent * D_Channel;
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}
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vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D, vec2 tileValues){
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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vec3 R_Channel = texture(R, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 G_Channel = texture(G, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 B_Channel = texture(B, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 A_Channel = texture(A, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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vec3 D_Channel = texture(D, Input.TextureCoordinate * tileValues).xyz * 2.0 - vec3(1.0);
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if(blendValue.length() > 1.0f){
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blendValue = normalize(blendValue);
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}
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float D_percent = 1.0f - blendValue.r - blendValue.g - blendValue.b - blendValue.a;
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vec3 Normal_result = blendValue.r * R_Channel
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+ blendValue.g * G_Channel
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+ blendValue.b * B_Channel
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+ blendValue.a * A_Channel
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+ D_percent * D_Channel;
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return vec4(TBN * normalize(Normal_result), 0.0);
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}
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void main()
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{
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3, DiffuseTexture4, DiffuseTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3, GlowMapTexture4, GlowMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularMapTexture4, SpecularMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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vec4 position = V * M * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalMapTexture4, NormalMapTexture5, vec2(TEXTURE_TILE, TEXTURE_TILE));
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
int l = int(LightIndex[i]);
|
||||
LightSource light = LightSources.List[l];
|
||||
|
||||
LightResult light_result;
|
||||
//These if statements should be removed.
|
||||
if(light.Type == 1) { // point
|
||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
//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;
|
||||
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||
sceneColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -77,8 +77,8 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_iterations; i++) {
|
||||
@@ -90,8 +90,8 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
//horizontal pass
|
||||
|
||||
@@ -102,8 +102,8 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
@@ -115,8 +115,8 @@ void DrawBloomPass::Draw(GLuint texture)
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
}
|
||||
|
||||
@@ -38,6 +38,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLf
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
@@ -55,6 +55,15 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectProgram->Link();
|
||||
GLERROR("Creating explosion program");
|
||||
|
||||
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->Compile();
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusSplatMapProgram->Link();
|
||||
GLERROR("Creating SplatMap program");
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
@@ -114,8 +123,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
{
|
||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||
GLERROR("forwardHandle");
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
|
||||
GLERROR("explosionHandle");
|
||||
GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
@@ -171,14 +181,32 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
m_ForwardPlusProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind Forward program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//bind textures
|
||||
BindModelTextures(modelJob);
|
||||
GLERROR("asdasd");
|
||||
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
|
||||
//bind textures
|
||||
BindModelTextures(modelJob);
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
@@ -230,48 +258,65 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
|
||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->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()));
|
||||
GLERROR("Bind 1 uniform");
|
||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
GLint Location_V = glGetUniformLocation(shaderHandle, "V");
|
||||
glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
GLERROR("Bind 3 uniform");
|
||||
GLint Location_P = glGetUniformLocation(shaderHandle, "P");
|
||||
glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
GLERROR("Bind 4 uniform");
|
||||
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
|
||||
glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
GLERROR("Bind 5 uniform");
|
||||
|
||||
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);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
|
||||
glUniform1f(Location_FillPercentage, job->FillPercentage);
|
||||
GLERROR("Bind 6 uniform");
|
||||
GLint Location_DiffuseColor = glGetUniformLocation(shaderHandle, "DiffuseColor");
|
||||
glUniform4fv(Location_DiffuseColor, 1, glm::value_ptr(job->DiffuseColor));
|
||||
GLERROR("Bind 7 uniform");
|
||||
GLint Location_FillColor = glGetUniformLocation(shaderHandle, "FillColor");
|
||||
glUniform4fv(Location_FillColor, 1, glm::value_ptr(job->FillColor));
|
||||
GLERROR("Bind 8 uniform");
|
||||
GLint Location_Color = glGetUniformLocation(shaderHandle, "Color");
|
||||
glUniform4fv(Location_Color, 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 9 uniform");
|
||||
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
|
||||
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
|
||||
|
||||
GLERROR("END");
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (job->NormalTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture->m_Texture);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
if (job->SpecularTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
@@ -279,32 +324,95 @@ void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& j
|
||||
|
||||
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);
|
||||
}
|
||||
switch (job->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->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_TEXTURE1);
|
||||
if (job->NormalTexture.size() > 0 && job->NormalTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->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_TEXTURE2);
|
||||
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->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);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->m_Texture);
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
//Bind 5 diffuse textures
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->m_Texture);
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
//Bind 5 Normal textures
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->m_Texture);
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
//Bind 5 Specular textures
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->m_Texture);
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
//Bind 5 Incandescence textures
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i] != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->m_Texture);
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,6 +32,6 @@ void DrawScreenQuadPass::Draw(GLuint texture)
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
}
|
||||
|
||||
@@ -5,19 +5,69 @@ Model::Model(std::string fileName)
|
||||
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
|
||||
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
|
||||
|
||||
for (auto& group : m_RawModel->MaterialGroups) {
|
||||
if (!group.TexturePath.empty()) {
|
||||
group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
|
||||
}
|
||||
if (!group.NormalMapPath.empty()) {
|
||||
group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
|
||||
}
|
||||
if (!group.SpecularMapPath.empty()) {
|
||||
group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
|
||||
}
|
||||
if (!group.IncandescenceMapPath.empty()) {
|
||||
group.IncandescenceMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.IncandescenceMapPath));
|
||||
}
|
||||
for (auto& materialProperty : m_RawModel->m_Materials) {
|
||||
switch (materialProperty.type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
|
||||
if (!materialSingleTexture->ColorMap.TexturePath.empty()) {
|
||||
materialSingleTexture->ColorMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->ColorMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->NormalMap.TexturePath.empty()) {
|
||||
materialSingleTexture->NormalMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->NormalMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->SpecularMap.TexturePath.empty()) {
|
||||
materialSingleTexture->SpecularMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->SpecularMap.TexturePath));
|
||||
}
|
||||
if (!materialSingleTexture->IncandescenceMap.TexturePath.empty()) {
|
||||
materialSingleTexture->IncandescenceMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSingleTexture->IncandescenceMap.TexturePath));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
|
||||
if (!materialSplatMapping->SplatMap.TexturePath.empty()) {
|
||||
materialSplatMapping->SplatMap.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(materialSplatMapping->SplatMap.TexturePath));
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->ColorMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->NormalMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
} else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->SpecularMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->IncandescenceMaps)
|
||||
{
|
||||
if (!texture.TexturePath.empty()) {
|
||||
texture.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(texture.TexturePath));
|
||||
}
|
||||
else {
|
||||
texture.Texture = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Generate GL buffers
|
||||
|
||||
@@ -34,7 +34,7 @@ void RawModelCustom::ReadMeshFile(std::string filePath)
|
||||
ReadMeshFileHeader(offset, fileData);
|
||||
ReadMesh(offset, fileData, fileByteSize);
|
||||
}
|
||||
delete fileData;
|
||||
delete[] fileData;
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMeshFileHeader(std::size_t& offset, char* fileData)
|
||||
@@ -116,7 +116,7 @@ void RawModelCustom::ReadMaterialFile(std::string filePath)
|
||||
if (fileByteSize > 0) {
|
||||
ReadMaterials(offset, fileData, fileByteSize);
|
||||
}
|
||||
delete fileData;
|
||||
delete[] fileData;
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
@@ -169,15 +169,8 @@ void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, con
|
||||
m_Materials.push_back(newMaterialProperty);
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMaterialBasic(RawModelCustom::MaterialBasic* newMaterial, unsigned int &offset, char* fileData, unsigned int& fileByteSize)
|
||||
void RawModelCustom::ReadMaterialBasic(RawModelCustom::MaterialBasic* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
{
|
||||
if (offset + sizeof(unsigned int) * 4 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material texture names length failed");
|
||||
}
|
||||
|
||||
unsigned int* nameLengths = (unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int) * 4;
|
||||
|
||||
if (offset + sizeof(float) * 11 + sizeof(unsigned int) * 2 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material specular, reflection, color and start and end index values failed");
|
||||
}
|
||||
@@ -200,42 +193,49 @@ void RawModelCustom::ReadMaterialBasic(RawModelCustom::MaterialBasic* newMateria
|
||||
offset += sizeof(unsigned int);
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMaterialSingleTexture(RawModelCustom::MaterialSingleTextures* newMaterial, unsigned int &offset, char* fileData, unsigned int& fileByteSize)
|
||||
{
|
||||
unsigned char numberOfMaps[4];
|
||||
void RawModelCustom::ReadMaterialSingleTexture(RawModelCustom::MaterialSingleTextures* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
{
|
||||
ReadMaterialBasic(newMaterial, offset, fileData, fileByteSize);
|
||||
if (offset + sizeof(unsigned char) * 4 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material NumOfMaps failed");
|
||||
}
|
||||
unsigned char numberOfMaps[4];
|
||||
memcpy(numberOfMaps, fileData + offset, sizeof(unsigned char) * 4);
|
||||
offset += sizeof(unsigned char) * 4;
|
||||
|
||||
if (numberOfMaps[0] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->ColorMaps, offset, fileData, fileByteSize);
|
||||
ReadMaterialTextureProperties(newMaterial->ColorMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
if (numberOfMaps[1] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->SpecularMaps, offset, fileData, fileByteSize);
|
||||
ReadMaterialTextureProperties(newMaterial->SpecularMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
if (numberOfMaps[2] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->NormalMaps, offset, fileData, fileByteSize);
|
||||
ReadMaterialTextureProperties(newMaterial->NormalMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
if (numberOfMaps[3] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->IncandescenceMaps, offset, fileData, fileByteSize);
|
||||
ReadMaterialTextureProperties(newMaterial->IncandescenceMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMaterialSplatMapping(RawModelCustom::MaterialSplatMapping* newMaterial, unsigned int &offset, char* fileData, unsigned int& fileByteSize)
|
||||
void RawModelCustom::ReadMaterialSplatMapping(RawModelCustom::MaterialSplatMapping* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
{
|
||||
ReadMaterialBasic(newMaterial, offset, fileData, fileByteSize);
|
||||
ReadMaterialTextureProperties(newMaterial->SplatMap, offset, fileData, fileByteSize);
|
||||
unsigned char numberOfMaps[4];
|
||||
if (offset + sizeof(unsigned char) * 4 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material NumOfMaps failed");
|
||||
}
|
||||
|
||||
unsigned char numberOfMaps[4];
|
||||
memcpy(numberOfMaps, fileData + offset, sizeof(unsigned char) * 4);
|
||||
offset += sizeof(unsigned char) * 4;
|
||||
|
||||
newMaterial->ColorMaps.resize(numberOfMaps[0]);
|
||||
for (unsigned char i = 0; i < numberOfMaps[0]; i++)
|
||||
{
|
||||
@@ -261,8 +261,10 @@ void RawModelCustom::ReadMaterialSplatMapping(RawModelCustom::MaterialSplatMappi
|
||||
}
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProperties& texture, unsigned int &offset, char* fileData, unsigned int& fileByteSize) {
|
||||
void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize) {
|
||||
unsigned int nameLength = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (nameLength > 0) {
|
||||
if (offset + nameLength > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material texture path failed");
|
||||
@@ -312,7 +314,7 @@ void RawModelCustom::ReadAnimationFile(std::string filePath)
|
||||
ReadAnimationBindPoses(offset, fileData, fileByteSize);
|
||||
ReadAnimationClips(offset, fileData, fileByteSize, numAnimations);
|
||||
}
|
||||
delete fileData;
|
||||
delete[] fileData;
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
@@ -432,7 +434,7 @@ void RawModelCustom::ReadAnimationClipSingle(std::size_t& offset, char* fileData
|
||||
#endif
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadAnimationKeyFrame(std::size_t& &offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation)
|
||||
void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation)
|
||||
{
|
||||
Skeleton::Animation::Keyframe newKeyFrame;
|
||||
|
||||
@@ -475,6 +477,9 @@ RawModelCustom::~RawModelCustom()
|
||||
if (m_Skeleton != nullptr) {
|
||||
delete m_Skeleton;
|
||||
}
|
||||
for (auto material : m_Materials) {
|
||||
delete material.material;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -113,6 +113,7 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
|
||||
if (cModel["Transparent"]) {
|
||||
transparentJobs.push_back(explosionEffectJob);
|
||||
} else {
|
||||
explosionEffectJob->CalculateHash();
|
||||
opaqueJobs.push_back(explosionEffectJob);
|
||||
}
|
||||
} else {
|
||||
@@ -132,6 +133,7 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
|
||||
if (cModel["Transparent"]) {
|
||||
transparentJobs.push_back(modelJob);
|
||||
} else {
|
||||
modelJob->CalculateHash();
|
||||
opaqueJobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
@@ -196,7 +198,7 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
|
||||
if (texts == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
for (auto& textComponent : *texts) {
|
||||
bool visible = textComponent["Visible"];
|
||||
if (!visible) {
|
||||
@@ -252,6 +254,7 @@ void RenderSystem::Update(double dt)
|
||||
}
|
||||
|
||||
fillModels(scene.OpaqueObjects, scene.TransparentObjects);
|
||||
scene.OpaqueObjects.sort();
|
||||
fillPointLights(scene.PointLightJobs, m_World);
|
||||
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
||||
fillText(scene.TextJobs, m_World);
|
||||
|
||||
@@ -48,16 +48,16 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation& animation, doubl
|
||||
while (time > animation.Duration) {
|
||||
time -= animation.Duration;
|
||||
}
|
||||
|
||||
//JOHAN TODO: Ask Viktor about stuff
|
||||
//int currentKeyframeIndex = GetKeyframe(animation, time);
|
||||
|
||||
//const Animation::Keyframe& currentFrame = animation.Keyframes[currentKeyframeIndex];
|
||||
//const Animation::Keyframe& nextFrame = animation.Keyframes[(currentKeyframeIndex + 1) % animation.Keyframes.size()];
|
||||
double alpha = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
//double alpha = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
////auto animationFrame = Animations[""].Keyframes[frame];
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, static_cast<float>(alpha), frameBones, RootBone, glm::mat4(1));
|
||||
//AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, static_cast<float>(alpha), frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
|
||||
@@ -88,14 +88,30 @@ bool Material::findColorTexture(MaterialNode& material_node, MFnDependencyNode&
|
||||
newTexture.FileName = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
newTexture.FileNameLength = newTexture.FileName.length() + 1;
|
||||
|
||||
newTexture.UVTiling[0] = TextureNode.findPlug("RepeatU").asFloat();
|
||||
newTexture.UVTiling[1] = TextureNode.findPlug("RepeatV").asFloat();
|
||||
MPlug uvRepeatFile = TextureNode.findPlug("repeatUV");
|
||||
|
||||
uvRepeatFile.connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kPlace2dTexture)) {
|
||||
MFnDependencyNode place2DTexture(AllConnections[i].node());
|
||||
MPlug uvRepeat = place2DTexture.findPlug("repeatUV");
|
||||
|
||||
newTexture.UVTiling[0] = uvRepeat.child(0).asFloat();
|
||||
newTexture.UVTiling[1] = uvRepeat.child(1).asFloat();
|
||||
}
|
||||
}
|
||||
|
||||
material_node.ColorMaps.push_back(newTexture);
|
||||
if(material_node.type == MaterialNode::MaterialType::Basic)
|
||||
material_node.type = MaterialNode::MaterialType::SingleTextures;
|
||||
return true;
|
||||
|
||||
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
|
||||
MGlobal::displayInfo(MString() + "find splat map");
|
||||
return findSplatTextures(material_node, material_node.ColorMaps, MFnDependencyNode(AllConnections[i].node()));
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -130,11 +146,25 @@ bool Material::findNormalTexture(MaterialNode& material_node, MFnDependencyNode&
|
||||
newTexture.FileName = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
newTexture.FileNameLength = newTexture.FileName.length() + 1;
|
||||
|
||||
newTexture.UVTiling[0] = TextureNode.findPlug("RepeatU").asFloat();
|
||||
newTexture.UVTiling[1] = TextureNode.findPlug("RepeatV").asFloat();
|
||||
MPlug uvRepeatFile = TextureNode.findPlug("repeatUV");
|
||||
|
||||
uvRepeatFile.connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kPlace2dTexture)) {
|
||||
MFnDependencyNode place2DTexture(AllConnections[i].node());
|
||||
MPlug uvRepeat = place2DTexture.findPlug("repeatUV");
|
||||
|
||||
newTexture.UVTiling[0] = uvRepeat.child(0).asFloat();
|
||||
newTexture.UVTiling[1] = uvRepeat.child(1).asFloat();
|
||||
}
|
||||
}
|
||||
|
||||
material_node.NormalMaps.push_back(newTexture);
|
||||
return true;
|
||||
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
|
||||
MGlobal::displayInfo(MString() + "find splat map");
|
||||
return findSplatTextures(material_node, material_node.NormalMaps, MFnDependencyNode(AllConnections[i].node()));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -168,11 +198,28 @@ bool Material::findSpecularTexture(MaterialNode& material_node, MFnDependencyNod
|
||||
newTexture.FileName = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
newTexture.FileNameLength = newTexture.FileName.length() + 1;
|
||||
|
||||
newTexture.UVTiling[0] = TextureNode.findPlug("RepeatU").asFloat();
|
||||
newTexture.UVTiling[1] = TextureNode.findPlug("RepeatV").asFloat();
|
||||
MPlug uvRepeatFile = TextureNode.findPlug("repeatUV");
|
||||
|
||||
uvRepeatFile.connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kPlace2dTexture)) {
|
||||
//C:\Users\kamisama\Desktop\TacticalZ\assets\test
|
||||
MFnDependencyNode place2DTexture(AllConnections[i].node());
|
||||
MPlug uvRepeat = place2DTexture.findPlug("repeatUV");
|
||||
|
||||
newTexture.UVTiling[0] = uvRepeat.child(0).asFloat();
|
||||
newTexture.UVTiling[1] = uvRepeat.child(1).asFloat();
|
||||
}
|
||||
}
|
||||
|
||||
material_node.SpecularMaps.push_back(newTexture);
|
||||
if (material_node.type == MaterialNode::MaterialType::Basic)
|
||||
material_node.type = MaterialNode::MaterialType::SingleTextures;
|
||||
return true;
|
||||
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
|
||||
MGlobal::displayInfo(MString() + "find splat map");
|
||||
return findSplatTextures(material_node, material_node.SpecularMaps, MFnDependencyNode(AllConnections[i].node()));
|
||||
}
|
||||
}
|
||||
return false;
|
||||
@@ -203,21 +250,133 @@ bool Material::findIncandescenceTexture(MaterialNode& material_node, MFnDependen
|
||||
newTexture.FileName = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
newTexture.FileNameLength = newTexture.FileName.length() + 1;
|
||||
|
||||
newTexture.UVTiling[0] = TextureNode.findPlug("RepeatU").asFloat();
|
||||
newTexture.UVTiling[1] = TextureNode.findPlug("RepeatV").asFloat();
|
||||
MPlug uvRepeatFile = TextureNode.findPlug("repeatUV");
|
||||
|
||||
uvRepeatFile.connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kPlace2dTexture)) {
|
||||
MFnDependencyNode place2DTexture(AllConnections[i].node());
|
||||
MPlug uvRepeat = place2DTexture.findPlug("repeatUV");
|
||||
|
||||
newTexture.UVTiling[0] = uvRepeat.child(0).asFloat();
|
||||
newTexture.UVTiling[1] = uvRepeat.child(1).asFloat();
|
||||
}
|
||||
}
|
||||
|
||||
material_node.IncandescenceMaps.push_back(newTexture);
|
||||
if (material_node.type == MaterialNode::MaterialType::Basic)
|
||||
material_node.type = MaterialNode::MaterialType::SingleTextures;
|
||||
return true;
|
||||
|
||||
} else if (AllConnections[i].node().hasFn(MFn::kLayeredTexture)) {
|
||||
return findSplatTextures(material_node.IncandescenceMaps, MFnDependencyNode(AllConnections[i].node()));
|
||||
MGlobal::displayInfo(MString() + "find splat map");
|
||||
return findSplatTextures(material_node, material_node.IncandescenceMaps, MFnDependencyNode(AllConnections[i].node()));
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Material::findSplatTextures(std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node) {
|
||||
return false;
|
||||
//C:\Users\kamisama\Desktop\TacticalZ\assets\test
|
||||
|
||||
bool Material::findSplatTextures(MaterialNode& material_node, std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node) {
|
||||
//Get all Inputs in LayeredTexture
|
||||
MPlug inputs = node.findPlug("inputs");
|
||||
MGlobal::displayInfo(MString() + "inputs.numElements(): " + inputs.numElements());
|
||||
|
||||
MPlugArray AllConnections;
|
||||
MStatus test;
|
||||
//Try to find splat texture if using custom splatmap build up.
|
||||
inputs[0].child(1).connectedTo(AllConnections, true, false);
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kMultiplyDivide)) {
|
||||
MGlobal::displayInfo(MString() + "found kMultiplyDivide");
|
||||
MFnDependencyNode multiplyDivide(AllConnections[i].node());
|
||||
multiplyDivide.findPlug("input1", &test).child(0).connectedTo(AllConnections, true, false);;
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kFileTexture)) {
|
||||
MFnDependencyNode TextureNode(AllConnections[i].node());
|
||||
|
||||
std::string FullPath = TextureNode.findPlug("ftn").asString().asChar();
|
||||
m_TexturePaths.push_back(FullPath);
|
||||
|
||||
MString workspace;
|
||||
MStatus status = MGlobal::executeCommand(MString("workspace -q -rd;"),
|
||||
workspace);
|
||||
FullPath = FullPath.substr(workspace.length());
|
||||
FullPath = FullPath.substr(FullPath.find_first_of("/") + 1);
|
||||
|
||||
MaterialNode::Texture newTexture;
|
||||
|
||||
newTexture.FileName = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
newTexture.FileNameLength = newTexture.FileName.length() + 1;
|
||||
|
||||
MPlug uvRepeatFile = TextureNode.findPlug("repeatUV");
|
||||
|
||||
uvRepeatFile.connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kPlace2dTexture)) {
|
||||
MFnDependencyNode place2DTexture(AllConnections[i].node());
|
||||
MPlug uvRepeat = place2DTexture.findPlug("repeatUV");
|
||||
|
||||
newTexture.UVTiling[0] = uvRepeat.child(0).asFloat();
|
||||
newTexture.UVTiling[1] = uvRepeat.child(1).asFloat();
|
||||
}
|
||||
}
|
||||
material_node.SplatMap = newTexture;
|
||||
material_node.type = MaterialNode::MaterialType::SplatMapping;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < inputs.numElements(); i++) {
|
||||
//Get connections to color in input[i]
|
||||
inputs[i].child(0).connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kFileTexture)) {
|
||||
MFnDependencyNode TextureNode(AllConnections[i].node());
|
||||
|
||||
std::string FullPath = TextureNode.findPlug("ftn").asString().asChar();
|
||||
m_TexturePaths.push_back(FullPath);
|
||||
|
||||
MString workspace;
|
||||
MStatus status = MGlobal::executeCommand(MString("workspace -q -rd;"),
|
||||
workspace);
|
||||
FullPath = FullPath.substr(workspace.length());
|
||||
FullPath = FullPath.substr(FullPath.find_first_of("/") + 1);
|
||||
|
||||
MaterialNode::Texture newTexture;
|
||||
|
||||
newTexture.FileName = FullPath.erase(FullPath.find_last_of("."), FullPath.find_last_of(".") - FullPath.size());
|
||||
newTexture.FileNameLength = newTexture.FileName.length() + 1;
|
||||
|
||||
MPlug uvRepeatFile = TextureNode.findPlug("repeatUV");
|
||||
|
||||
uvRepeatFile.connectedTo(AllConnections, true, false);
|
||||
|
||||
for (int i = 0; i < AllConnections.length(); i++) {
|
||||
if (AllConnections[i].node().hasFn(MFn::kPlace2dTexture)) {
|
||||
MFnDependencyNode place2DTexture(AllConnections[i].node());
|
||||
MPlug uvRepeat = place2DTexture.findPlug("repeatUV");
|
||||
|
||||
newTexture.UVTiling[0] = uvRepeat.child(0).asFloat();
|
||||
newTexture.UVTiling[1] = uvRepeat.child(1).asFloat();
|
||||
}
|
||||
}
|
||||
textureVector.push_back(newTexture);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (AllConnections.length() == 0) {
|
||||
MaterialNode::Texture newTexture;
|
||||
newTexture.FileNameLength = 0;
|
||||
textureVector.push_back(newTexture);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Returns the absolute path for all textures. Use for copying texture files.
|
||||
@@ -244,8 +403,6 @@ 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();
|
||||
}
|
||||
@@ -262,7 +419,10 @@ std::vector<MaterialNode>* Material::DoIt(Mesh mesh)
|
||||
MaterialStorage.ReflectionFactor = 0.0f;
|
||||
MaterialStorage.SpecularExponent = 0.0f;
|
||||
}
|
||||
|
||||
MaterialStorage.NumColorMaps = MaterialStorage.ColorMaps.size();
|
||||
MaterialStorage.NumNormalMaps = MaterialStorage.NormalMaps.size();
|
||||
MaterialStorage.NumSpecularMaps = MaterialStorage.SpecularMaps.size();
|
||||
MaterialStorage.NumIncandescenceMaps = MaterialStorage.IncandescenceMaps.size();
|
||||
m_AllMaterials.push_back(MaterialStorage);
|
||||
}
|
||||
matIt.next();
|
||||
|
||||
@@ -17,6 +17,8 @@
|
||||
//#define NormalMapSplat 1 << 2
|
||||
//#define IncandescenceMapSplat 1 << 3
|
||||
|
||||
|
||||
|
||||
class MaterialNode : public OutputData
|
||||
{
|
||||
public:
|
||||
@@ -41,6 +43,10 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
|
||||
|
||||
MaterialType type = MaterialType::Basic;
|
||||
|
||||
std::string Name;
|
||||
|
||||
float ReflectionFactor;
|
||||
@@ -53,11 +59,11 @@ public:
|
||||
unsigned int IndexStart;
|
||||
unsigned int IndexEnd;
|
||||
|
||||
char NumColormaps = 0;
|
||||
char NumSpecularMap = 0;
|
||||
char NumNormalMap = 0;
|
||||
char NumIncandescenceMap = 0;
|
||||
|
||||
unsigned char NumColorMaps = 0;
|
||||
unsigned char NumSpecularMaps = 0;
|
||||
unsigned char NumNormalMaps = 0;
|
||||
unsigned char NumIncandescenceMaps = 0;
|
||||
Texture SplatMap;
|
||||
std::vector<Texture> ColorMaps;
|
||||
std::vector<Texture> SpecularMaps;
|
||||
std::vector<Texture> NormalMaps;
|
||||
@@ -65,6 +71,8 @@ public:
|
||||
|
||||
virtual void WriteBinary(std::ostream& out)
|
||||
{
|
||||
|
||||
out.write((char*)&type, sizeof(MaterialType));
|
||||
out.write((char*)&SpecularExponent, sizeof(float));
|
||||
out.write((char*)&ReflectionFactor, sizeof(float));
|
||||
|
||||
@@ -74,30 +82,52 @@ public:
|
||||
|
||||
out.write((char*)&IndexStart, sizeof(unsigned int));
|
||||
out.write((char*)&IndexEnd, sizeof(unsigned int));
|
||||
if (type != MaterialType::Basic) {
|
||||
if (type == MaterialType::SplatMapping) {
|
||||
SplatMap.WriteBinary(out);
|
||||
}
|
||||
out.write((char*)&NumColorMaps, sizeof(unsigned char));
|
||||
out.write((char*)&NumSpecularMaps, sizeof(unsigned char));
|
||||
out.write((char*)&NumNormalMaps, sizeof(unsigned char));
|
||||
out.write((char*)&NumIncandescenceMaps, sizeof(unsigned char));
|
||||
}
|
||||
|
||||
out.write((char*)&NumColormaps, sizeof(char));
|
||||
out.write((char*)&NumSpecularMap, sizeof(char));
|
||||
out.write((char*)&NumNormalMap, sizeof(char));
|
||||
out.write((char*)&NumIncandescenceMap, sizeof(char));
|
||||
|
||||
for(auto aTexture : ColorMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
for (auto aTexture : SpecularMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
for (auto aTexture : NormalMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
for (auto aTexture : IncandescenceMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
if (type != MaterialType::Basic) {
|
||||
for (auto aTexture : ColorMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
for (auto aTexture : SpecularMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
for (auto aTexture : NormalMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
for (auto aTexture : IncandescenceMaps) {
|
||||
aTexture.WriteBinary(out);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void WriteASCII(std::ostream& out) const
|
||||
{
|
||||
out << "New Material _ not in binary" << endl;
|
||||
out << "number of indices: " << Name << " _ not in binary" << endl;
|
||||
|
||||
out << "MaterialType(enum): ";
|
||||
switch (type) {
|
||||
case MaterialType::Basic:
|
||||
out << "Basic";
|
||||
break;
|
||||
case MaterialType::SplatMapping:
|
||||
out << "SplatMapping";
|
||||
break;
|
||||
case MaterialType::SingleTextures:
|
||||
out << "SingleTextures";
|
||||
break;
|
||||
};
|
||||
|
||||
out << endl;
|
||||
|
||||
out << "Material Name: " << Name << " _ not in binary" << endl;
|
||||
|
||||
out << "SpecularExponent: " << SpecularExponent << endl;
|
||||
out << "ReflectionFactor: " << ReflectionFactor << endl;
|
||||
@@ -107,37 +137,38 @@ public:
|
||||
out << "IndexStart: " << IndexStart << endl;
|
||||
out << "IndexEnd: " << IndexEnd << endl;
|
||||
|
||||
if (NumColormaps > 0)
|
||||
out << "NumColormaps: " << NumColormaps << endl;
|
||||
switch (type) {
|
||||
case MaterialType::SplatMapping:
|
||||
out << "SplatMap _ not in binary " << endl;
|
||||
SplatMap.WriteASCII(out);
|
||||
//Intended fall trought
|
||||
case MaterialType::SingleTextures:
|
||||
out << "NumColormaps (is unsigned char in Binary): " << ((unsigned int)NumColorMaps) << endl;
|
||||
out << "NumSpecularMap (is unsigned char in Binary): " << ((unsigned int)NumSpecularMaps) << endl;
|
||||
out << "NumNormalMap (is unsigned char in Binary): " << ((unsigned int)NumNormalMaps) << endl;
|
||||
out << "NumIncandescenceMap (is unsigned char in Binary): " << ((unsigned int)NumIncandescenceMaps )<< endl;
|
||||
|
||||
if (NumSpecularMap > 0)
|
||||
out << "NumSpecularMap: " << NumSpecularMap << endl;
|
||||
|
||||
if (NumNormalMap > 0)
|
||||
out << "NumNormalMap: " << NumNormalMap << endl;
|
||||
|
||||
if (NumIncandescenceMap > 0)
|
||||
out << "NumIncandescenceMap: " << NumIncandescenceMap << endl;
|
||||
out << "ColorMaps _ not in binary " << endl;
|
||||
for (auto aTexture : ColorMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
|
||||
out << "ColorMaps _ not in binary " << endl;
|
||||
for (auto aTexture : ColorMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
out << "SpecularMaps _ not in binary " << endl;
|
||||
for (auto aTexture : SpecularMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
|
||||
out << "SpecularMaps _ not in binary " << endl;
|
||||
for (auto aTexture : SpecularMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
out << "NormalMaps _ not in binary " << endl;
|
||||
for (auto aTexture : NormalMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
|
||||
out << "NormalMaps _ not in binary " << endl;
|
||||
for (auto aTexture : NormalMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
|
||||
out << "IncandescenceMaps _ not in binary " << endl;
|
||||
for (auto aTexture : IncandescenceMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
out << "IncandescenceMaps _ not in binary " << endl;
|
||||
for (auto aTexture : IncandescenceMaps) {
|
||||
aTexture.WriteASCII(out);
|
||||
}
|
||||
break;
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
@@ -158,7 +189,7 @@ private:
|
||||
bool findNormalTexture(MaterialNode& material_node, MFnDependencyNode& node);
|
||||
bool findSpecularTexture(MaterialNode& material_node, MFnDependencyNode& node);
|
||||
bool findIncandescenceTexture(MaterialNode& material_node, MFnDependencyNode& node);
|
||||
bool findSplatTextures(std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node);
|
||||
bool findSplatTextures(MaterialNode& material_node, std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node);
|
||||
void grabLambertProperties(MaterialNode& material_node, MFnDependencyNode& node);
|
||||
void grabBlinnProperties(MaterialNode& material_node, MFnDependencyNode& node);
|
||||
void grabPhongProperties(MaterialNode& material_node, MFnDependencyNode& node);
|
||||
|
||||
@@ -8,91 +8,91 @@ MeshClass::MeshClass()
|
||||
|
||||
}
|
||||
|
||||
std::map<int, MeshClass::WeightInfo> MeshClass::GetWeightData()
|
||||
{
|
||||
MS status;
|
||||
map<int, WeightInfo> weightMap;
|
||||
|
||||
MItDependencyNodes it(MFn::kSkinClusterFilter);
|
||||
|
||||
while (!it.isDone()) {
|
||||
|
||||
MObject object = it.thisNode(&status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + " it.thisNode() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
MFnSkinCluster skinCluster(object, &status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "skinCluster() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
MDagPathArray influences;
|
||||
|
||||
unsigned int nrOfInfluences = skinCluster.influenceObjects(influences,&status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "skinCluster.influenceObjects() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
|
||||
unsigned int index;
|
||||
index = skinCluster.indexForOutputConnection(0,&status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "skinCluster.indexForOutputConnection() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
MDagPath skinPath;
|
||||
status = skinCluster.getPathAtIndex(index, skinPath);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "skinCluster.getPathAtIndex() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
|
||||
MItGeometry geomIter(skinPath);
|
||||
//for (unsigned int i = 0; i < nrOfInfluences; i++) {
|
||||
// MGlobal::displayInfo(MString() + " Influence object name: " + influences[i].partialPathName().asChar());
|
||||
//}
|
||||
WeightInfo weightInfo;
|
||||
|
||||
while (!geomIter.isDone()) {
|
||||
MObject comp = geomIter.component(&status);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "geomIter.component() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
MFloatArray weights;
|
||||
unsigned int influenceCount;
|
||||
status = skinCluster.getWeights(skinPath, comp, weights, influenceCount);
|
||||
if (status != MS::kSuccess) {
|
||||
MGlobal::displayError(MString() + "skinCluster.getWeights() ERROR: " + status.errorString());
|
||||
break;
|
||||
}
|
||||
MFnDependencyNode test(comp);
|
||||
unsigned int nrOfWeights = 0;
|
||||
|
||||
for (unsigned int j = 0; j < weights.length() && nrOfWeights != 4; j++) {
|
||||
if (weights[j] > 0.00001) {
|
||||
weightInfo.BoneWeights[nrOfWeights] = weights[j];
|
||||
weightInfo.BoneIndices[nrOfWeights] = j;
|
||||
nrOfWeights++;
|
||||
}
|
||||
}
|
||||
|
||||
float totalWeight = 0.0f;
|
||||
for (unsigned int i = 0; i < 4; i++) {
|
||||
totalWeight += weightInfo.BoneWeights[i];
|
||||
}
|
||||
for (unsigned int i = 0; i < 4; i++) {
|
||||
weightInfo.BoneWeights[i] /= totalWeight;
|
||||
}
|
||||
weightMap[geomIter.index()] = weightInfo;
|
||||
|
||||
geomIter.next();
|
||||
}
|
||||
it.next();
|
||||
}
|
||||
return weightMap;
|
||||
}
|
||||
//std::map<int, MeshClass::WeightInfo> MeshClass::GetWeightData()
|
||||
//{
|
||||
// MS status;
|
||||
// map<int, WeightInfo> weightMap;
|
||||
//
|
||||
// MItDependencyNodes it(MFn::kSkinClusterFilter);
|
||||
//
|
||||
// while (!it.isDone()) {
|
||||
//
|
||||
// MObject object = it.thisNode(&status);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + " it.thisNode() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
// MFnSkinCluster skinCluster(object, &status);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + "skinCluster() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
// MDagPathArray influences;
|
||||
//
|
||||
// unsigned int nrOfInfluences = skinCluster.influenceObjects(influences,&status);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + "skinCluster.influenceObjects() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// unsigned int index;
|
||||
// index = skinCluster.indexForOutputConnection(0,&status);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + "skinCluster.indexForOutputConnection() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
// MDagPath skinPath;
|
||||
// status = skinCluster.getPathAtIndex(index, skinPath);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + "skinCluster.getPathAtIndex() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// MItGeometry geomIter(skinPath);
|
||||
// //for (unsigned int i = 0; i < nrOfInfluences; i++) {
|
||||
// // MGlobal::displayInfo(MString() + " Influence object name: " + influences[i].partialPathName().asChar());
|
||||
// //}
|
||||
// WeightInfo weightInfo;
|
||||
//
|
||||
// while (!geomIter.isDone()) {
|
||||
// MObject comp = geomIter.component(&status);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + "geomIter.component() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
// MFloatArray weights;
|
||||
// unsigned int influenceCount;
|
||||
// status = skinCluster.getWeights(skinPath, comp, weights, influenceCount);
|
||||
// if (status != MS::kSuccess) {
|
||||
// MGlobal::displayError(MString() + "skinCluster.getWeights() ERROR: " + status.errorString());
|
||||
// break;
|
||||
// }
|
||||
// MFnDependencyNode test(comp);
|
||||
// unsigned int nrOfWeights = 0;
|
||||
//
|
||||
// for (unsigned int j = 0; j < weights.length() && nrOfWeights != 4; j++) {
|
||||
// if (weights[j] > 0.00001) {
|
||||
// weightInfo.BoneWeights[nrOfWeights] = weights[j];
|
||||
// weightInfo.BoneIndices[nrOfWeights] = j;
|
||||
// nrOfWeights++;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// float totalWeight = 0.0f;
|
||||
// for (unsigned int i = 0; i < 4; i++) {
|
||||
// totalWeight += weightInfo.BoneWeights[i];
|
||||
// }
|
||||
// for (unsigned int i = 0; i < 4; i++) {
|
||||
// weightInfo.BoneWeights[i] /= totalWeight;
|
||||
// }
|
||||
// weightMap[geomIter.index()] = weightInfo;
|
||||
//
|
||||
// geomIter.next();
|
||||
// }
|
||||
// it.next();
|
||||
// }
|
||||
// return weightMap;
|
||||
//}
|
||||
|
||||
Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
{
|
||||
@@ -317,7 +317,7 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < 4; i++) {
|
||||
thisVertex.BoneWeights[i] = thisVertex.BoneWeights[i] / totalWeight;
|
||||
//thisVertex.BoneWeights[i] = thisVertex.BoneWeights[i] / totalWeight;
|
||||
}
|
||||
} else {
|
||||
thisVertex.useWeights = false;
|
||||
|
||||
@@ -62,7 +62,7 @@ public:
|
||||
|
||||
class Mesh : public OutputData {
|
||||
public:
|
||||
bool hasSkin = false;
|
||||
bool hasSkin = true; //Should be false by default... Have it true now since pipeline only support skinned vertecies
|
||||
unsigned int NumVertices;
|
||||
unsigned int NumIndices;
|
||||
std::vector<VertexLayout> Vertices;
|
||||
|
||||
@@ -230,7 +230,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
MTime time = MAnimControl::currentTime();
|
||||
|
||||
MFnTransform thisJoint(jointIt.currentItem());
|
||||
MTransformationMatrix TransformationMatrix = thisJoint.transformationMatrix();
|
||||
MTransformationMatrix transformationMatrix = thisJoint.transformationMatrix();
|
||||
|
||||
double doubleMat[4][4];
|
||||
|
||||
@@ -256,7 +256,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
|
||||
MMatrix LastJointMatrix(doubleMat);
|
||||
//Is same as last KeyFrame
|
||||
if (LastJointMatrix.isEquivalent(transformationMatrix)) {
|
||||
if (LastJointMatrix.isEquivalent(transformationMatrix.asMatrix())) {
|
||||
//jointID++;
|
||||
//jointIt.next();
|
||||
currentFrame++;
|
||||
@@ -264,7 +264,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
continue;
|
||||
} else if(!haxBool){
|
||||
haxBool = true;
|
||||
MTransformationMatrix TransformationMatrix = LastJointMatrix;
|
||||
MTransformationMatrix LastJointTransformationMatrix = LastJointMatrix;
|
||||
MObject jointOrientObj = thisJoint.attribute("jointOrient");
|
||||
MFnNumericAttribute jointOrient(jointOrientObj);
|
||||
double jointOrientDouble[3];
|
||||
@@ -279,7 +279,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
MQuaternion jo = joEuler.asQuaternion();
|
||||
|
||||
double tmp[4];
|
||||
TransformationMatrix.getRotationQuaternion(tmp[0], tmp[1], tmp[2], tmp[3]);
|
||||
LastJointTransformationMatrix.getRotationQuaternion(tmp[0], tmp[1], tmp[2], tmp[3]);
|
||||
MQuaternion rotation(tmp);
|
||||
|
||||
rotation = rotation * jo;
|
||||
@@ -294,11 +294,11 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
previousKeyFrame.Rotation[1] = tmp[1];
|
||||
previousKeyFrame.Rotation[2] = tmp[2];
|
||||
previousKeyFrame.Rotation[3] = tmp[3];
|
||||
TransformationMatrix.getTranslation(MSpace::kTransform).get(tmp);
|
||||
LastJointTransformationMatrix.getTranslation(MSpace::kTransform).get(tmp);
|
||||
previousKeyFrame.Position[0] = tmp[0];
|
||||
previousKeyFrame.Position[1] = tmp[1];
|
||||
previousKeyFrame.Position[2] = tmp[2];
|
||||
TransformationMatrix.getScale(tmp, MSpace::kTransform);
|
||||
LastJointTransformationMatrix.getScale(tmp, MSpace::kTransform);
|
||||
previousKeyFrame.Scale[0] = tmp[0];
|
||||
previousKeyFrame.Scale[1] = tmp[1];
|
||||
previousKeyFrame.Scale[2] = tmp[2];
|
||||
@@ -307,7 +307,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
}
|
||||
}
|
||||
|
||||
transformationMatrix.get(doubleMat);
|
||||
transformationMatrix.asMatrix().get(doubleMat);
|
||||
|
||||
//Save transformationMatrix to joinCheckMap
|
||||
joinCheckMap[thisJoint.name().asChar()][0][0] = doubleMat[0][0];
|
||||
@@ -327,8 +327,6 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
joinCheckMap[thisJoint.name().asChar()][3][2] = doubleMat[3][2];
|
||||
joinCheckMap[thisJoint.name().asChar()][3][3] = doubleMat[3][3];
|
||||
|
||||
MTransformationMatrix TransformationMatrix = thisJoint.transformation();
|
||||
|
||||
if (currentFrame == startFrame) {
|
||||
MPlug thisJointBindPose = thisJoint.findPlug("bindPose");
|
||||
MDataHandle DataHandle;
|
||||
@@ -348,7 +346,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
thisJointBindPoseMatrix = thisJointBindPoseMatrix * parentBindPoseMatrix.inverse();
|
||||
}
|
||||
|
||||
if (thisJointBindPoseMatrix.isEquivalent(TransformationMatrix.asMatrix())) {
|
||||
if (thisJointBindPoseMatrix.isEquivalent(transformationMatrix.asMatrix())) {
|
||||
//jointID++;
|
||||
//jointIt.next();
|
||||
currentFrame++;
|
||||
@@ -372,7 +370,7 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
MQuaternion jo = joEuler.asQuaternion();
|
||||
|
||||
double tmp[4];
|
||||
TransformationMatrix.getRotationQuaternion(tmp[0], tmp[1], tmp[2], tmp[3]);
|
||||
transformationMatrix.getRotationQuaternion(tmp[0], tmp[1], tmp[2], tmp[3]);
|
||||
MQuaternion rotation(tmp);
|
||||
|
||||
rotation = rotation * jo;
|
||||
@@ -386,11 +384,11 @@ Animation Skeleton::GetAnimData(std::string animationName, int startFrame, int e
|
||||
thisKeyFrame.Rotation[1] = tmp[1];
|
||||
thisKeyFrame.Rotation[2] = tmp[2];
|
||||
thisKeyFrame.Rotation[3] = tmp[3];
|
||||
TransformationMatrix.getTranslation(MSpace::kTransform).get(tmp);
|
||||
transformationMatrix.getTranslation(MSpace::kTransform).get(tmp);
|
||||
thisKeyFrame.Position[0] = tmp[0];
|
||||
thisKeyFrame.Position[1] = tmp[1];
|
||||
thisKeyFrame.Position[2] = tmp[2];
|
||||
TransformationMatrix.getScale(tmp, MSpace::kTransform);
|
||||
transformationMatrix.getScale(tmp, MSpace::kTransform);
|
||||
thisKeyFrame.Scale[0] = tmp[0];
|
||||
thisKeyFrame.Scale[1] = tmp[1];
|
||||
thisKeyFrame.Scale[2] = tmp[2];
|
||||
|
||||
Reference in New Issue
Block a user