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:
Teejoon
2016-02-07 13:39:13 +01:00
parent ceab837e27
commit 92ab22e779
20 changed files with 971 additions and 309 deletions
+8 -8
View File
@@ -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);
}
+158 -50
View File
@@ -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;
}
}
}
+2 -2
View File
@@ -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);
}
+63 -13
View File
@@ -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
+27 -22
View File
@@ -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
+4 -1
View File
@@ -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);
+3 -3
View File
@@ -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) {