Changed .obj to .mesh for all meshes.
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@@ -39,7 +39,7 @@ void EditorRenderSystem::Update(double dt)
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continue;
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} catch (const std::exception&) {
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try {
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model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
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model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
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} catch (const std::exception&) {
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continue;
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}
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@@ -4,7 +4,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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InitializeTextures();
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InitializeBuffers();
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@@ -4,7 +4,7 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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@@ -94,6 +94,18 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}*/
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//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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auto animation = modelJob->Model->m_RawModel->m_Skeleton->GetAnimation("running");
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if (animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Model->m_RawModel->m_Skeleton->GetFrameBones(
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*animation,
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0.0f
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);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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@@ -4,7 +4,7 @@ DrawScreenQuadPass::DrawScreenQuadPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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InitializeShaderPrograms();
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}
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@@ -4,6 +4,9 @@
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RawModelCustom::RawModelCustom(std::string fileName)
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{
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if(fileName.substr(fileName.find_last_of(".")).compare(".mesh") != 0) {
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throw Resource::FailedLoadingException("Unknown model file format. Please use \".mesh\" files.");
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}
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fileName = fileName.erase(fileName.find_last_of("."), fileName.find_last_of(".") - fileName.size());
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ReadMeshFile(fileName);
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ReadMaterialFile(fileName);
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