Merge branch 'master' into FrustumCulling
# Conflicts: # src/Engine/Collision/Collision.cpp
This commit is contained in:
@@ -184,7 +184,7 @@ bool RayVsTriangle(const Ray& ray,
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}
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outDistance = dist;
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outUCoord = glm::dot(m, DxE2) * DetInv;
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outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
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outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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@@ -331,7 +331,7 @@ bool rectangleVsTriangle(const glm::vec2& boxMin,
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float push = rightRes < -leftRes ? rightRes : leftRes;
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float absPushSq = abs(push);
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absPushSq *= absPushSq;
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if (absPushSq < resolutionDistanceSq) {
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resolutionDistanceSq = absPushSq;
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resolutionDirection = push * normal;
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@@ -356,8 +356,8 @@ constexpr bool FaceIsGround(float faceNormalY)
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//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
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constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
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bool AABBvsTriangle(const AABB& box,
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const std::array<glm::vec3, 3>& triPos,
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bool AABBvsTriangle(const AABB& box,
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const std::array<glm::vec3, 3>& triPos,
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const glm::vec3& originalBoxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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@@ -386,7 +386,7 @@ bool AABBvsTriangle(const AABB& box,
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Resolution()
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: DistanceSq(INFINITY)
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, Vector(0.f)
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{}
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{ }
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BoxTriResolveCase Case;
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float DistanceSq;
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glm::vec3 Vector;
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@@ -526,9 +526,9 @@ bool AABBvsTriangle(const AABB& box,
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return true;
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}
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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bool AABBvsTriangles(const AABB& box,
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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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float verticalStepHeight,
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@@ -638,4 +638,4 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
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return aabb;
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}
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}
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}
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@@ -41,7 +41,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -15,33 +15,39 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["Name"]);
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if(animation != nullptr) {
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double animationSpeed = (double)animationComponent["Speed"];
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if(skeleton == nullptr) {
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return;
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}
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for (int i = 1; i <= 3; i++) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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if (animation == nullptr) {
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return;
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}
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double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed"] = 0.0;
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if (!(bool)animationComponent["Loop" + std::to_string(i)] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time" + std::to_string(i)] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["Name"];
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else {
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if (glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
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(double&)animationComponent["Time" + std::to_string(i)] = glm::abs(nextTime) - animation->Duration;
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} else {
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(double&)animationComponent["Time"] = nextTime;
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(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,70 @@
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#include "Rendering/BoneAttachmentSystem.h"
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void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt)
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{
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if(!entity.HasComponent("Transform")) {
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return;
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}
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auto parent = entity.FirstParentWithComponent("Animation");
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if (!parent.HasComponent("Model")) {
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return;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
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} catch (const std::exception&) {
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if(skeleton == nullptr) {
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return;
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}
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const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
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if (!animation) {
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return;
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}
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int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]);
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if(id == -1) {
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return;
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}
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::vec3 scale;
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glm::quat rotation;
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glm::vec3 translation;
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
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glm::vec3 angles;
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angles.y = asin(-boneTransform[0][2]);
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if (cos(angles.y) != 0) {
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angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
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angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
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} else {
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angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
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angles.z = 0;
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}
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if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
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(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
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}
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if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
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(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
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}
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if ((bool)entity["BoneAttachment"]["InheritScale"]) {
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(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
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}
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}
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@@ -77,8 +77,8 @@ void DrawBloomPass::Draw(GLuint texture)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_iterations; i++) {
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@@ -90,8 +90,8 @@ void DrawBloomPass::Draw(GLuint texture)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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@@ -102,8 +102,8 @@ void DrawBloomPass::Draw(GLuint texture)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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}
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//final vertical gaussian after the iterations are done
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@@ -115,8 +115,8 @@ void DrawBloomPass::Draw(GLuint texture)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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}
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@@ -40,6 +40,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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}
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@@ -79,6 +79,62 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectProgram->Link();
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GLERROR("Creating explosion program");
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m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
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m_ForwardPlusSplatMapProgram->Compile();
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m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusSplatMapProgram->Link();
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GLERROR("Creating Forward SplatMap program");
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||||
m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
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||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
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||||
m_ExplosionEffectSplatMapProgram->Compile();
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m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
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||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
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m_ExplosionEffectSplatMapProgram->Link();
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||||
GLERROR("Creating explosion SplatMap program");
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||||
|
||||
m_ForwardPlusSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram");
|
||||
m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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||||
m_ForwardPlusSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusSkinnedProgram->Compile();
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m_ForwardPlusSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusSkinnedProgram->Link();
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||||
GLERROR("Creating forward+ Skinned program");
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||||
|
||||
m_ExplosionEffectSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSkinnedProgram");
|
||||
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ExplosionEffectSkinnedProgram->Compile();
|
||||
m_ExplosionEffectSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectSkinnedProgram->Link();
|
||||
GLERROR("Creating explosion Skinned program");
|
||||
|
||||
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Link();
|
||||
GLERROR("Creating Forward SplatMap Skinned program");
|
||||
|
||||
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Compile();
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Link();
|
||||
GLERROR("Creating Forward SplatMap Skinned program");
|
||||
|
||||
m_ShieldToStencilProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgram");
|
||||
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencil.vert.glsl")));
|
||||
m_ShieldToStencilProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
|
||||
@@ -86,12 +142,26 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ShieldToStencilProgram->Link();
|
||||
GLERROR("Creating Shield program");
|
||||
|
||||
m_ShieldToStencilSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ShieldToStencilProgramSkinned");
|
||||
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShieldStencilSkinned.vert.glsl")));
|
||||
m_ShieldToStencilSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShieldStencil.frag.glsl")));
|
||||
m_ShieldToStencilSkinnedProgram->Compile();
|
||||
m_ShieldToStencilSkinnedProgram->Link();
|
||||
GLERROR("Creating Shield Skinned program");
|
||||
|
||||
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
m_FillDepthBufferProgram->Compile();
|
||||
m_FillDepthBufferProgram->Link();
|
||||
GLERROR("Creating DepthFill program");
|
||||
|
||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||
m_FillDepthBufferSkinnedProgram->Compile();
|
||||
m_FillDepthBufferSkinnedProgram->Link();
|
||||
GLERROR("Creating DepthFill program");
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
@@ -125,11 +195,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
//Draw Opaque shielded objects
|
||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
state->StencilMask(0x00);
|
||||
DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||
GLERROR("Shielded Opaque object");
|
||||
|
||||
//Draw Transparen Shielded objects
|
||||
DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
|
||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
||||
|
||||
GLERROR("END");
|
||||
@@ -223,107 +293,205 @@ 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 explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
|
||||
GLERROR("explosionSplatMapHandle");
|
||||
GLuint forwardSplatHandle = m_ForwardPlusSplatMapProgram->GetHandle();
|
||||
GLERROR("forwardSplatHandle");
|
||||
GLuint forwardSkinnedHandle = m_ForwardPlusSkinnedProgram->GetHandle();
|
||||
GLERROR("forwardSkinnedHandle");
|
||||
GLuint explosionSkinnedHandle = m_ExplosionEffectSkinnedProgram->GetHandle();
|
||||
GLERROR("explosionSkinnedHandle");
|
||||
GLuint explosionSplatMapSkinnedHandle = m_ExplosionEffectSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("explosionSplatMapSkinnedHandle");
|
||||
GLuint forwardSplatMapSkinnedHandle = m_ForwardPlusSplatMapSkinnedProgram->GetHandle();
|
||||
GLERROR("forwardSplatSkinnedHandle");
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
for(auto &job : jobs)
|
||||
{
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if(explosionEffectJob) {
|
||||
//Bind program
|
||||
if(GLERROR("Prebind")) {
|
||||
continue;
|
||||
}
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
if(GLERROR("BindProgram")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
switch (explosionEffectJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (explosionEffectJob->Model->IsSkinned()) {
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffectSplatMap program");
|
||||
//bind uniforms
|
||||
//bind uniforms
|
||||
BindExplosionUniforms(explosionSplatMapHandle, explosionEffectJob, scene);
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
//Bind uniforms
|
||||
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
|
||||
if(GLERROR("BindExplosionUniforms")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (explosionEffectJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
if(GLERROR("Animation")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionEffectJob);
|
||||
if(GLERROR("BindExplosionTextures")) {
|
||||
continue;
|
||||
}
|
||||
//draw
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
glEnable(GL_CULL_FACE);
|
||||
if(GLERROR("explosion effect end")) {
|
||||
continue;
|
||||
}
|
||||
GLERROR("explosion effect end");
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
//bind forward program
|
||||
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::Basic:
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSkinnedProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusSkinnedProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
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);
|
||||
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
|
||||
//bind textures
|
||||
BindModelTextures(modelJob);
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle, modelJob);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatMapSkinnedHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
if(GLERROR("models end")) {
|
||||
continue;
|
||||
} else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
GLERROR("Bind SplatMap program");
|
||||
//bind uniforms
|
||||
BindModelUniforms(forwardSplatHandle, modelJob, scene);
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
if (GLERROR("models end")) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
m_ShieldToStencilProgram->Bind();
|
||||
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
|
||||
|
||||
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()));
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_ShieldToStencilSkinnedProgram->Bind();
|
||||
GLuint shaderHandle = m_ShieldToStencilSkinnedProgram->GetHandle();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShieldToStencilProgram->Bind();
|
||||
GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -366,19 +534,20 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
continue;
|
||||
}
|
||||
|
||||
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (explosionEffectJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
if (GLERROR("Animation")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionEffectJob);
|
||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||
if (GLERROR("BindExplosionTextures")) {
|
||||
continue;
|
||||
}
|
||||
@@ -402,15 +571,16 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
BindModelUniforms(forwardHandle, modelJob, scene);
|
||||
|
||||
//bind textures
|
||||
BindModelTextures(modelJob);
|
||||
BindModelTextures(forwardHandle ,modelJob);
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -427,25 +597,35 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
|
||||
void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||
{
|
||||
m_FillDepthBufferProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
|
||||
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()));
|
||||
|
||||
|
||||
|
||||
for (auto &job : jobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
//bind uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_FillDepthBufferSkinnedProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthBufferSkinnedProgram->GetHandle();
|
||||
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()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_FillDepthBufferProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
|
||||
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()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
}
|
||||
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -459,108 +639,314 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
||||
|
||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||
{
|
||||
GLERROR("Bind 1 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||
GLERROR("Bind 2 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
GLERROR("Bind 3 uniform");
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "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);
|
||||
GLERROR("Bind 5 uniform");
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
GLERROR("Bind 6 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
GLERROR("Bind 7 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
GLERROR("Bind 8 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor));
|
||||
GLERROR("Bind 9 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness);
|
||||
GLERROR("Bind 10 uniform");
|
||||
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data());
|
||||
GLERROR("Bind 11 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar);
|
||||
GLERROR("Bind 12 uniform");
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity));
|
||||
GLERROR("Bind 13 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance);
|
||||
GLERROR("Bind 14 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
||||
GLERROR("Bind 15 uniform");
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 16 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor));
|
||||
GLERROR("Bind 17 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
|
||||
GLERROR("Bind 18 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
|
||||
GLERROR("Bind 19 uniform");
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
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)
|
||||
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& 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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Normal textures
|
||||
UniformName = "NormalUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Specular textures
|
||||
UniformName = "SpecularUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Incandescence textures
|
||||
UniformName = "GlowUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
|
||||
void DrawFinalPass::BindModelTextures(GLuint shaderHandle, 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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
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]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
|
||||
|
||||
int texturePosition = GL_TEXTURE1;
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Normal textures
|
||||
UniformName = "NormalUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Specular textures
|
||||
UniformName = "SpecularUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
|
||||
//Bind 5 Incandescence textures
|
||||
UniformName = "GlowUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
texturePosition++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -5,26 +5,77 @@ 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
|
||||
GLuint buffer;
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &ElementBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
|
||||
@@ -35,7 +86,13 @@ Model::Model(std::string fileName)
|
||||
GLERROR("GLEW: BufferFail4");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4 };
|
||||
std::vector<int> structSizes;
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
structSizes = { 3, 3, 3, 3, 2, 4, 4 };
|
||||
} else {
|
||||
structSizes = { 3, 3, 3, 3, 2 };
|
||||
}
|
||||
|
||||
int stride = 0;
|
||||
for (int size : structSizes) {
|
||||
stride += size;
|
||||
@@ -49,8 +106,10 @@ Model::Model(std::string fileName)
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
}
|
||||
}
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
@@ -59,15 +118,19 @@ Model::Model(std::string fileName)
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
}
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
//CreateBuffers();
|
||||
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
for (const auto& v : m_RawModel->m_Vertices) {
|
||||
|
||||
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
|
||||
const auto& v = m_RawModel->Vertices()[i];
|
||||
mini = glm::min(mini, v.Position);
|
||||
maxi = glm::max(maxi, v.Position);
|
||||
}
|
||||
|
||||
@@ -41,6 +41,14 @@ void PickingPass::InitializeShaderPrograms()
|
||||
m_PickingProgram->Compile();
|
||||
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingProgram->Link();
|
||||
|
||||
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
|
||||
|
||||
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
|
||||
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
|
||||
m_PickingSkinnedProgram->Compile();
|
||||
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
|
||||
m_PickingSkinnedProgram->Link();
|
||||
}
|
||||
|
||||
void PickingPass::Draw(RenderScene& scene)
|
||||
@@ -49,6 +57,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
GLuint shaderHandle = m_PickingProgram->GetHandle();
|
||||
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
@@ -83,18 +92,32 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
if (modelJob->Model->IsSkinned())
|
||||
{
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -105,41 +128,50 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
for (auto &job : scene.Jobs.TransparentObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
if (modelJob) {
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -175,17 +207,27 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -198,6 +240,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
@@ -221,19 +264,38 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->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()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
@@ -252,8 +314,8 @@ void PickingPass::ClearPicking()
|
||||
{
|
||||
m_PickingColorsToEntity.clear();
|
||||
m_EntityColors.clear();
|
||||
m_ColorCounter[0] = 1;
|
||||
m_ColorCounter[1] = 0;
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] = 1;
|
||||
|
||||
m_PickingBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
|
||||
@@ -271,7 +271,7 @@ RawModelAssimp::RawModelAssimp(std::string fileName)
|
||||
skelAnim.Keyframes.push_back(animationFrame);
|
||||
}
|
||||
|
||||
m_Skeleton->Animations[animationName] = skelAnim;
|
||||
m_Skeleton->Animations[animationName1] = skelAnim;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -34,13 +34,20 @@ 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)
|
||||
{
|
||||
#ifdef BOOST_LITTLE_ENDIAN
|
||||
m_Vertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
|
||||
hasSkin = *(bool*)(fileData + offset);
|
||||
offset += sizeof(bool);
|
||||
if (hasSkin) {
|
||||
m_SkinedVertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
|
||||
}
|
||||
else {
|
||||
m_Vertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
|
||||
}
|
||||
offset += sizeof(unsigned int);
|
||||
m_Indices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
|
||||
offset += sizeof(unsigned int);
|
||||
@@ -57,12 +64,19 @@ void RawModelCustom::ReadMesh(std::size_t& offset, char* fileData, const unsigne
|
||||
void RawModelCustom::ReadVertices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
{
|
||||
#ifdef BOOST_LITTLE_ENDIAN
|
||||
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading vertices failed");
|
||||
}
|
||||
|
||||
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
|
||||
offset += m_Vertices.size() * sizeof(Vertex);
|
||||
if (hasSkin) {
|
||||
if (offset + m_SkinedVertices.size() * sizeof(SkinedVertex) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading skined vertices failed");
|
||||
}
|
||||
memcpy(&m_SkinedVertices[0], fileData + offset, m_SkinedVertices.size() * sizeof(SkinedVertex));
|
||||
offset += m_SkinedVertices.size() * sizeof(SkinedVertex);
|
||||
} else {
|
||||
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading vertices failed");
|
||||
}
|
||||
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
|
||||
offset += m_Vertices.size() * sizeof(Vertex);
|
||||
}
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
@@ -102,14 +116,14 @@ 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)
|
||||
{
|
||||
#ifdef BOOST_LITTLE_ENDIAN
|
||||
unsigned int* numMaterials = (unsigned int*)(fileData);
|
||||
MaterialGroups.reserve(*numMaterials);
|
||||
m_Materials.reserve(*numMaterials);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
for (unsigned int i = 0; i < *numMaterials; i++) {
|
||||
@@ -121,83 +135,150 @@ void RawModelCustom::ReadMaterials(std::size_t& offset, char* fileData, const un
|
||||
|
||||
void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
{
|
||||
MaterialGroup newMaterial;
|
||||
|
||||
MaterialProperties newMaterialProperty;
|
||||
#ifdef BOOST_LITTLE_ENDIAN
|
||||
|
||||
if (offset + sizeof(unsigned int) * 4 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material texture names length failed");
|
||||
}
|
||||
if (offset + sizeof(MaterialType) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material Type failed");
|
||||
}
|
||||
MaterialType type = *(MaterialType*)(fileData + offset);
|
||||
offset += sizeof(MaterialType);
|
||||
|
||||
unsigned int* nameLengths = (unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int) * 4;
|
||||
switch (type) {
|
||||
case MaterialType::Basic:
|
||||
newMaterialProperty.material = new MaterialBasic();
|
||||
ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
|
||||
break;
|
||||
case MaterialType::SplatMapping:
|
||||
newMaterialProperty.material = new MaterialSplatMapping();
|
||||
ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
|
||||
break;
|
||||
case MaterialType::SingleTextures:
|
||||
newMaterialProperty.material = new MaterialSingleTextures();
|
||||
ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
|
||||
break;
|
||||
default:
|
||||
throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
|
||||
};
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
newMaterial.SpecularExponent = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
newMaterial.ReflectionFactor = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
|
||||
memcpy(&newMaterial.DiffuseColor[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
memcpy(&newMaterial.SpecularColor[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
memcpy(&newMaterial.IncandescenceColor[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
|
||||
newMaterial.StartIndex = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
newMaterial.EndIndex = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (nameLengths[0] > 0) {
|
||||
if (offset + nameLengths[0] > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material texture path failed");
|
||||
}
|
||||
|
||||
newMaterial.TexturePath = "Textures/";
|
||||
newMaterial.TexturePath += (fileData + offset);
|
||||
newMaterial.TexturePath += ".png";
|
||||
offset += nameLengths[0];
|
||||
}
|
||||
|
||||
if (nameLengths[1] > 0) {
|
||||
if (offset + nameLengths[1] > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material NormalMap path failed");
|
||||
}
|
||||
newMaterial.NormalMapPath = "Textures/";
|
||||
newMaterial.NormalMapPath += (fileData + offset);
|
||||
newMaterial.NormalMapPath += ".png";
|
||||
offset += nameLengths[1];
|
||||
}
|
||||
|
||||
if (nameLengths[2] > 0) {
|
||||
if (offset + nameLengths[2] > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material SpecularMap path failed");
|
||||
}
|
||||
newMaterial.SpecularMapPath = "Textures/";
|
||||
newMaterial.SpecularMapPath += (fileData + offset);
|
||||
newMaterial.SpecularMapPath += ".png";
|
||||
offset += nameLengths[2];
|
||||
}
|
||||
|
||||
if (nameLengths[3] > 0) {
|
||||
if (offset + nameLengths[3] > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material IncandescenceMap path failed");
|
||||
}
|
||||
newMaterial.IncandescenceMapPath = "Textures/";
|
||||
newMaterial.IncandescenceMapPath += (fileData + offset);
|
||||
newMaterial.IncandescenceMapPath += ".png";
|
||||
offset += nameLengths[3];
|
||||
}
|
||||
newMaterialProperty.type = type;
|
||||
|
||||
#else
|
||||
#endif
|
||||
|
||||
MaterialGroups.push_back(newMaterial);
|
||||
m_Materials.push_back(newMaterialProperty);
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMaterialBasic(RawModelCustom::MaterialBasic* newMaterial, std::size_t& offset, char* fileData, const unsigned int& fileByteSize)
|
||||
{
|
||||
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");
|
||||
}
|
||||
|
||||
newMaterial->SpecularExponent = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
newMaterial->ReflectionFactor = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
|
||||
memcpy(&newMaterial->DiffuseColor[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
memcpy(&newMaterial->SpecularColor[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
memcpy(&newMaterial->IncandescenceColor[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
|
||||
newMaterial->StartIndex = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
newMaterial->EndIndex = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
}
|
||||
|
||||
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->ColorMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
if (numberOfMaps[1] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->SpecularMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
if (numberOfMaps[2] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->NormalMap, offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
if (numberOfMaps[3] > 0)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->IncandescenceMap, offset, fileData, 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);
|
||||
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++)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->ColorMaps[i], offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
newMaterial->SpecularMaps.resize(numberOfMaps[1]);
|
||||
for (unsigned char i = 0; i < numberOfMaps[1]; i++)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->SpecularMaps[i], offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
newMaterial->NormalMaps.resize(numberOfMaps[2]);
|
||||
for (unsigned char i = 0; i < numberOfMaps[2]; i++)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->NormalMaps[i], offset, fileData, fileByteSize);
|
||||
}
|
||||
|
||||
newMaterial->IncandescenceMaps.resize(numberOfMaps[3]);
|
||||
for (unsigned char i = 0; i < numberOfMaps[3]; i++)
|
||||
{
|
||||
ReadMaterialTextureProperties(newMaterial->IncandescenceMaps[i], offset, fileData, 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");
|
||||
}
|
||||
texture.TexturePath = "Textures/";
|
||||
texture.TexturePath += (fileData + offset);
|
||||
texture.TexturePath += ".png";
|
||||
offset += nameLength;
|
||||
if (offset + sizeof(glm::vec2) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
|
||||
}
|
||||
memcpy(&texture.UVRepeat[0], fileData + offset, sizeof(glm::vec2));
|
||||
offset += sizeof(glm::vec2);
|
||||
}
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadAnimationFile(std::string filePath)
|
||||
@@ -207,7 +288,9 @@ void RawModelCustom::ReadAnimationFile(std::string filePath)
|
||||
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
|
||||
|
||||
if (!in.is_open()) {
|
||||
//throw Resource::FailedLoadingException("Open animation file failed");
|
||||
if (hasSkin) {
|
||||
throw Resource::FailedLoadingException("Open animation file for a skinned mesh failed, unknown stuff will happen");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -233,7 +316,7 @@ 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)
|
||||
@@ -318,32 +401,43 @@ void RawModelCustom::ReadAnimationClipSingle(std::size_t& offset, char* fileData
|
||||
if (offset + sizeof(float) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip duration failed");
|
||||
}
|
||||
|
||||
newAnimation.Duration = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
|
||||
if (offset + sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip NrOfKeyframes failed");
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip numberOfJointFrames failed");
|
||||
}
|
||||
unsigned int nrOfKeyframes = *(unsigned int*)(fileData + offset);
|
||||
unsigned int numberOfJointFrames = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (offset + sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip NrOfJoints failed");
|
||||
}
|
||||
unsigned int nrOfJoints = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
for (unsigned int i = 0; i < numberOfJointFrames; i++) {
|
||||
if (offset + sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip JointID failed");
|
||||
}
|
||||
int jointID = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
newAnimation.Keyframes.reserve(nrOfKeyframes);
|
||||
for (unsigned int i = 0; i < nrOfKeyframes; i++) {
|
||||
ReadAnimationKeyFrame(offset, fileData, fileByteSize, nrOfJoints, newAnimation);
|
||||
if (offset + sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationClip numberOFKeyFrames failed");
|
||||
}
|
||||
unsigned int numberOFKeyFrames = *(unsigned int*)(fileData + offset);
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (numberOFKeyFrames > 0) {
|
||||
newAnimation.JointAnimations[jointID].reserve(numberOFKeyFrames);
|
||||
|
||||
for (unsigned int j = 0; j < numberOFKeyFrames; j++) {
|
||||
ReadAnimationKeyFrame(offset, fileData, fileByteSize, newAnimation.JointAnimations[jointID]);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_Skeleton->Animations[newAnimation.Name] = newAnimation;
|
||||
//m_Skeleton->Animations[newAnimation.Name].KeyFrameAmount = nrOfKeyframes;
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation)
|
||||
void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation)
|
||||
{
|
||||
Skeleton::Animation::Keyframe newKeyFrame;
|
||||
|
||||
@@ -359,17 +453,27 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
|
||||
newKeyFrame.Time = *(float*)(fileData + offset);
|
||||
offset += sizeof(float);
|
||||
|
||||
if (offset + sizeof(Skeleton::Animation::Keyframe::BoneProperty) * numberOfJoints> fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationKeyFrame joints failed");
|
||||
if (offset + sizeof(float) * 3 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationKeyFrame Position failed");
|
||||
}
|
||||
memcpy(&newKeyFrame.BoneProperties.Position[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
|
||||
Skeleton::Animation::Keyframe::BoneProperty newBone;
|
||||
for (unsigned int i = 0; i < numberOfJoints; i++) {
|
||||
memcpy(&newBone, (fileData + offset), sizeof(Skeleton::Animation::Keyframe::BoneProperty));
|
||||
offset += sizeof(Skeleton::Animation::Keyframe::BoneProperty);
|
||||
newKeyFrame.BoneProperties[newBone.ID] = newBone;
|
||||
if (offset + sizeof(float) * 4 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationKeyFrame Rotation failed");
|
||||
}
|
||||
animation.Keyframes.push_back(newKeyFrame);
|
||||
memcpy(&newKeyFrame.BoneProperties.Rotation[0], fileData + offset, sizeof(float) * 4);
|
||||
offset += sizeof(float) * 4;
|
||||
|
||||
if (offset + sizeof(float) * 3 > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading AnimationKeyFrame Scale failed");
|
||||
}
|
||||
memcpy(&newKeyFrame.BoneProperties.Scale[0], fileData + offset, sizeof(float) * 3);
|
||||
offset += sizeof(float) * 3;
|
||||
|
||||
|
||||
animation.push_back(newKeyFrame);
|
||||
|
||||
}
|
||||
|
||||
RawModelCustom::~RawModelCustom()
|
||||
@@ -377,6 +481,9 @@ RawModelCustom::~RawModelCustom()
|
||||
if (m_Skeleton != nullptr) {
|
||||
delete m_Skeleton;
|
||||
}
|
||||
for (auto material : m_Materials) {
|
||||
delete material.material;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -62,14 +62,14 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
}
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
@@ -111,6 +111,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
fillPercentage
|
||||
));
|
||||
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
||||
@@ -122,6 +123,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
|
||||
} else {
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
||||
}
|
||||
} else {
|
||||
@@ -132,6 +134,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentObjects.push_back(explosionEffectJob);
|
||||
} else {
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.OpaqueObjects.push_back(explosionEffectJob);
|
||||
}
|
||||
}
|
||||
@@ -147,6 +150,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
fillPercentage
|
||||
));
|
||||
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.ShieldObjects.push_back(modelJob);
|
||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
||||
@@ -158,6 +162,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentShieldedObjects.push_back(modelJob);
|
||||
} else {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
||||
}
|
||||
} else {
|
||||
@@ -168,6 +173,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentObjects.push_back(modelJob);
|
||||
} else {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.OpaqueObjects.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
@@ -233,7 +239,7 @@ 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) {
|
||||
@@ -290,6 +296,8 @@ void RenderSystem::Update(double dt)
|
||||
|
||||
fillModels(scene.Jobs);
|
||||
fillPointLights(scene.Jobs.PointLight, m_World);
|
||||
//TODO: Make sure all objects needed are also sorted.
|
||||
scene.Jobs.OpaqueObjects.sort();
|
||||
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
|
||||
fillText(scene.Jobs.Text, m_World);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
@@ -39,66 +39,494 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation& animation, double time, bool noRootMotion /*= false*/)
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
|
||||
{
|
||||
// HACK: Animation wrap-around
|
||||
while (time < 0) {
|
||||
time += animation.Duration;
|
||||
}
|
||||
while (time > animation.Duration) {
|
||||
time -= animation.Duration;
|
||||
}
|
||||
if (animations.size() <= 0) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
int currentKeyframeIndex = GetKeyframe(animation, time);
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
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);
|
||||
|
||||
//auto animationFrame = Animations[""].Keyframes[frame];
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, static_cast<float>(alpha), frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
}
|
||||
return finalMatrices;
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe ¤tFrame, const Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
/*
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
if (currentFrame.BoneProperties.find(bone->ID) != currentFrame.BoneProperties.end() || nextFrame.BoneProperties.find(bone->ID) != nextFrame.BoneProperties.end()) {
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties.at(bone->ID);
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties.at(bone->ID);
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
if(animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
positionInterp.x = 0;
|
||||
positionInterp.z = 0;
|
||||
}
|
||||
if(boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if(nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix; // * glm::inverse(bone->OffsetMatrix);
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
positionInterp.x = 0;
|
||||
positionInterp.z = 0;
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix *(glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
boneMatrix = parentMatrix *(glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
|
||||
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
boneMatrices[bone->ID] = boneMatrix; // * bone->OffsetMatrix;
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
std::string name = child->Name;
|
||||
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, progress, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
// LOG_INFO("%s Has no keyframe", bone->Name.c_str());
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(JointTransforms.size() <= 0) {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else if (JointTransforms.size() == 1) {
|
||||
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms)
|
||||
{
|
||||
if(jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
|
||||
|
||||
if (JointTransforms.size() == 0) {
|
||||
if (bone->Parent) {
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = parentMatrix * offset;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
} else {
|
||||
boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
|
||||
}
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
|
||||
} else {
|
||||
boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
}
|
||||
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
|
||||
{
|
||||
const Animation* animation = animationOffset.animation;
|
||||
float time = animationOffset.time;
|
||||
|
||||
glm::vec3 position = glm::vec3(0);
|
||||
glm::quat rotation = glm::quat();
|
||||
glm::vec3 scale = glm::vec3(1);
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress: %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
position = currentFrame.BoneProperties.Position;
|
||||
rotation = currentFrame.BoneProperties.Rotation;
|
||||
scale = currentFrame.BoneProperties.Scale;
|
||||
}
|
||||
}
|
||||
|
||||
return (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
}
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
boneMatrix = (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp)) * childMatrix;
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
boneMatrix = (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale)) * childMatrix;
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
if (bone->Parent) {
|
||||
boneMatrix = bone->Parent->OffsetMatrix * glm::inverse(bone->OffsetMatrix) * childMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
if (bone->Parent) {
|
||||
return GetBoneTransform(bone->Parent, animation, time, boneMatrix);
|
||||
} else {
|
||||
return boneMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
int Skeleton::GetBoneID(std::string name)
|
||||
@@ -134,11 +562,13 @@ void Skeleton::PrintSkeleton(const Bone* bone, int depthCount)
|
||||
|
||||
int Skeleton::GetKeyframe(const Animation& animation, double time)
|
||||
{
|
||||
|
||||
/*
|
||||
if (time < 0) {
|
||||
time = 0;
|
||||
}
|
||||
if (time >= animation.Duration) {
|
||||
return animation.Keyframes.size() - 1;
|
||||
return animation..size() - 1;
|
||||
}
|
||||
|
||||
for (int keyframe = 0; keyframe < animation.Keyframes.size(); ++keyframe) {
|
||||
@@ -146,6 +576,8 @@ int Skeleton::GetKeyframe(const Animation& animation, double time)
|
||||
return (keyframe - 1) % animation.Keyframes.size();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,374 @@
|
||||
#include "Sound/SoundManager.h"
|
||||
|
||||
SoundManager::SoundManager(World* world, EventBroker* eventBroker)
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_EventBroker = eventBroker;
|
||||
m_World = world;
|
||||
m_BGMVolumeChannel = config->Get<float>("Sound.BGMVolume", 1.f);
|
||||
m_SFXVolumeChannel = config->Get<float>("Sound.SFXVolume", 1.f);
|
||||
|
||||
initOpenAL();
|
||||
alSpeedOfSound(340.29f);
|
||||
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||
alDopplerFactor(1);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundManager::OnPlaySoundOnEntity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundManager::OnPlaySoundOnPosition);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundManager::OnPlayBackgroundMusic);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundManager::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundManager::OnPauseSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundManager::OnContinueSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundManager::OnSetBGMGain);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundManager::OnSetSFXGain);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundManager::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundManager::OnResume);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundManager::OnComponentAttached);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
|
||||
}
|
||||
|
||||
SoundManager::~SoundManager()
|
||||
{
|
||||
stopEmitters(); // Stopps emitters
|
||||
deleteInactiveEmitters(); // Deletes stopped emitters
|
||||
// Delete entities
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
m_World->DeleteEntity((*it).first);
|
||||
}
|
||||
m_Sources.clear();
|
||||
|
||||
alcDestroyContext(m_ALCcontext);
|
||||
alcCloseDevice(m_ALCdevice);
|
||||
}
|
||||
|
||||
void SoundManager::stopEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
|
||||
stopSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<SoundManager>();
|
||||
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
|
||||
updateEmitters(dt);
|
||||
updateListener(dt);
|
||||
|
||||
// Editor debug info
|
||||
ImGui::SliderFloat("BGM", &m_BGMVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
|
||||
ImGui::SliderFloat("SFX", &m_SFXVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
|
||||
}
|
||||
|
||||
void SoundManager::deleteInactiveEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end();) {
|
||||
if (m_World->ValidEntity(it->first)
|
||||
&& m_World->HasComponent(it->first, "SoundEmitter")) {
|
||||
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
|
||||
// Nothing to see here, move along
|
||||
it++;
|
||||
continue;
|
||||
} else {
|
||||
// Sound has been stopped / finished playing.
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
m_World->DeleteEntity(it->first);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
} else {
|
||||
// Entity / Component has been removed
|
||||
stopSound(it->second);
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::updateEmitters(double dt)
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
// Get previous pos
|
||||
if (!m_World->ValidEntity(it->first)) {
|
||||
return;
|
||||
}
|
||||
if (!m_World->HasComponent(it->first, "SoundEmitter"))
|
||||
return;
|
||||
|
||||
glm::vec3 previousPos;
|
||||
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
|
||||
// Get next pos
|
||||
if (!m_World->HasComponent(it->first, "Transform"))
|
||||
return;
|
||||
if (!m_World->ValidEntity(m_World->GetParent(it->first))) {
|
||||
return;
|
||||
}
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
|
||||
// Calculate velocity
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
|
||||
setSourcePos(it->second->ALsource, nextPos);
|
||||
setSourceVel(it->second->ALsource, velocity);
|
||||
|
||||
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
|
||||
setSoundProperties(it->second, &emitter);
|
||||
|
||||
// Path changed
|
||||
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
|
||||
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
|
||||
if (it->second->SoundResource->Buffer() != 0) {
|
||||
playSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::updateListener(double dt)
|
||||
{
|
||||
// Should only be one listener.
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
if (listenerComponents == nullptr || !m_LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
EntityWrapper listener(m_World, (*it).EntityID);
|
||||
if (!listener.Valid()) {
|
||||
break;
|
||||
}
|
||||
if (listener.IsChildOf(m_LocalPlayer) || listener == m_LocalPlayer) {
|
||||
glm::vec3 previousPos;
|
||||
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(listener); // Get next (current) pos
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
|
||||
setListenerPos(nextPos);
|
||||
setListenerVel(velocity);
|
||||
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(listener)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Source* SoundManager::createSource(std::string filePath)
|
||||
{
|
||||
ALuint alSource;
|
||||
alGenSources((ALuint)1, &alSource);
|
||||
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
|
||||
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
|
||||
Source* source = new Source();
|
||||
source->ALsource = alSource;
|
||||
source->SoundResource = ResourceManager::Load<Sound>(filePath);
|
||||
return source;
|
||||
}
|
||||
|
||||
void SoundManager::playSound(Source* source)
|
||||
{
|
||||
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
|
||||
alSourcePlay(source->ALsource);
|
||||
}
|
||||
|
||||
void SoundManager::playQueue(QueuedBuffers qb)
|
||||
{
|
||||
for (int i = 0; i < qb.second.size(); i++) {
|
||||
alSourceQueueBuffers(qb.first, 1, &qb.second[i]);
|
||||
}
|
||||
alSourcePlay(qb.first);
|
||||
}
|
||||
|
||||
void SoundManager::stopSound(Source* source)
|
||||
{
|
||||
alSourceStop(source->ALsource);
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::SFX;
|
||||
EntityID child = m_World->CreateEntity(e.EmitterID);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
m_Sources[child] = source;
|
||||
playSound(source);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
auto emitterID = m_World->CreateEntity();
|
||||
auto transform = m_World->AttachComponent(emitterID, "Transform");
|
||||
(glm::vec3&)transform["Position"] = e.Position;
|
||||
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||
(float&)(double)emitter["Gain"] = e.Gain;
|
||||
(float&)(double)emitter["Pitch"] = e.Pitch;
|
||||
(bool&)emitter["Loop"] = e.Loop;
|
||||
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
|
||||
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
|
||||
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[emitterID] = source;
|
||||
playSound(source);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPauseSound(const Events::PauseSound & e)
|
||||
{
|
||||
alSourcePause(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnStopSound(const Events::StopSound & e)
|
||||
{
|
||||
alSourceStop(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnContinueSound(const Events::ContinueSound & e)
|
||||
{
|
||||
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
{
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
if ((*it).EntityID != m_LocalPlayer.ID) {
|
||||
break;
|
||||
}
|
||||
auto emitterChild = m_World->CreateEntity((*it).EntityID);
|
||||
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
|
||||
(bool&)emitter["Loop"] = true;
|
||||
(std::string&)emitter["FilePath"] = e.FilePath;
|
||||
m_World->AttachComponent(emitterChild, "Transform");
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::BGM;
|
||||
setSoundProperties(source, &emitter);
|
||||
m_Sources[emitterChild] = source;
|
||||
playSound(source);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||
{
|
||||
m_BGMVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||
{
|
||||
m_SFXVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnComponentAttached(const Events::ComponentAttached & e)
|
||||
{
|
||||
if (e.Component.Info.Name == "SoundEmitter") {
|
||||
auto component = m_World->GetComponent(e.Entity.ID, "SoundEmitter");
|
||||
Source* source = createSource(component["FilePath"]);
|
||||
m_Sources[e.Entity.ID] = source;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPause(const Events::Pause & e)
|
||||
{
|
||||
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
alSourcePause(it->second->ALsource);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnResume(const Events::Resume &e)
|
||||
{
|
||||
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
alSourcePlay(it->second->ALsource);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_LocalPlayer = e.Player;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
|
||||
{
|
||||
Source* source = createSource(*e.FilePaths.begin());
|
||||
std::vector<ALuint> buffers;
|
||||
buffers.push_back(source->SoundResource->Buffer());
|
||||
source->Type = SoundType::BGM;
|
||||
std::vector<std::string>::const_iterator it;
|
||||
for (it = e.FilePaths.begin() + 1; it != e.FilePaths.end(); it++) {
|
||||
buffers.push_back(ResourceManager::Load<Sound>(*it)->Buffer());
|
||||
}
|
||||
playQueue(QueuedBuffers(source->ALsource, buffers));
|
||||
return true;
|
||||
}
|
||||
|
||||
ALenum SoundManager::getSourceState(ALuint source)
|
||||
{
|
||||
ALenum state;
|
||||
alGetSourcei(source, AL_SOURCE_STATE, &state);
|
||||
return state;
|
||||
}
|
||||
|
||||
void SoundManager::setGain(Source * source, float gain)
|
||||
{
|
||||
alSourcef(source->ALsource, AL_GAIN, gain);
|
||||
}
|
||||
|
||||
void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundComponent)
|
||||
{
|
||||
float gain = (source->Type == SoundType::SFX) ? m_SFXVolumeChannel : m_BGMVolumeChannel;
|
||||
alSourcef(source->ALsource, AL_GAIN, (float)(double)(*soundComponent)["Gain"] * gain);
|
||||
alSourcef(source->ALsource, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
|
||||
alSourcei(source->ALsource, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
|
||||
alSourcef(source->ALsource, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
|
||||
alSourcef(source->ALsource, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
|
||||
alSourcef(source->ALsource, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
|
||||
}
|
||||
|
||||
void SoundManager::initOpenAL()
|
||||
{
|
||||
// Initialize OpenAL
|
||||
m_ALCdevice = alcOpenDevice(nullptr);
|
||||
if (m_ALCdevice != nullptr) {
|
||||
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
|
||||
alcMakeContextCurrent(m_ALCcontext);
|
||||
} else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::setListenerOri(glm::vec3 ori)
|
||||
{
|
||||
// Calculate forward and up vector.
|
||||
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
|
||||
forward = glm::rotateX(forward, ori.x);
|
||||
forward = glm::rotateY(forward, ori.y);
|
||||
forward = glm::rotateZ(forward, ori.z);
|
||||
glm::normalize(forward);
|
||||
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
|
||||
up = glm::rotateX(up, ori.x);
|
||||
up = glm::rotateY(up, ori.y);
|
||||
up = glm::rotateZ(up, ori.z);
|
||||
glm::normalize(up);
|
||||
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
|
||||
alListenerfv(AL_ORIENTATION, lOri);
|
||||
}
|
||||
@@ -1,308 +0,0 @@
|
||||
#include "Sound/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode)
|
||||
{
|
||||
m_EventBroker = eventBroker;
|
||||
m_World = world;
|
||||
m_EditorEnabled = editorMode;
|
||||
|
||||
initOpenAL();
|
||||
|
||||
alSpeedOfSound(340.29f);
|
||||
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||
alDopplerFactor(1);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundSystem::OnPlaySoundOnEntity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundSystem::OnPlaySoundOnPosition);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundSystem::OnPlayBackgroundMusic);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundSystem::OnPauseSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundSystem::OnContinueSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundSystem::OnSetBGMGain);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundSystem::OnSetSFXGain);
|
||||
}
|
||||
|
||||
SoundSystem::~SoundSystem()
|
||||
{
|
||||
stopEmitters(); // Stopps emitters
|
||||
deleteInactiveEmitters(); // Deletes stopped emitters
|
||||
// Delete entities
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
m_World->DeleteEntity((*it).first);
|
||||
}
|
||||
m_Sources.clear();
|
||||
|
||||
alcDestroyContext(m_ALCcontext);
|
||||
alcCloseDevice(m_ALCdevice);
|
||||
}
|
||||
|
||||
void SoundSystem::stopEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
|
||||
stopSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<SoundSystem>();
|
||||
addNewEmitters(dt); // can be optimized with "EEntityCreated"
|
||||
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
|
||||
updateEmitters( dt);
|
||||
updateListener( dt);
|
||||
}
|
||||
|
||||
void SoundSystem::deleteInactiveEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end();) {
|
||||
if (m_World->ValidEntity(it->first)
|
||||
&& m_World->HasComponent(it->first, "SoundEmitter")) {
|
||||
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
|
||||
// Nothing to see here, move along
|
||||
it++;
|
||||
continue;
|
||||
} else {
|
||||
// Sound has been stopped / finished playing.
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
m_World->DeleteEntity(it->first);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
} else {
|
||||
// Entity / Component has been removed
|
||||
stopSound((*it).second);
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::addNewEmitters(double dt)
|
||||
{
|
||||
auto emitterComponents = m_World->GetComponents("SoundEmitter");
|
||||
if (emitterComponents == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (auto it = emitterComponents->begin(); it != emitterComponents->end(); it++) {
|
||||
EntityID emitter = (*it).EntityID;
|
||||
std::unordered_map<EntityID, Source*>::iterator source;
|
||||
source = m_Sources.find(emitter);
|
||||
if (source == m_Sources.end()) { // Did not exist, add it
|
||||
Source* source = createSource((std::string)(*it)["FilePath"]);
|
||||
m_Sources[emitter] = source;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::updateEmitters(double dt)
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
// Get previous pos
|
||||
glm::vec3 previousPos;
|
||||
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
|
||||
// Get next pos
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
|
||||
// Calculate velocity
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
|
||||
setSourcePos(it->second->ALsource, nextPos);
|
||||
setSourceVel(it->second->ALsource, velocity);
|
||||
float gain;
|
||||
if (it->second->Type == SoundType::SFX) {
|
||||
gain = m_SFXVolumeChannel;
|
||||
} else if (it->second->Type == SoundType::BGM) {
|
||||
gain = m_BGMVolumeChannel;
|
||||
}
|
||||
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
|
||||
setSoundProperties(it->second->ALsource, &emitter);
|
||||
|
||||
// To make an emitter play when spawned in editor mode
|
||||
if (m_EditorEnabled) {
|
||||
// Path changed
|
||||
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
|
||||
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
|
||||
if (it->second->SoundResource->Buffer() != 0) {
|
||||
playSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::updateListener(double dt)
|
||||
{
|
||||
// Should only be one listener.
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
if (listenerComponents == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
EntityID listener = (*it).EntityID;
|
||||
glm::vec3 previousPos;
|
||||
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, listener); // Get next (current) pos
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
|
||||
setListenerPos(nextPos);
|
||||
setListenerVel(velocity);
|
||||
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(m_World, listener)));
|
||||
}
|
||||
}
|
||||
|
||||
Source* SoundSystem::createSource(std::string filePath)
|
||||
{
|
||||
ALuint alSource;
|
||||
alGenSources((ALuint)1, &alSource);
|
||||
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
|
||||
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
|
||||
Source* source = new Source();
|
||||
source->ALsource = alSource;
|
||||
source->SoundResource = ResourceManager::Load<Sound>(filePath);
|
||||
return source;
|
||||
}
|
||||
|
||||
void SoundSystem::playSound(Source* source)
|
||||
{
|
||||
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
|
||||
alSourcePlay(source->ALsource);
|
||||
}
|
||||
|
||||
void SoundSystem::stopSound(Source* source)
|
||||
{
|
||||
alSourceStop(source->ALsource);
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[e.EmitterID] = source;
|
||||
playSound(source);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
auto emitterID = m_World->CreateEntity();
|
||||
auto transform = m_World->AttachComponent(emitterID, "Transform");
|
||||
(glm::vec3&)transform["Position"] = e.Position;
|
||||
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||
(float&)(double)emitter["Gain"] = e.Gain;
|
||||
(float&)(double)emitter["Pitch"] = e.Pitch;
|
||||
(bool&)emitter["Loop"] = e.Loop;
|
||||
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
|
||||
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
|
||||
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
|
||||
auto model = m_World->AttachComponent(emitterID, "Model");
|
||||
(std::string&)model["Resource"] = "Models/Core/UnitCube.mesh"; // 360NoScope UnitCube
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[emitterID] = source;
|
||||
playSound(source);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
|
||||
{
|
||||
alSourcePause(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnStopSound(const Events::StopSound & e)
|
||||
{
|
||||
alSourceStop(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
|
||||
{
|
||||
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
{
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
auto emitterChild = m_World->CreateEntity((*it).EntityID);
|
||||
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
|
||||
(bool&)emitter["Loop"] = true;
|
||||
(std::string&)emitter["FilePath"] = e.FilePath;
|
||||
m_World->AttachComponent(emitterChild, "Transform");
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::BGM;
|
||||
m_Sources[emitterChild] = source;
|
||||
playSound(source);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||
{
|
||||
m_BGMVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||
{
|
||||
m_SFXVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
void SoundSystem::setListenerOri(glm::vec3 ori)
|
||||
{
|
||||
// Calculate forward and up vector.
|
||||
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
|
||||
forward = glm::rotateX(forward, ori.x);
|
||||
forward = glm::rotateY(forward, ori.y);
|
||||
forward = glm::rotateZ(forward, ori.z);
|
||||
glm::normalize(forward);
|
||||
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
|
||||
up = glm::rotateX(up, ori.x);
|
||||
up = glm::rotateY(up, ori.y);
|
||||
up = glm::rotateZ(up, ori.z);
|
||||
glm::normalize(up);
|
||||
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
|
||||
alListenerfv(AL_ORIENTATION, lOri);
|
||||
}
|
||||
|
||||
ALenum SoundSystem::getSourceState(ALuint source)
|
||||
{
|
||||
ALenum state;
|
||||
alGetSourcei(source, AL_SOURCE_STATE, &state);
|
||||
return state;
|
||||
}
|
||||
|
||||
void SoundSystem::setGain(Source * source, float gain)
|
||||
{
|
||||
alSourcef(source->ALsource, AL_GAIN, gain);
|
||||
}
|
||||
|
||||
void SoundSystem::setSoundProperties(ALuint source, ComponentWrapper* soundComponent)
|
||||
{
|
||||
alSourcef(source, AL_GAIN, (float)(double)(*soundComponent)["Gain"]);
|
||||
alSourcef(source, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
|
||||
alSourcei(source, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
|
||||
alSourcef(source, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
|
||||
alSourcef(source, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
|
||||
alSourcef(source, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
|
||||
}
|
||||
|
||||
void SoundSystem::initOpenAL()
|
||||
{
|
||||
// Initialize OpenAL
|
||||
m_ALCdevice = alcOpenDevice(nullptr);
|
||||
if (m_ALCdevice != nullptr) {
|
||||
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
|
||||
alcMakeContextCurrent(m_ALCcontext);
|
||||
} else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user