Merge branch 'master' into FrustumCulling
# Conflicts: # src/Engine/Collision/Collision.cpp
This commit is contained in:
@@ -64,7 +64,7 @@ bool RayVsModel(const Ray& ray,
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float& outVCoord);
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -4,6 +4,7 @@
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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#include "../Game/Events/EDashAbility.h"
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#include "InputHandler.h"
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template <typename EventContext>
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@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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Events::DashAbility e;
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m_EventBroker->Publish(e);
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}
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#endif
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@@ -9,6 +9,7 @@
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#include "Rendering/Model.h"
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#include "Rendering/EAnimationComplete.h"
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#include "Rendering/Skeleton.h"
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#include <imgui/imgui.h>
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class AnimationSystem : public PureSystem
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{
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@@ -22,8 +23,9 @@ public:
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~AnimationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
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private:
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float angle = 0.f;
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bool b_forward = false;
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char bone[100];
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};
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#endif
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@@ -0,0 +1,29 @@
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#ifndef BoneAttachmentSystem_h__
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#define BoneAttachmentSystem_h__
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/Skeleton.h"
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//Needs to be a higher orderlevel than AnimationSystem
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class BoneAttachmentSystem : public PureSystem
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{
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public:
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BoneAttachmentSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("BoneAttachment")
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{
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}
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~BoneAttachmentSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
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private:
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};
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#endif
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@@ -43,8 +43,8 @@ private:
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(std::shared_ptr<ModelJob>& job);
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void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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@@ -68,8 +68,18 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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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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@@ -15,11 +15,12 @@ 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 std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
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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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const AABB& Box() const { return m_Box; }
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bool IsSkinned() const { return m_RawModel->IsSkinned(); }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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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->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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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->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
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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);
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}
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if (modelComponent["NormalMap"]) {
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NormalTexture.push_back(&singleTextures->NormalMap);
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}
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if (modelComponent["SpecularMap"]) {
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SpecularTexture.push_back(&singleTextures->SpecularMap);
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}
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if (modelComponent["GlowMap"]) {
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IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
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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->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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}
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else {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
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}
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::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
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SplatMap = &SplatTextures->SplatMap;
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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);
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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);
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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);
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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);
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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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@@ -57,29 +116,56 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
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AnimationTime = (double)animationComponent["Time"];
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if (Skeleton != nullptr) {
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if (world->HasComponent(Entity, "Animation")) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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for (int i = 1; i <= 3; i++) {
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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if (animationData.animation == nullptr) {
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continue;
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}
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animationData.time = (double)animationComponent["Time" + std::to_string(i)];
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animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
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Animations.push_back(animationData);
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}
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}
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if (world->HasComponent(Entity, "AnimationOffset")) {
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auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
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AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
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AnimationOffset.time = (double)animationOffsetComponent["Time"];
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} else {
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AnimationOffset.animation = nullptr;
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}
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}
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};
|
||||
|
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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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|
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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 ::RawModel::TextureProperties* SplatMap;
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std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
|
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std::vector<const ::RawModel::TextureProperties*> NormalTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
|
||||
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
|
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float Shininess = 0.f;
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glm::vec4 Color;
|
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const ::Model* Model = nullptr;
|
||||
::Skeleton* Skeleton = nullptr;
|
||||
const ::Skeleton::Animation* Animation = nullptr;
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||||
// const ::Skeleton::Animation* Animation = nullptr;
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|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
|
||||
float AnimationTime = 0.f;
|
||||
|
||||
@@ -95,7 +181,7 @@ struct ModelJob : RenderJob
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
Hash = TextureID + ModelID << 10 + ShaderID << 20;
|
||||
}
|
||||
};
|
||||
|
||||
|
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@@ -40,6 +40,7 @@ private:
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const IRenderer* m_Renderer;
|
||||
|
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ShaderProgram* m_PickingProgram;
|
||||
ShaderProgram* m_PickingSkinnedProgram;
|
||||
Camera* m_Camera;
|
||||
|
||||
struct PickingInfo
|
||||
|
||||
@@ -33,18 +33,27 @@ protected:
|
||||
public:
|
||||
~RawModelCustom();
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 BiNormal;
|
||||
glm::vec2 TextureCoords;
|
||||
struct Vertex
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 BiNormal;
|
||||
glm::vec2 TextureCoords;
|
||||
};
|
||||
|
||||
struct SkinedVertex : public Vertex {
|
||||
glm::vec4 BoneIndices;
|
||||
glm::vec4 BoneWeights;
|
||||
};
|
||||
|
||||
struct MaterialGroup
|
||||
struct TextureProperties {
|
||||
std::string TexturePath;
|
||||
glm::vec2 UVRepeat;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
};
|
||||
|
||||
struct MaterialBasic
|
||||
{
|
||||
float SpecularExponent;
|
||||
float ReflectionFactor;
|
||||
@@ -54,25 +63,69 @@ public:
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
//float Transparency;
|
||||
std::string TexturePath;
|
||||
std::shared_ptr<::Texture> Texture;
|
||||
std::string NormalMapPath;
|
||||
std::shared_ptr<::Texture> NormalMap;
|
||||
std::string SpecularMapPath;
|
||||
std::shared_ptr<::Texture> SpecularMap;
|
||||
std::string IncandescenceMapPath;
|
||||
std::shared_ptr<::Texture> IncandescenceMap;
|
||||
};
|
||||
|
||||
std::vector<MaterialGroup> MaterialGroups;
|
||||
struct MaterialSplatMapping : public MaterialBasic
|
||||
{
|
||||
TextureProperties SplatMap;
|
||||
std::vector<TextureProperties> ColorMaps;
|
||||
std::vector<TextureProperties> NormalMaps;
|
||||
std::vector<TextureProperties> SpecularMaps;
|
||||
std::vector<TextureProperties> IncandescenceMaps;
|
||||
};
|
||||
|
||||
struct MaterialSingleTextures : public MaterialBasic
|
||||
{
|
||||
TextureProperties ColorMap;
|
||||
TextureProperties NormalMap;
|
||||
TextureProperties SpecularMap;
|
||||
TextureProperties IncandescenceMap;
|
||||
};
|
||||
|
||||
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
|
||||
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
if (hasSkin) {
|
||||
return m_SkinedVertices.data();
|
||||
} else {
|
||||
return m_Vertices.data();
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int VertexSize() const {
|
||||
if (hasSkin) {
|
||||
return sizeof(SkinedVertex);
|
||||
}
|
||||
else {
|
||||
return sizeof(Vertex);
|
||||
}
|
||||
};
|
||||
|
||||
unsigned int NumVertices() const {
|
||||
if (hasSkin) {
|
||||
return m_SkinedVertices.size();
|
||||
} else {
|
||||
return m_Vertices.size();
|
||||
}
|
||||
};
|
||||
|
||||
bool IsSkinned() const { return hasSkin; };
|
||||
|
||||
std::vector<MaterialProperties> m_Materials;
|
||||
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<unsigned int> m_Indices;
|
||||
Skeleton* m_Skeleton = nullptr;
|
||||
glm::mat4 m_Matrix;
|
||||
|
||||
private:
|
||||
|
||||
bool hasSkin;
|
||||
std::vector<Vertex> m_Vertices;
|
||||
std::vector<SkinedVertex> m_SkinedVertices;
|
||||
|
||||
void ReadMeshFile(std::string filePath);
|
||||
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
|
||||
@@ -83,13 +136,17 @@ private:
|
||||
void ReadMaterialFile(std::string filePath);
|
||||
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
|
||||
void ReadAnimationFile(std::string filePath);
|
||||
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
|
||||
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
|
||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
|
||||
|
||||
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
||||
};
|
||||
|
||||
@@ -50,7 +50,6 @@ private:
|
||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||
bool isChildOfACamera(EntityWrapper entity);
|
||||
bool isChildOfCurrentCamera(EntityWrapper entity);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "Common.h"
|
||||
#include "../GLM.h"
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
//struct Bone
|
||||
//{
|
||||
@@ -53,22 +54,39 @@ public:
|
||||
{
|
||||
struct BoneProperty
|
||||
{
|
||||
int ID;
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Scale = glm::vec3(1);
|
||||
};
|
||||
|
||||
int Index = 0;
|
||||
double Time = 0.0;
|
||||
std::map<int, Keyframe::BoneProperty> BoneProperties;
|
||||
int Index = 0;
|
||||
double Time = 0.0;
|
||||
BoneProperty BoneProperties;
|
||||
};
|
||||
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::vector<Keyframe> Keyframes;
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||
};
|
||||
|
||||
struct AnimationData
|
||||
{
|
||||
const Animation* animation;
|
||||
float time;
|
||||
float weight;
|
||||
};
|
||||
|
||||
struct JointFrameTransform {
|
||||
glm::vec3 PositionInterp = glm::vec3(0);
|
||||
glm::quat RotationInterp = glm::quat();
|
||||
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||
float Weight;
|
||||
};
|
||||
|
||||
struct AnimationOffset {
|
||||
const Animation* animation;
|
||||
float time;
|
||||
};
|
||||
|
||||
Skeleton() { }
|
||||
~Skeleton();
|
||||
|
||||
@@ -82,17 +100,27 @@ public:
|
||||
|
||||
int GetBoneID(std::string name);
|
||||
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void PrintSkeleton();
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
|
||||
|
||||
//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
|
||||
void PrintSkeleton();
|
||||
void PrintSkeleton(const Bone* parent, int depthCount);
|
||||
std::map<std::string, Animation> Animations;
|
||||
|
||||
private:
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
private:
|
||||
|
||||
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
float aim = 0.f;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_PlayQueueOnEntity_h__
|
||||
#define Events_PlayQueueOnEntity_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayQueueOnEntity : public Event
|
||||
{
|
||||
EntityWrapper Emitter;
|
||||
std::vector<std::string> FilePaths;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,6 +1,9 @@
|
||||
#ifndef Sound_h__
|
||||
#define Sound_h__
|
||||
|
||||
#include <OpenAL/al.h>
|
||||
#include <OpenAL/alc.h>
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class Sound : public Resource
|
||||
|
||||
@@ -1,17 +1,23 @@
|
||||
#ifndef SoundSystem_h__
|
||||
#define SoundSystem_h__
|
||||
#ifndef SoundManager_h__
|
||||
#define SoundManager_h__
|
||||
|
||||
#include <unordered_map>
|
||||
#include <random>
|
||||
|
||||
#include "glm/common.hpp"
|
||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
@@ -20,6 +26,11 @@
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
#include "Core/EPause.h"
|
||||
#include "Core/EComponentAttached.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
|
||||
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
@@ -34,14 +45,15 @@ struct Source
|
||||
SoundType Type;
|
||||
};
|
||||
|
||||
class SoundSystem
|
||||
class SoundManager
|
||||
{
|
||||
public:
|
||||
SoundSystem() { }
|
||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||
~SoundSystem();
|
||||
SoundManager() { }
|
||||
SoundManager(World* world, EventBroker* eventBroker);
|
||||
~SoundManager();
|
||||
// Update emitters / listener
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
// Help functions for working with OpenaAL
|
||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||
@@ -56,46 +68,62 @@ private:
|
||||
// Logic
|
||||
void initOpenAL();
|
||||
void updateEmitters(double dt);
|
||||
void updateListener(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
||||
Source* createSource(std::string filePath);
|
||||
void playSound(Source* source);
|
||||
void stopSound(Source* source);
|
||||
void stopEmitters();
|
||||
void updateListener(double dt);
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||
|
||||
// Specific logic
|
||||
void playSound(Source* source);
|
||||
// Need to be the same format (sample rate etc)
|
||||
void playQueue(QueuedBuffers qb);
|
||||
void stopSound(Source* source);
|
||||
Source* createSource(std::string filePath);
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
|
||||
float m_SFXVolumeChannel = 1.0f;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
// Events
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||
bool OnPause(const Events::Pause &e);
|
||||
EventRelay<SoundManager, Events::Resume> m_EResume;
|
||||
bool OnResume(const Events::Resume &e);
|
||||
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user