Wrecked the last commit. Async loading works now.
This commit is contained in:
@@ -220,7 +220,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
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}
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
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if (modelRes == nullptr) {
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return false;
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}
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@@ -247,7 +247,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
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{
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ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
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ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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Model* modelRes = ResourceManager::LoadAsync<Model>(model["Resource"]);
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outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
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glm::vec3 mini = outBox.MinCorner();
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glm::vec3 maxi = outBox.MaxCorner();
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@@ -14,8 +14,6 @@ std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
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FileWatcher ResourceManager::m_FileWatcher;
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std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
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boost::recursive_mutex ResourceManager::m_Mutex;
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ResourceManager::SpecialResourcePointer ResourceManager::m_StillLoading;
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ResourceManager::SpecialResourcePointer ResourceManager::m_LoadWithMainThread;
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unsigned int ResourceManager::GetTypeID(std::string resourceType)
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{
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@@ -80,86 +78,6 @@ void ResourceManager::Update()
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m_FileWatcher.Check();
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}
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Resource* ResourceManager::LoadAsync(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
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{
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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//If the thread is still working.
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if (tIt->second.joinable()) {
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return nullptr;
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}
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//Else, the thread is done.
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m_LoadingThreads.erase(tIt);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//If the thread is done, but it cannot complete the rest, main thread must complete construction.
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if (it->second == m_LoadWithMainThread) {
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AssertIsMainThread();
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return createResource(resourceType, resourceName, parent);
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}
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return it->second;
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} else {
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//If cache is still empty at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//if ConstructByMainThread, createResource from Main.
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return it->second;
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}
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//Create a thread that loads the resource into cache.
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m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
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return nullptr;
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}
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Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
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{
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Resource* resource;
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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//Wait for the thread to finish loading.
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tIt->second.join();
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//Then delete the thread.
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m_LoadingThreads.erase(tIt);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//If the thread is done, but it cannot complete the rest, main thread must complete construction.
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if (it->second == m_LoadWithMainThread) {
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AssertIsMainThread();
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return createResource(resourceType, resourceName, parent);
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}
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return it->second;
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} else {
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//If cache is still empty at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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return it->second;
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}
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//If resource is not cached, load and return it.
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resource = createResource(resourceType, resourceName, parent);
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if (resource == m_LoadWithMainThread) {
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//If we entered here then we know the caller is a worker thread.
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//And we know the resource must be loaded from master thread.
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throw(WorkerCannotExecute());
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}
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return resource;
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}
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Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent)
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{
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//Lock the mutex immediately, and unlock it when leaving the function.
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@@ -174,12 +92,10 @@ Resource* ResourceManager::createResource(std::string resourceType, std::string
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Resource* resource = nullptr;
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try {
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resource = facIt->second(resourceName);
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} catch (const WorkerCannotExecute& e) {
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resource = m_LoadWithMainThread;
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} catch (const std::exception& e) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
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}
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if (resource != nullptr && resource != m_LoadWithMainThread) {
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if (resource != nullptr) {
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// Store IDs
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resource->TypeID = GetTypeID(resourceType);
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resource->ResourceID = GetNewResourceID(resource->TypeID);
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@@ -204,10 +120,3 @@ bool ResourceManager::IsMainThread()
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static boost::thread::id MainThreadId = boost::this_thread::get_id();
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return boost::this_thread::get_id() == MainThreadId;
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}
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void ResourceManager::AssertIsMainThread()
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{
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if (!IsMainThread()) {
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throw WorkerCannotExecute();
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}
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}
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@@ -3,58 +3,65 @@
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Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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}
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
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void Model::GlCommands()
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{
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//Call the base class method.
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RawModel::GlCommands();
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
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int stride = 0;
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for (int size : structSizes) {
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stride += size;
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}
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stride *= sizeof(GLfloat);
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int offset = 0;
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{
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int element = 0;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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}
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GLERROR("GLEW: BufferFail5");
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(7);
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glEnableVertexAttribArray(8);
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glEnableVertexAttribArray(9);
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glEnableVertexAttribArray(10);
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GLERROR("GLEW: BufferFail5");
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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//CreateBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
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int stride = 0;
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for (int size : structSizes) {
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stride += size;
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}
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stride *= sizeof(GLfloat);
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int offset = 0;
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{
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int element = 0;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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}
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GLERROR("GLEW: BufferFail5");
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(7);
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glEnableVertexAttribArray(8);
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glEnableVertexAttribArray(9);
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glEnableVertexAttribArray(10);
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GLERROR("GLEW: BufferFail5");
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//CreateBuffers();
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}
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Model::~Model()
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@@ -292,6 +292,22 @@ RawModel::RawModel(std::string fileName)
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}
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}
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void RawModel::GlCommands()
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{
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//Since RawModel contains Textures that was loaded in the constructor, their GlCommands must be run.
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for (auto& texGroup : TextureGroups) {
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if (texGroup.Texture) {
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texGroup.Texture->PostCtorGLCommands();
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}
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if (texGroup.NormalMap) {
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texGroup.NormalMap->PostCtorGLCommands();
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}
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if (texGroup.SpecularMap) {
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texGroup.SpecularMap->PostCtorGLCommands();
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}
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}
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}
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RawModel::~RawModel()
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{
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if (m_Skeleton) {
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@@ -84,7 +84,6 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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continue;
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}
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glm::vec4 color = modelC["Color"];
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//Model* model = ResourceManager::Load<Model>(resource);
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Model* model = ResourceManager::LoadAsync<Model>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<Model>("Models/Core/Error.obj");
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@@ -2,39 +2,44 @@
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Texture::Texture(std::string path)
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{
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PNG image(path);
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m_Image = new PNG(path);
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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image = PNG("Textures/Core/ErrorTexture.png");
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
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delete m_Image;
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m_Image = new PNG("Textures/Core/ErrorTexture.png");
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if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}
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}
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this->Width = image.Width;
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this->Height = image.Height;
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this->Width = m_Image->Width;
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this->Height = m_Image->Height;
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GLint format;
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switch (image.Format) {
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switch (m_Image->Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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m_Format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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format = GL_RGBA;
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m_Format = GL_RGBA;
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break;
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}
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}
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void Texture::GlCommands()
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{
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexImage2D(GL_TEXTURE_2D, 0, m_Format, Width, Height, 0, m_Format, GL_UNSIGNED_BYTE, m_Image->Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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delete m_Image;
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m_Image = nullptr;
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}
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Texture::~Texture()
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Block a user