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.
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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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